Files
tbd-station-14/Content.Client/UserInterface/Systems/DamageOverlays/DamageOverlayUiController.cs
2025-11-05 16:52:49 -05:00

202 lines
7.5 KiB
C#

using Content.Shared.Damage.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Traits.Assorted;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Shared.Player;
using System.Linq; // Offbrand
using Content.Shared._Offbrand.Wounds; // Offbrand
namespace Content.Client.UserInterface.Systems.DamageOverlays;
[UsedImplicitly]
public sealed class DamageOverlayUiController : UIController
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[UISystemDependency] private readonly HeartSystem _heart = default!; // Offbrand
[UISystemDependency] private readonly PainSystem _pain = default!; // Offbrand
private Overlays.DamageOverlay _overlay = default!;
public override void Initialize()
{
_overlay = new Overlays.DamageOverlay();
SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttach);
SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
SubscribeLocalEvent<PotentiallyUpdateDamageOverlayEvent>(OnPotentiallyUpdateDamageOverlay); // Offbrand
}
private void OnPlayerAttach(LocalPlayerAttachedEvent args)
{
ClearOverlay();
if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
return;
if (mobState.CurrentState != MobState.Dead)
UpdateOverlays(args.Entity, mobState);
_overlayManager.AddOverlay(_overlay);
}
private void OnPlayerDetached(LocalPlayerDetachedEvent args)
{
_overlayManager.RemoveOverlay(_overlay);
ClearOverlay();
}
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (args.Target != _playerManager.LocalEntity)
return;
UpdateOverlays(args.Target, args.Component);
}
private void OnThresholdCheck(ref MobThresholdChecked args)
{
if (args.Target != _playerManager.LocalEntity)
return;
UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
}
private void ClearOverlay()
{
_overlay.DeadLevel = 0f;
_overlay.CritLevel = 0f;
_overlay.PainLevel = 0f;
_overlay.OxygenLevel = 0f;
_overlay.AlwaysRenderAll = false; // Offbrand
}
//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
{
// Begin Offbrand Changes
TryUpdateSimpleOverlays(entity, mobState, damageable, thresholds);
TryUpdateWoundableOverlays(entity);
}
private void OnPotentiallyUpdateDamageOverlay(ref PotentiallyUpdateDamageOverlayEvent args)
{
if (args.Target != _playerManager.LocalEntity)
return;
UpdateOverlays(args.Target, null);
}
private void TryUpdateWoundableOverlays(EntityUid entity)
{
if (!EntityManager.TryGetComponent<PainComponent>(entity, out var pain) ||
!EntityManager.TryGetComponent<ShockThresholdsComponent>(entity, out var shockThresholds) ||
!EntityManager.TryGetComponent<BrainDamageComponent>(entity, out var brainDamage) ||
!EntityManager.TryGetComponent<BrainDamageThresholdsComponent>(entity, out var brainThresholds) ||
!EntityManager.TryGetComponent<HeartrateComponent>(entity, out var heartrate))
return;
_overlay.AlwaysRenderAll = true;
var maxBrain = brainThresholds.DamageStateThresholds.Keys.Max();
var maxShock = shockThresholds.Thresholds.Keys.Max();
switch (brainThresholds.CurrentState)
{
case MobState.Alive or MobState.Critical:
{
_overlay.CritLevel = FixedPoint2.Clamp(brainDamage.Damage / maxBrain, 0, 1).Float();
_overlay.PainLevel = FixedPoint2.Clamp(_pain.GetShock((entity, pain)) / maxShock, 0, 1).Float();
_overlay.OxygenLevel = FixedPoint2.Clamp(1 - _heart.Spo2((entity, heartrate)), 0, 1).Float();
_overlay.DeadLevel = 0;
break;
}
case MobState.Dead:
{
_overlay.CritLevel = 0;
_overlay.PainLevel = 0;
_overlay.OxygenLevel = 0;
break;
}
}
}
private void TryUpdateSimpleOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
{
// End Offbrand Changes
if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
return;
if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
return; //this entity cannot die or crit!!
if (!thresholds.ShowOverlays)
{
ClearOverlay();
return; //this entity intentionally has no overlays
}
var critThreshold = foundThreshold.Value;
_overlay.State = mobState.CurrentState;
switch (mobState.CurrentState)
{
case MobState.Alive:
{
FixedPoint2 painLevel = 0;
_overlay.PainLevel = 0;
if (!EntityManager.HasComponent<PainNumbnessComponent>(entity))
{
foreach (var painDamageType in damageable.PainDamageGroups)
{
damageable.DamagePerGroup.TryGetValue(painDamageType, out var painDamage);
painLevel += painDamage;
}
_overlay.PainLevel = FixedPoint2.Min(1f, painLevel / critThreshold).Float();
if (_overlay.PainLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
{
_overlay.PainLevel = 0;
}
}
if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
{
_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
}
_overlay.CritLevel = 0;
_overlay.DeadLevel = 0;
break;
}
case MobState.Critical:
{
if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
return;
_overlay.CritLevel = critLevel.Value.Float();
_overlay.PainLevel = 0;
_overlay.DeadLevel = 0;
break;
}
case MobState.Dead:
{
_overlay.PainLevel = 0;
_overlay.CritLevel = 0;
break;
}
}
}
}