Files
tbd-station-14/Content.Client/Overlays/ShowHungerIconsSystem.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

59 lines
1.8 KiB
C#

using Content.Shared.Nutrition.Components;
using Content.Shared.Overlays;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Shared.Prototypes;
namespace Content.Client.Overlays;
public sealed class ShowHungerIconsSystem : EquipmentHudSystem<ShowHungerIconsComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HungerComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
}
private void OnGetStatusIconsEvent(EntityUid uid, HungerComponent hungerComponent, ref GetStatusIconsEvent args)
{
if (!IsActive || args.InContainer)
return;
var hungerIcons = DecideHungerIcon(uid, hungerComponent);
args.StatusIcons.AddRange(hungerIcons);
}
private IReadOnlyList<StatusIconPrototype> DecideHungerIcon(EntityUid uid, HungerComponent hungerComponent)
{
var result = new List<StatusIconPrototype>();
switch (hungerComponent.CurrentThreshold)
{
case HungerThreshold.Overfed:
if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconOverfed", out var overfed))
{
result.Add(overfed);
}
break;
case HungerThreshold.Peckish:
if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconPeckish", out var peckish))
{
result.Add(peckish);
}
break;
case HungerThreshold.Starving:
if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconStarving", out var starving))
{
result.Add(starving);
}
break;
}
return result;
}
}