Files
tbd-station-14/Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
Rane bb9ad4259c Diseases (#7057)
* Disease system first pass

* Renamed HealthChange

* First working version of diseases (wtf???)

* Fix the cursed yaml initialization

* Pop-Up effect

* Generic status effect

* Create copy of prototype

* CureDiseaseEffect

* Disease resistance

* Spaceacillin

* Nerf spaceacillin now that we know it works

* Sneezing, Coughing, Snoughing

* Fix queuing, prevent future issues

* Disease protection

* Disease outbreak event

* Disease Reagent Cure

* Chem cause disease effect

* Disease artifacts

* Try infect when interacting with diseased

* Diseases don't have to be infectious

* Talking without a mask does a snough

* Temperature cure

* Bedrest

* DiseaseAdjustReagent

* Tweak how disease statuses work to be a bit less shit

* A few more diseases

* Natural immunity (can't get the same disease twice)

* Polished up some diseases, touched up spaceacillin production

* Rebalanced transmission

* Edit a few diseases, make disease cures support a minimum value

* Nitrile gloves, more disease protection sources

* Health scanner shows diseased status

* Clean up disease system

* Traitor item

* Mouth swabs

* Disease diagnoser machine

* Support for clean samples

* Vaccines + fixes

* Pass on disease resistant clothes

* More work on non-infectious diseases & vaccines

* Handle dead bodies

* Added the relatively CBT visualizer

* Pass over diseases and their populators

* Comment stuff

* Readability cleanup

* Add printing sound to diagnoser, fix printing bug

* vaccinator sound, seal up some classes

* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)

* Mirror review

* More review stuff

* More mirror review stuff

* Refactor snoughing

* Redid report creator

* Fix snough messages, new vaccinator sound

* Mirror review naming

* Woops, forgot the artifact

* Add recipes and fills

* Rebalance space cold and robovirus

* Give lizarb disease interaction stuff

* Tweak some stuff and move things around

* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)

* Remove unused reagent
2022-03-13 20:02:55 -05:00

86 lines
3.7 KiB
C#

using System.Text;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Disease.Components;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Content.Shared.Damage;
using static Content.Shared.MedicalScanner.SharedHealthAnalyzerComponent;
namespace Content.Client.HealthAnalyzer.UI
{
[GenerateTypedNameReferences]
public sealed partial class HealthAnalyzerWindow : DefaultWindow
{
public HealthAnalyzerWindow()
{
RobustXamlLoader.Load(this);
}
public void Populate(HealthAnalyzerScannedUserMessage msg)
{
var text = new StringBuilder();
var entities = IoCManager.Resolve<IEntityManager>();
if (msg.TargetEntity != null && entities.TryGetComponent<DamageableComponent>(msg.TargetEntity, out var damageable))
{
string entityName = "Unknown";
if (msg.TargetEntity != null && entities.TryGetComponent<MetaDataComponent>(msg.TargetEntity.Value, out var metaData))
entityName = metaData.EntityName;
IReadOnlyDictionary<string, FixedPoint2> DamagePerGroup = damageable.DamagePerGroup;
IReadOnlyDictionary<string, FixedPoint2> DamagePerType = damageable.Damage.DamageDict;
text.Append($"{Loc.GetString("health-analyzer-window-entity-health-text", ("entityName", entityName))}\n");
/// Status Effects / Components
if (entities.HasComponent<DiseasedComponent>(msg.TargetEntity))
{
text.Append($"{Loc.GetString("disease-scanner-diseased")}\n");
}else
{
text.Append($"{Loc.GetString("disease-scanner-not-diseased")}\n");
}
/// Damage
text.Append($"\n{Loc.GetString("health-analyzer-window-entity-damage-total-text", ("amount", damageable.TotalDamage))}\n");
HashSet<string> shownTypes = new();
var protos = IoCManager.Resolve<IPrototypeManager>();
// Show the total damage and type breakdown for each damage group.
foreach (var (damageGroupId, damageAmount) in DamagePerGroup)
{
text.Append($"\n{Loc.GetString("health-analyzer-window-damage-group-text", ("damageGroup", damageGroupId), ("amount", damageAmount))}");
// Show the damage for each type in that group.
var group = protos.Index<DamageGroupPrototype>(damageGroupId);
foreach (var type in group.DamageTypes)
{
if (DamagePerType.TryGetValue(type, out var typeAmount))
{
// If damage types are allowed to belong to more than one damage group, they may appear twice here. Mark them as duplicate.
if (!shownTypes.Contains(type))
{
shownTypes.Add(type);
text.Append($"\n- {Loc.GetString("health-analyzer-window-damage-type-text", ("damageType", type), ("amount", typeAmount))}");
}
}
}
text.AppendLine();
}
Diagnostics.Text = text.ToString();
SetSize = (250, 600);
}
else
{
Diagnostics.Text = Loc.GetString("health-analyzer-window-no-patient-data-text");
SetSize = (250, 100);
}
}
}
}