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