Files
tbd-station-14/Content.Client/HealthOverlay/HealthOverlaySystem.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

108 lines
2.8 KiB
C#

using System.Collections.Generic;
using Content.Client.HealthOverlay.UI;
using Content.Shared.Damage;
using Content.Shared.GameTicking;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.HealthOverlay
{
[UsedImplicitly]
public class HealthOverlaySystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
private readonly Dictionary<EntityUid, HealthOverlayGui> _guis = new();
private IEntity? _attachedEntity;
private bool _enabled;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value)
{
return;
}
_enabled = value;
foreach (var gui in _guis.Values)
{
gui.SetVisibility(value);
}
}
}
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
}
public void Reset(RoundRestartCleanupEvent ev)
{
foreach (var gui in _guis.Values)
{
gui.Dispose();
}
_guis.Clear();
_attachedEntity = null;
}
private void HandlePlayerAttached(PlayerAttachSysMessage message)
{
_attachedEntity = message.AttachedEntity;
}
public override void FrameUpdate(float frameTime)
{
base.Update(frameTime);
if (!_enabled)
{
return;
}
if (_attachedEntity == null || _attachedEntity.Deleted)
{
return;
}
var viewBox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
foreach (var (mobState, _) in ComponentManager.EntityQuery<IMobStateComponent, DamageableComponent>())
{
var entity = mobState.Owner;
if (_attachedEntity.Transform.MapID != entity.Transform.MapID ||
!viewBox.Contains(entity.Transform.WorldPosition))
{
if (_guis.TryGetValue(entity.Uid, out var oldGui))
{
oldGui.Dispose();
}
continue;
}
if (_guis.ContainsKey(entity.Uid))
{
continue;
}
var gui = new HealthOverlayGui(entity);
_guis.Add(entity.Uid, gui);
}
}
}
}