* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
185 lines
6.2 KiB
C#
185 lines
6.2 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using static Robust.Client.UserInterface.Controls.ItemList;
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namespace Content.Client.GameObjects.Components.Body.Scanner
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{
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public sealed class BodyScannerDisplay : SS14Window
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{
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private IEntity? _currentEntity;
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private IBodyPart? _currentBodyPart;
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private IBody? CurrentBody => _currentEntity?.GetComponentOrNull<IBody>();
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public BodyScannerDisplay(BodyScannerBoundUserInterface owner)
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{
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IoCManager.InjectDependencies(this);
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Owner = owner;
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Title = Loc.GetString("Body Scanner");
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var hSplit = new HBoxContainer
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{
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Children =
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{
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// Left half
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new ScrollContainer
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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Children =
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{
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(BodyPartList = new ItemList())
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}
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},
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// Right half
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new VBoxContainer
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{
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SizeFlagsHorizontal = SizeFlags.FillExpand,
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Children =
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{
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// Top half of the right half
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new VBoxContainer
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{
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SizeFlagsVertical = SizeFlags.FillExpand,
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Children =
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{
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(BodyPartLabel = new Label()),
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new HBoxContainer
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{
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Children =
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{
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new Label
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{
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Text = "Health: "
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},
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(BodyPartHealth = new Label())
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}
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},
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new ScrollContainer
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{
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SizeFlagsVertical = SizeFlags.FillExpand,
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Children =
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{
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(MechanismList = new ItemList())
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}
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}
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}
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},
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// Bottom half of the right half
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(MechanismInfoLabel = new RichTextLabel
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{
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SizeFlagsVertical = SizeFlags.FillExpand
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})
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}
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}
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}
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};
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Contents.AddChild(hSplit);
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BodyPartList.OnItemSelected += BodyPartOnItemSelected;
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MechanismList.OnItemSelected += MechanismOnItemSelected;
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}
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public BodyScannerBoundUserInterface Owner { get; }
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protected override Vector2? CustomSize => (800, 600);
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private ItemList BodyPartList { get; }
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private Label BodyPartLabel { get; }
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private Label BodyPartHealth { get; }
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private ItemList MechanismList { get; }
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private RichTextLabel MechanismInfoLabel { get; }
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public void UpdateDisplay(IEntity entity)
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{
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_currentEntity = entity;
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BodyPartList.Clear();
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var body = CurrentBody;
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if (body == null)
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{
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return;
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}
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foreach (var slotName in body.Parts.Keys)
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{
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BodyPartList.AddItem(Loc.GetString(slotName));
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}
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}
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public void BodyPartOnItemSelected(ItemListSelectedEventArgs args)
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{
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var body = CurrentBody;
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if (body == null)
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{
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return;
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}
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var slot = body.SlotAt(args.ItemIndex).Key;
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_currentBodyPart = body.PartAt(args.ItemIndex).Value;
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if (body.Parts.TryGetValue(slot, out var part))
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{
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UpdateBodyPartBox(part, slot);
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}
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}
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private void UpdateBodyPartBox(IBodyPart part, string slotName)
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{
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BodyPartLabel.Text = $"{Loc.GetString(slotName)}: {Loc.GetString(part.Owner.Name)}";
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// TODO BODY Part damage
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if (part.Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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BodyPartHealth.Text = Loc.GetString("{0} damage", damageable.TotalDamage);
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}
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MechanismList.Clear();
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foreach (var mechanism in part.Mechanisms)
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{
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MechanismList.AddItem(mechanism.Name);
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}
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}
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// TODO BODY Guaranteed this is going to crash when a part's mechanisms change. This part is left as an exercise for the reader.
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public void MechanismOnItemSelected(ItemListSelectedEventArgs args)
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{
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UpdateMechanismBox(_currentBodyPart?.Mechanisms.ElementAt(args.ItemIndex));
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}
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private void UpdateMechanismBox(IMechanism? mechanism)
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{
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// TODO BODY Improve UI
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if (mechanism == null)
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{
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MechanismInfoLabel.SetMessage("");
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return;
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}
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// TODO BODY Mechanism description
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var message =
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Loc.GetString(
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$"{mechanism.Name}\nHealth: {mechanism.CurrentDurability}/{mechanism.MaxDurability}");
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MechanismInfoLabel.SetMessage(message);
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}
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}
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}
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