* Improvements to the medical hud interface * Adds an icon for SSD players * Indentation fix * Update sprites, changes direction and adds new status icon. * Adds decomposing icon * Code cleaning * Changes Crit Icon sprite * Simplifies the decision structure * Changes copyright line * Changes Critical Icon sprite * Makes the Critical Icon border darker * Changes sprites to /tg/ station * Updates copyright * Makes Dead Icon animation slight faster * Code cleaning * Remove some unused imports * Code cleaning and rename icon * Minor code cleaning
85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
using Content.Shared.Atmos.Rotting;
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using Content.Shared.Damage;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Overlays;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Shows a healthy icon on mobs.
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/// </summary>
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public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
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public HashSet<string> DamageContainers = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
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{
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base.UpdateInternal(component);
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foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
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{
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DamageContainers.Add(damageContainerId);
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}
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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DamageContainers.Clear();
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}
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private void OnGetStatusIconsEvent(Entity<DamageableComponent> entity, ref GetStatusIconsEvent args)
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{
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if (!IsActive || args.InContainer)
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return;
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var healthIcons = DecideHealthIcons(entity);
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args.StatusIcons.AddRange(healthIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideHealthIcons(Entity<DamageableComponent> entity)
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{
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var damageableComponent = entity.Comp;
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if (damageableComponent.DamageContainerID == null ||
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!DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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return Array.Empty<StatusIconPrototype>();
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}
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var result = new List<StatusIconPrototype>();
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// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
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if (damageableComponent?.DamageContainerID == "Biological")
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{
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if (TryComp<MobStateComponent>(entity, out var state))
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{
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// Since there is no MobState for a rotting mob, we have to deal with this case first.
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if (HasComp<RottingComponent>(entity) && _prototypeMan.TryIndex(damageableComponent.RottingIcon, out var rottingIcon))
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result.Add(rottingIcon);
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else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.TryIndex(value, out var icon))
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result.Add(icon);
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}
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}
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return result;
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}
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}
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