202 lines
7.5 KiB
C#
202 lines
7.5 KiB
C#
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.Traits.Assorted;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Player;
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using System.Linq; // Offbrand
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using Content.Shared._Offbrand.Wounds; // Offbrand
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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[UsedImplicitly]
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public sealed class DamageOverlayUiController : UIController
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[UISystemDependency] private readonly HeartSystem _heart = default!; // Offbrand
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[UISystemDependency] private readonly PainSystem _pain = default!; // Offbrand
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private Overlays.DamageOverlay _overlay = default!;
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public override void Initialize()
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{
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_overlay = new Overlays.DamageOverlay();
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SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttach);
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SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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SubscribeLocalEvent<bPotentiallyUpdateDamageOverlayEventb>(OnPotentiallyUpdateDamageOverlay); // Offbrand
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}
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private void OnPlayerAttach(LocalPlayerAttachedEvent args)
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{
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ClearOverlay();
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if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
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return;
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if (mobState.CurrentState != MobState.Dead)
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UpdateOverlays(args.Entity, mobState);
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_overlayManager.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(LocalPlayerDetachedEvent args)
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{
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_overlayManager.RemoveOverlay(_overlay);
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ClearOverlay();
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}
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private void OnMobStateChanged(MobStateChangedEvent args)
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{
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if (args.Target != _playerManager.LocalEntity)
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return;
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UpdateOverlays(args.Target, args.Component);
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}
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private void OnThresholdCheck(ref MobThresholdChecked args)
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{
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if (args.Target != _playerManager.LocalEntity)
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return;
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UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
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}
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private void ClearOverlay()
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{
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_overlay.DeadLevel = 0f;
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_overlay.CritLevel = 0f;
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_overlay.PainLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.AlwaysRenderAll = false; // Offbrand
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}
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//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
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private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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// Begin Offbrand Changes
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TryUpdateSimpleOverlays(entity, mobState, damageable, thresholds);
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TryUpdateWoundableOverlays(entity);
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}
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private void OnPotentiallyUpdateDamageOverlay(ref bPotentiallyUpdateDamageOverlayEventb args)
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{
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if (args.Target != _playerManager.LocalEntity)
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return;
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UpdateOverlays(args.Target, null);
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}
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private void TryUpdateWoundableOverlays(EntityUid entity)
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{
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if (!EntityManager.TryGetComponent<PainComponent>(entity, out var pain) ||
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!EntityManager.TryGetComponent<ShockThresholdsComponent>(entity, out var shockThresholds) ||
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!EntityManager.TryGetComponent<BrainDamageComponent>(entity, out var brainDamage) ||
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!EntityManager.TryGetComponent<BrainDamageThresholdsComponent>(entity, out var brainThresholds) ||
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!EntityManager.TryGetComponent<HeartrateComponent>(entity, out var heartrate))
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return;
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_overlay.AlwaysRenderAll = true;
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var maxBrain = brainThresholds.DamageStateThresholds.Keys.Max();
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var maxShock = shockThresholds.Thresholds.Keys.Max();
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switch (brainThresholds.CurrentState)
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{
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case MobState.Alive or MobState.Critical:
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{
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_overlay.CritLevel = FixedPoint2.Clamp(brainDamage.Damage / maxBrain, 0, 1).Float();
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_overlay.PainLevel = FixedPoint2.Clamp(_pain.GetShock((entity, pain)) / maxShock, 0, 1).Float();
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_overlay.OxygenLevel = FixedPoint2.Clamp(1 - _heart.BloodOxygenation((entity, heartrate)), 0, 1).Float();
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.CritLevel = 0;
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_overlay.PainLevel = 0;
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_overlay.OxygenLevel = 0;
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break;
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}
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}
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}
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private void TryUpdateSimpleOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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// End Offbrand Changes
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if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
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thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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return;
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if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
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return; //this entity cannot die or crit!!
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if (!thresholds.ShowOverlays)
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{
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ClearOverlay();
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return; //this entity intentionally has no overlays
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}
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var critThreshold = foundThreshold.Value;
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_overlay.State = mobState.CurrentState;
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switch (mobState.CurrentState)
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{
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case MobState.Alive:
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{
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FixedPoint2 painLevel = 0;
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_overlay.PainLevel = 0;
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if (!EntityManager.HasComponent<PainNumbnessComponent>(entity))
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{
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foreach (var painDamageType in damageable.PainDamageGroups)
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{
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damageable.DamagePerGroup.TryGetValue(painDamageType, out var painDamage);
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painLevel += painDamage;
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}
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_overlay.PainLevel = FixedPoint2.Min(1f, painLevel / critThreshold).Float();
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if (_overlay.PainLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
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{
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_overlay.PainLevel = 0;
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}
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}
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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{
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_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
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}
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_overlay.CritLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Critical:
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{
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if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
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FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
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return;
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_overlay.CritLevel = critLevel.Value.Float();
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_overlay.PainLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.PainLevel = 0;
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_overlay.CritLevel = 0;
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break;
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}
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}
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}
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}
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