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OldThink/Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs

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using System.Numerics;
using System.Text;
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using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.MedicalScanner;
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using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
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 = Identity.Name(msg.TargetEntity.Value, entities);
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IReadOnlyDictionary<string, FixedPoint2> damagePerGroup = damageable.DamagePerGroup;
IReadOnlyDictionary<string, FixedPoint2> damagePerType = damageable.Damage.DamageDict;
text.Append($"{Loc.GetString("health-analyzer-window-entity-health-text", ("entityName", entityName))}\n");
text.Append($"{Loc.GetString("health-analyzer-window-entity-temperature-text", ("temperature", float.IsNaN(msg.Temperature) ? "N/A" : $"{msg.Temperature - 273f:F1} °C"))}\n");
text.Append($"{Loc.GetString("health-analyzer-window-entity-blood-level-text", ("bloodLevel", float.IsNaN(msg.BloodLevel) ? "N/A" : $"{msg.BloodLevel * 100:F1} %"))}\n");
// Damage
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
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text.Append($"\n{Loc.GetString("health-analyzer-window-entity-damage-total-text", ("amount", damageable.TotalDamage))}\n");
HashSet<string> shownTypes = new();
var protos = IoCManager.Resolve<IPrototypeManager>();
// Show the total damage and type breakdown for each damage group.
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foreach (var (damageGroupId, damageAmount) in damagePerGroup)
{
text.Append($"\n{Loc.GetString("health-analyzer-window-damage-group-text", ("damageGroup", Loc.GetString("health-analyzer-window-damage-group-" + damageGroupId)), ("amount", damageAmount))}");
// Show the damage for each type in that group.
var group = protos.Index<DamageGroupPrototype>(damageGroupId);
foreach (var type in group.DamageTypes)
{
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if (damagePerType.TryGetValue(type, out var typeAmount))
{
// If damage types are allowed to belong to more than one damage group, they may appear twice here. Mark them as duplicate.
if (!shownTypes.Contains(type))
{
shownTypes.Add(type);
text.Append($"\n- {Loc.GetString("health-analyzer-window-damage-type-text", ("damageType", Loc.GetString("health-analyzer-window-damage-type-" + type)), ("amount", typeAmount))}");
}
}
}
text.AppendLine();
}
Diagnostics.Text = text.ToString();
SetSize = new Vector2(250, 600);
}
else
{
Diagnostics.Text = Loc.GetString("health-analyzer-window-no-patient-data-text");
SetSize = new Vector2(250, 100);
}
}
}
}