* Make it possible to hide full health bars below a total damage threshold * Fix not setting state
163 lines
6.6 KiB
C#
163 lines
6.6 KiB
C#
using System.Numerics;
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using Content.Client.UserInterface.Systems;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.StatusIcon.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using static Robust.Shared.Maths.Color;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Overlay that shows a health bar on mobs.
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/// </summary>
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public sealed class EntityHealthBarOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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private readonly ProgressColorSystem _progressColor;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public HashSet<string> DamageContainers = new();
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public EntityHealthBarOverlay(IEntityManager entManager)
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{
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_entManager = entManager;
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_transform = _entManager.System<SharedTransformSystem>();
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_mobStateSystem = _entManager.System<MobStateSystem>();
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_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
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while (query.MoveNext(out var uid,
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out var mobThresholdsComponent,
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out var mobStateComponent,
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out var damageableComponent,
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out var spriteComponent))
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{
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if (_entManager.TryGetComponent<MetaDataComponent>(uid, out var metaDataComponent) &&
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metaDataComponent.Flags.HasFlag(MetaDataFlags.InContainer))
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{
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continue;
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}
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if (!xformQuery.TryGetComponent(uid, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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if (damageableComponent.DamageContainerID == null || !DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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continue;
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}
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// we use the status icon component bounds if specified otherwise use sprite
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var bounds = _entManager.GetComponentOrNull<StatusIconComponent>(uid)?.Bounds ?? spriteComponent.Bounds;
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
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{
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continue;
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}
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// we are all progressing towards death every day
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if (CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent) is not { } deathProgress)
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continue;
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var worldPosition = _transform.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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var yOffset = bounds.Height * EyeManager.PixelsPerMeter / 2 - 3f;
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var widthOfMob = bounds.Width * EyeManager.PixelsPerMeter;
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var position = new Vector2(-widthOfMob / EyeManager.PixelsPerMeter / 2, yOffset / EyeManager.PixelsPerMeter);
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var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
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// Hardcoded width of the progress bar because it doesn't match the texture.
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const float startX = 8f;
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var endX = widthOfMob - 8f;
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var xProgress = (endX - startX) * deathProgress.ratio + startX;
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var boxBackground = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(endX, 3f) / EyeManager.PixelsPerMeter);
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boxBackground = boxBackground.Translated(position);
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handle.DrawRect(boxBackground, Black.WithAlpha(192));
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var boxMain = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
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boxMain = boxMain.Translated(position);
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handle.DrawRect(boxMain, color);
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var pixelDarken = new Box2(new Vector2(startX, 2f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
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pixelDarken = pixelDarken.Translated(position);
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handle.DrawRect(pixelDarken, Black.WithAlpha(128));
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}
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handle.SetTransform(Matrix3.Identity);
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}
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/// <summary>
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/// Returns a ratio between 0 and 1, and whether the entity is in crit.
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/// </summary>
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private (float ratio, bool inCrit)? CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
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{
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if (_mobStateSystem.IsAlive(uid, component))
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{
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if (dmg.HealthBarThreshold != null && dmg.TotalDamage < dmg.HealthBarThreshold)
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return null;
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds) &&
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out threshold, thresholds))
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return (1, false);
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var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
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return (ratio, false);
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}
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if (_mobStateSystem.IsCritical(uid, component))
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{
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
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{
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return (1, true);
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}
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var ratio = 1 - ((dmg.TotalDamage - critThreshold) / (deadThreshold - critThreshold)).Value.Float();
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return (ratio, true);
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}
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return (0, true);
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}
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public Color GetProgressColor(float progress, bool crit)
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{
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if (crit)
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progress = 0;
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return _progressColor.GetProgressColor(progress);
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}
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}
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