Files
tbd-station-14/Content.Client/Overlays/EntityHealthBarOverlay.cs
Pieter-Jan Briers 0c97520276 Fix usages of TryIndex() (#39124)
* Fix usages of TryIndex()

Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)

This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)

This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.

Fixes #39115

Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.

* fix tests

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-09-09 18:17:56 +02:00

169 lines
7.1 KiB
C#

using System.Numerics;
using Content.Client.StatusIcon;
using Content.Client.UserInterface.Systems;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using static Robust.Shared.Maths.Color;
namespace Content.Client.Overlays;
/// <summary>
/// Overlay that shows a health bar on mobs.
/// </summary>
public sealed class EntityHealthBarOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IPrototypeManager _prototype;
private readonly SharedTransformSystem _transform;
private readonly MobStateSystem _mobStateSystem;
private readonly MobThresholdSystem _mobThresholdSystem;
private readonly StatusIconSystem _statusIconSystem;
private readonly SpriteSystem _spriteSystem;
private readonly ProgressColorSystem _progressColor;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public HashSet<string> DamageContainers = new();
public ProtoId<HealthIconPrototype>? StatusIcon;
public EntityHealthBarOverlay(IEntityManager entManager, IPrototypeManager prototype)
{
_entManager = entManager;
_prototype = prototype;
_transform = _entManager.System<SharedTransformSystem>();
_mobStateSystem = _entManager.System<MobStateSystem>();
_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
_statusIconSystem = _entManager.System<StatusIconSystem>();
_spriteSystem = _entManager.System<SpriteSystem>();
_progressColor = _entManager.System<ProgressColorSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
const float scale = 1f;
var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
_prototype.Resolve(StatusIcon, out var statusIcon);
var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
while (query.MoveNext(out var uid,
out var mobThresholdsComponent,
out var mobStateComponent,
out var damageableComponent,
out var spriteComponent))
{
if (statusIcon != null && !_statusIconSystem.IsVisible((uid, _entManager.GetComponent<MetaDataComponent>(uid)), statusIcon))
continue;
// We want the stealth user to still be able to see his health bar himself
if (!xformQuery.TryGetComponent(uid, out var xform) ||
xform.MapID != args.MapId)
continue;
if (damageableComponent.DamageContainerID == null || !DamageContainers.Contains(damageableComponent.DamageContainerID))
continue;
// we use the status icon component bounds if specified otherwise use sprite
var bounds = _entManager.GetComponentOrNull<StatusIconComponent>(uid)?.Bounds ?? _spriteSystem.GetLocalBounds((uid, spriteComponent));
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
continue;
// we are all progressing towards death every day
if (CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent) is not { } deathProgress)
continue;
var worldPosition = _transform.GetWorldPosition(xform);
var worldMatrix = Matrix3Helpers.CreateTranslation(worldPosition);
var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
handle.SetTransform(matty);
var yOffset = bounds.Height * EyeManager.PixelsPerMeter / 2 - 3f;
var widthOfMob = bounds.Width * EyeManager.PixelsPerMeter;
var position = new Vector2(-widthOfMob / EyeManager.PixelsPerMeter / 2, yOffset / EyeManager.PixelsPerMeter);
var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
// Hardcoded width of the progress bar because it doesn't match the texture.
const float startX = 8f;
var endX = widthOfMob - 8f;
var xProgress = (endX - startX) * deathProgress.ratio + startX;
var boxBackground = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(endX, 3f) / EyeManager.PixelsPerMeter);
boxBackground = boxBackground.Translated(position);
handle.DrawRect(boxBackground, Black.WithAlpha(192));
var boxMain = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
boxMain = boxMain.Translated(position);
handle.DrawRect(boxMain, color);
var pixelDarken = new Box2(new Vector2(startX, 2f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
pixelDarken = pixelDarken.Translated(position);
handle.DrawRect(pixelDarken, Black.WithAlpha(128));
}
handle.SetTransform(Matrix3x2.Identity);
}
/// <summary>
/// Returns a ratio between 0 and 1, and whether the entity is in crit.
/// </summary>
private (float ratio, bool inCrit)? CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
{
if (_mobStateSystem.IsAlive(uid, component))
{
if (dmg.HealthBarThreshold != null && dmg.TotalDamage < dmg.HealthBarThreshold)
return null;
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds) &&
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out threshold, thresholds))
return (1, false);
var ratio = 1 - ((FixedPoint2)(dmg.TotalDamage / threshold)).Float();
return (ratio, false);
}
if (_mobStateSystem.IsCritical(uid, component))
{
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
{
return (1, true);
}
var ratio = 1 - ((dmg.TotalDamage - critThreshold) / (deadThreshold - critThreshold)).Value.Float();
return (ratio, true);
}
return (0, true);
}
public Color GetProgressColor(float progress, bool crit)
{
if (crit)
progress = 0;
return _progressColor.GetProgressColor(progress);
}
}