mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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>
(cherry picked from commit eed663e8b4)
78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Shows a healthy icon on mobs.
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/// </summary>
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public sealed class ShowHealthIconsSystem : EquipmentHudSystem<ShowHealthIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
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public HashSet<string> DamageContainers = new();
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[ValidatePrototypeId<StatusIconPrototype>]
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private const string HealthIconFine = "HealthIconFine";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageableComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthIconsComponent> component)
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{
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base.UpdateInternal(component);
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foreach (var damageContainerId in component.Components.SelectMany(x => x.DamageContainers))
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{
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DamageContainers.Add(damageContainerId);
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}
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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DamageContainers.Clear();
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}
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private void OnGetStatusIconsEvent(EntityUid uid, DamageableComponent damageableComponent, ref GetStatusIconsEvent args)
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{
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if (!IsActive || args.InContainer)
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return;
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var healthIcons = DecideHealthIcons(damageableComponent);
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args.StatusIcons.AddRange(healthIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideHealthIcons(DamageableComponent damageableComponent)
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{
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if (damageableComponent.DamageContainerID == null ||
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!DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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return Array.Empty<StatusIconPrototype>();
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}
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var result = new List<StatusIconPrototype>();
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// Here you could check health status, diseases, mind status, etc. and pick a good icon, or multiple depending on whatever.
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if (damageableComponent?.DamageContainerID == "Biological" &&
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_prototypeMan.TryIndex<StatusIconPrototype>(HealthIconFine, out var healthyIcon))
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{
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result.Add(healthyIcon);
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}
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return result;
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}
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}
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