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