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