Files
tbd-station-14/Content.Client/Overlays/ShowHealthIconsSystem.cs
pathetic meowmeow 8894eca118 Offbrand medical (#3366)
* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
2025-09-27 22:36:57 -04:00

125 lines
4.3 KiB
C#

using Content.Shared.Atmos.Rotting;
using Content.Shared.Damage;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Overlays;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Shared._Offbrand.Wounds; // Offbrand
using Content.Shared.Mobs; // Offbrand
namespace Content.Client.Overlays;
/// <summary>
/// Shows a healthy icon on mobs.
/// </summary>
public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
[ViewVariables]
public HashSet<string> DamageContainers = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
SubscribeLocalEvent<ShowHealthIconsComponent, AfterAutoHandleStateEvent>(OnHandleState);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
{
base.UpdateInternal(component);
foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
{
DamageContainers.Add(damageContainerId);
}
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
DamageContainers.Clear();
}
private void OnHandleState(Entity<ShowHealthIconsComponent> ent, ref AfterAutoHandleStateEvent args)
{
RefreshOverlay();
}
private void OnGetStatusIconsEvent(Entity<DamageableComponent> entity, ref GetStatusIconsEvent args)
{
if (!IsActive)
return;
var healthIcons = DecideHealthIcons(entity);
args.StatusIcons.AddRange(healthIcons);
}
// Begin Offbrand
private List<HealthIconPrototype> DecideBrainHealthIcons(Entity<BrainDamageComponent, BrainDamageThresholdsComponent> ent)
{
if (ent.Comp2.CurrentState == MobState.Dead)
{
return new() { _prototypeMan.Index(ent.Comp2.DeadIcon) };
}
var current = ent.Comp1.Damage;
var max = ent.Comp1.MaxDamage;
if (ent.Comp2.CurrentState == MobState.Critical || ent.Comp1.Oxygen == 0)
{
var amount = ent.Comp2.CriticalDamageIcons.Count;
var idx = Math.Clamp((int)Math.Floor(amount - (amount / max.Double()) * current.Double()), 0, amount-1);
return new() { _prototypeMan.Index(ent.Comp2.CriticalDamageIcons[idx]) };
}
else
{
var amount = ent.Comp2.AliveDamageIcons.Count;
var idx = Math.Clamp((int)Math.Floor(amount - (amount / max.Double()) * current.Double()), 0, amount-1);
return new() { _prototypeMan.Index(ent.Comp2.AliveDamageIcons[idx]) };
}
}
// End Offbrand
private IReadOnlyList<HealthIconPrototype> DecideHealthIcons(Entity<DamageableComponent> entity)
{
if (TryComp<BrainDamageComponent>(entity, out var brain) &&
TryComp<BrainDamageThresholdsComponent>(entity, out var thresholds))
{
return DecideBrainHealthIcons((entity.Owner, brain, thresholds));
}
var damageableComponent = entity.Comp;
if (damageableComponent.DamageContainerID == null ||
!DamageContainers.Contains(damageableComponent.DamageContainerID))
{
return Array.Empty<HealthIconPrototype>();
}
var result = new List<HealthIconPrototype>();
// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
if (damageableComponent?.DamageContainerID == "Biological")
{
if (TryComp<MobStateComponent>(entity, out var state))
{
// Since there is no MobState for a rotting mob, we have to deal with this case first.
if (HasComp<RottingComponent>(entity) && _prototypeMan.Resolve(damageableComponent.RottingIcon, out var rottingIcon))
result.Add(rottingIcon);
else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.Resolve(value, out var icon))
result.Add(icon);
}
}
return result;
}
}