Task/food hud (#19312)
* security HUD now shows a job icon on entities with a body * thirst goggles * set starting hud gear * fix build * remove from starting gear * remove * replace * fix thirst and hunger icons * update icons * space * space * ] * ] * fix build * fix comments * fix * spacing * field * move more namespaces * use AutoGenerateComponentState * comments * fix build * not all fields * comments * unpaused * fix Dirty warning --------- Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
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58
Content.Client/Overlays/ShowHungerIconsSystem.cs
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58
Content.Client/Overlays/ShowHungerIconsSystem.cs
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using Content.Shared.Nutrition.Components;
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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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namespace Content.Client.Overlays;
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public sealed class ShowHungerIconsSystem : EquipmentHudSystem<ShowHungerIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HungerComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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}
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private void OnGetStatusIconsEvent(EntityUid uid, HungerComponent hungerComponent, 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 = DecideHungerIcon(uid, hungerComponent);
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args.StatusIcons.AddRange(healthIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideHungerIcon(EntityUid uid, HungerComponent hungerComponent)
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{
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var result = new List<StatusIconPrototype>();
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switch (hungerComponent.CurrentThreshold)
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{
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case HungerThreshold.Overfed:
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if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconOverfed", out var overfed))
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{
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result.Add(overfed);
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}
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break;
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case HungerThreshold.Peckish:
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if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconPeckish", out var peckish))
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{
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result.Add(peckish);
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}
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break;
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case HungerThreshold.Starving:
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if (_prototypeMan.TryIndex<StatusIconPrototype>("HungerIconStarving", out var starving))
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{
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result.Add(starving);
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}
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break;
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}
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return result;
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}
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}
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