Files
tbd-station-14/Content.Client/Overlays/ShowHealthIconsSystem.cs
PrPleGoo eed663e8b4 Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00

78 lines
2.3 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Inventory.Events;
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();
[ValidatePrototypeId<StatusIconPrototype>]
private const string HealthIconFine = "HealthIconFine";
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(EntityUid uid, DamageableComponent damageableComponent, ref GetStatusIconsEvent args)
{
if (!IsActive || args.InContainer)
return;
var healthIcons = DecideHealthIcons(damageableComponent);
args.StatusIcons.AddRange(healthIcons);
}
private IReadOnlyList<StatusIconPrototype> DecideHealthIcons(DamageableComponent damageableComponent)
{
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" &&
_prototypeMan.TryIndex<StatusIconPrototype>(HealthIconFine, out var healthyIcon))
{
result.Add(healthyIcon);
}
return result;
}
}