Add health bar overlays for eye equipment (#21980)
* 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>
This commit is contained in:
170
Content.Client/Overlays/EntityHealthBarOverlay.cs
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170
Content.Client/Overlays/EntityHealthBarOverlay.cs
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using System.Numerics;
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using static Robust.Shared.Maths.Color;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Overlay that shows a health bar on mobs.
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/// </summary>
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public sealed class EntityHealthBarOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public HashSet<string> DamageContainers = new();
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public EntityHealthBarOverlay(IEntityManager entManager)
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{
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_mobStateSystem = _entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
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_mobThresholdSystem = _entManager.EntitySysManager.GetEntitySystem<MobThresholdSystem>();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
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while (query.MoveNext(out var uid,
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out var mobThresholdsComponent,
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out var mobStateComponent,
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out var damageableComponent,
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out var spriteComponent))
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{
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if (_entManager.TryGetComponent<MetaDataComponent>(uid, out var metaDataComponent) &&
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metaDataComponent.Flags.HasFlag(MetaDataFlags.InContainer))
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{
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continue;
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}
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if (!xformQuery.TryGetComponent(uid, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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if (damageableComponent.DamageContainerID == null || !DamageContainers.Contains(damageableComponent.DamageContainerID))
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{
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continue;
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}
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var bounds = spriteComponent.Bounds;
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
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{
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continue;
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}
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var worldPosition = _transform.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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var yOffset = spriteComponent.Bounds.Height * EyeManager.PixelsPerMeter / 2 - 3f;
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var widthOfMob = spriteComponent.Bounds.Width * EyeManager.PixelsPerMeter;
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var position = new Vector2(-widthOfMob / EyeManager.PixelsPerMeter / 2, yOffset / EyeManager.PixelsPerMeter);
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// we are all progressing towards death every day
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(float ratio, bool inCrit) deathProgress = CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent);
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var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
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// Hardcoded width of the progress bar because it doesn't match the texture.
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const float startX = 8f;
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var endX = widthOfMob - 8f;
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var xProgress = (endX - startX) * deathProgress.ratio + startX;
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var boxBackground = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(endX, 3f) / EyeManager.PixelsPerMeter);
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boxBackground = boxBackground.Translated(position);
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handle.DrawRect(boxBackground, Black.WithAlpha(192));
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var boxMain = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
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boxMain = boxMain.Translated(position);
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handle.DrawRect(boxMain, color);
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var pixelDarken = new Box2(new Vector2(startX, 2f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 3f) / EyeManager.PixelsPerMeter);
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pixelDarken = pixelDarken.Translated(position);
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handle.DrawRect(pixelDarken, Black.WithAlpha(128));
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3.Identity);
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}
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/// <summary>
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/// Returns a ratio between 0 and 1, and whether the entity is in crit.
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/// </summary>
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private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
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{
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if (_mobStateSystem.IsAlive(uid, component))
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{
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds) &&
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out threshold, thresholds))
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return (1, false);
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var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
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return (ratio, false);
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}
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if (_mobStateSystem.IsCritical(uid, component))
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{
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
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{
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return (1, true);
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}
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var ratio = 1 - ((dmg.TotalDamage - critThreshold) / (deadThreshold - critThreshold)).Value.Float();
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return (ratio, true);
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}
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return (0, true);
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}
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public static Color GetProgressColor(float progress, bool crit)
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{
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if (progress >= 1.0f)
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{
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return SeaBlue;
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}
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if (!crit)
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{
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switch (progress)
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{
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case > 0.90F:
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return SeaBlue;
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case > 0.50F:
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return Violet;
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case > 0.15F:
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return Ruber;
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}
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}
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return VividGamboge;
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}
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}
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@@ -72,7 +72,7 @@ public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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private void OnPlayerDetached(LocalPlayerDetachedEvent args)
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{
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if (_player.LocalPlayer?.ControlledEntity == null)
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if (_player.LocalSession?.AttachedEntity == null)
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Deactivate();
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}
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@@ -93,17 +93,18 @@ public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
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{
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args.Args.Active = true;
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OnRefreshComponentHud(uid, component, args.Args);
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}
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protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
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{
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args.Active = true;
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args.Components.Add(component);
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}
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private void RefreshOverlay(EntityUid uid)
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{
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if (uid != _player.LocalPlayer?.ControlledEntity)
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if (uid != _player.LocalSession?.AttachedEntity)
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return;
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var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
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46
Content.Client/Overlays/ShowHealthBarsSystem.cs
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46
Content.Client/Overlays/ShowHealthBarsSystem.cs
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using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays;
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using Robust.Client.Graphics;
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using System.Linq;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Adds a health bar overlay.
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/// </summary>
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public sealed class ShowHealthBarsSystem : EquipmentHudSystem<ShowHealthBarsComponent>
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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private EntityHealthBarOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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_overlay = new(EntityManager);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthBarsComponent> 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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_overlay.DamageContainers.Add(damageContainerId);
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}
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if (!_overlayMan.HasOverlay<EntityHealthBarOverlay>())
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{
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_overlayMan.AddOverlay(_overlay);
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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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_overlay.DamageContainers.Clear();
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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77
Content.Client/Overlays/ShowHealthIconsSystem.cs
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77
Content.Client/Overlays/ShowHealthIconsSystem.cs
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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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@@ -22,9 +22,9 @@ public sealed class ShowHungerIconsSystem : EquipmentHudSystem<ShowHungerIconsCo
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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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var hungerIcons = DecideHungerIcon(uid, hungerComponent);
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args.StatusIcons.AddRange(healthIcons);
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args.StatusIcons.AddRange(hungerIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideHungerIcon(EntityUid uid, HungerComponent hungerComponent)
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@@ -8,6 +8,7 @@ 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 ShowSecurityIconsSystem : EquipmentHudSystem<ShowSecurityIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeMan = default!;
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@@ -30,9 +31,9 @@ public sealed class ShowSecurityIconsSystem : EquipmentHudSystem<ShowSecurityIco
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return;
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}
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var healthIcons = DecideSecurityIcon(uid);
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var securityIcons = DecideSecurityIcon(uid);
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@event.StatusIcons.AddRange(healthIcons);
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@event.StatusIcons.AddRange(securityIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideSecurityIcon(EntityUid uid)
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@@ -23,9 +23,9 @@ public sealed class ShowSyndicateIconsSystem : EquipmentHudSystem<ShowSyndicateI
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return;
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}
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var healthIcons = SyndicateIcon(uid, nukeOperativeComponent);
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var syndicateIcons = SyndicateIcon(uid, nukeOperativeComponent);
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args.StatusIcons.AddRange(healthIcons);
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args.StatusIcons.AddRange(syndicateIcons);
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}
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private IReadOnlyList<StatusIconPrototype> SyndicateIcon(EntityUid uid, NukeOperativeComponent nukeOperativeComponent)
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@@ -22,9 +22,9 @@ public sealed class ShowThirstIconsSystem : EquipmentHudSystem<ShowThirstIconsCo
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if (!IsActive || args.InContainer)
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return;
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var healthIcons = DecideThirstIcon(uid, thirstComponent);
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var thirstIcons = DecideThirstIcon(uid, thirstComponent);
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args.StatusIcons.AddRange(healthIcons);
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args.StatusIcons.AddRange(thirstIcons);
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}
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private IReadOnlyList<StatusIconPrototype> DecideThirstIcon(EntityUid uid, ThirstComponent thirstComponent)
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Reference in New Issue
Block a user