Files
tbd-station-14/Content.Client/Overlays/EntityHealthBarOverlay.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

169 lines
7.1 KiB
C#

using System.Numerics;
using Content.Client.StatusIcon;
using Content.Client.UserInterface.Systems;
using Content.Shared.Damage.Components;
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);
}
}