2022-03-07 21:45:52 -06:00
|
|
|
using System.Text;
|
|
|
|
|
using Robust.Client.AutoGenerated;
|
|
|
|
|
using Robust.Client.UserInterface.CustomControls;
|
|
|
|
|
using Robust.Client.UserInterface.XAML;
|
|
|
|
|
using Content.Shared.Damage.Prototypes;
|
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 21:02:55 -04:00
|
|
|
using Content.Shared.Disease.Components;
|
2022-03-07 21:45:52 -06:00
|
|
|
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");
|
|
|
|
|
|
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 21:02:55 -04:00
|
|
|
/// 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");
|
2022-03-07 21:45:52 -06:00
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|