Files
tbd-station-14/Content.Client/Overlays/ShowHealthIconsSystem.cs

84 lines
2.7 KiB
C#

using Content.Shared.Atmos.Rotting;
using Content.Shared.Damage;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Overlays;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Client.Overlays;
/// <summary>
/// Shows a healthy icon on mobs.
/// </summary>
public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
public HashSet<string> DamageContainers = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
{
base.UpdateInternal(component);
foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
{
DamageContainers.Add(damageContainerId);
}
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
DamageContainers.Clear();
}
private void OnGetStatusIconsEvent(Entity<DamageableComponent> entity, ref GetStatusIconsEvent args)
{
if (!IsActive)
return;
var healthIcons = DecideHealthIcons(entity);
args.StatusIcons.AddRange(healthIcons);
}
private IReadOnlyList<StatusIconPrototype> DecideHealthIcons(Entity<DamageableComponent> entity)
{
var damageableComponent = entity.Comp;
if (damageableComponent.DamageContainerID == null ||
!DamageContainers.Contains(damageableComponent.DamageContainerID))
{
return Array.Empty<StatusIconPrototype>();
}
var result = new List<StatusIconPrototype>();
// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
if (damageableComponent?.DamageContainerID == "Biological")
{
if (TryComp<MobStateComponent>(entity, out var state))
{
// Since there is no MobState for a rotting mob, we have to deal with this case first.
if (HasComp<RottingComponent>(entity) && _prototypeMan.TryIndex(damageableComponent.RottingIcon, out var rottingIcon))
result.Add(rottingIcon);
else if (damageableComponent.HealthIcons.TryGetValue(state.CurrentState, out var value) && _prototypeMan.TryIndex(value, out var icon))
result.Add(icon);
}
}
return result;
}
}