Files
OldThink/Content.Client/_White/EntityHealthBar/EntityHealthBarOverlay.cs
Cinka f02cc9cb87
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- fix: engine update fix
2026-02-01 14:47:44 +03:00

237 lines
8.6 KiB
C#

using System.Numerics;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client._White.EntityHealthBar;
/// <summary>
/// Yeah a lot of this is duplicated from doafters.
/// Not much to be done until there's a generic HUD system
/// </summary>
public sealed class EntityHealthBarOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly SharedTransformSystem _transform;
private readonly MobStateSystem _mobStateSystem;
private readonly MobThresholdSystem _mobThresholdSystem;
private readonly Texture _barTexture;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public List<string>? DamageContainers;
// for icon frame change timer
private int _iconFrame = 1;
private const double DelayTime = 0.25;
public EntityHealthBarOverlay(IEntityManager entManager)
{
_entManager = entManager;
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_mobStateSystem = _entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
_mobThresholdSystem = _entManager.EntitySysManager.GetEntitySystem<MobThresholdSystem>();
var sprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_status.rsi"), "background");
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
Timer.SpawnRepeating(TimeSpan.FromSeconds(DelayTime), () =>
{
if (_iconFrame < 8)
_iconFrame++;
else
_iconFrame = 1;
}, new System.Threading.CancellationToken());
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
const float scale = 1f;
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
var query = _entManager.EntityQueryEnumerator<MobStateComponent, DamageableComponent, MobThresholdsComponent>();
while (query.MoveNext(out var uid, out var mob, out var dmg, out var thresholds))
{
if (!xformQuery.TryGetComponent(uid, out var xform) ||
xform.MapID != args.MapId)
{
continue;
}
if (dmg.DamageContainerID == null || DamageContainers != null && !DamageContainers.Contains(dmg.DamageContainerID))
continue;
var worldPosition = _transform.GetWorldPosition(xform);
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
ContentMathHelper.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
ContentMathHelper.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset;
float xIconOffset;
float yIconOffset;
if (spriteQuery.TryGetComponent(uid, out var sprite))
{
yOffset = sprite.Bounds.Height + 12f;
yIconOffset = sprite.Bounds.Height + 7f;
xIconOffset = sprite.Bounds.Width + 7f;
}
else
{
yOffset = 1f;
yIconOffset = 1f;
xIconOffset = 1f;
}
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / EyeManager.PixelsPerMeter);
// Draw the underlying bar texture
if (sprite is {ContainerOccluded: false})
handle.DrawTexture(_barTexture, position);
else
continue;
// Draw state icon
if (dmg.DamageContainerID == "Biological")
{
string currentState;
if (_mobStateSystem.IsAlive(uid, mob))
{
currentState = "life_state";
}
else
{
if (_mobStateSystem.IsCritical(uid, mob) &&
_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical,
out var _, thresholds))
currentState = "defib_state";
else
currentState = "dead_state";
}
var iconSprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_state.rsi"),
currentState);
var stateIcon = spriteSys.RsiStateLike(iconSprite)
.GetFrame(0, GetIconFrame(spriteSys.RsiStateLike(iconSprite)));
var iconPosition = new Vector2(xIconOffset / EyeManager.PixelsPerMeter,
yIconOffset / EyeManager.PixelsPerMeter);
handle.DrawTexture(stateIcon, iconPosition);
}
// we are all progressing towards death every day
(float ratio, bool inCrit) deathProgress = CalcProgress(uid, mob, dmg, thresholds);
var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
// Hardcoded width of the progress bar because it doesn't match the texture.
const float startX = 1f;
const float endX = 15f;
var xProgress = (endX - startX) * deathProgress.ratio + startX;
var box = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 2f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, color);
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
private int GetIconFrame(IRsiStateLike sprite)
{
// var _spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
if (sprite.AnimationFrameCount <= 1)
return 0;
var currentFrame = _iconFrame;
int result;
while (true)
{
if (currentFrame > 0 && currentFrame > sprite.AnimationFrameCount)
{
currentFrame -= sprite.AnimationFrameCount;
}
else
{
result = currentFrame - 1;
break;
}
}
return result;
}
/// <summary>
/// Returns a ratio between 0 and 1, and whether the entity is in crit.
/// </summary>
private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
{
if (_mobStateSystem.IsAlive(uid, component))
{
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds))
return (1, false);
var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
return (ratio, false);
}
if (_mobStateSystem.IsCritical(uid, component))
{
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
{
return (1, true);
}
var ratio = 1 -
((dmg.TotalDamage - critThreshold) /
(deadThreshold - critThreshold)).Value.Float();
return (ratio, true);
}
return (0, true);
}
public static Color GetProgressColor(float progress, bool crit)
{
if (progress >= 1.0f)
{
return new Color(0f, 1f, 0f);
}
// lerp
if (!crit)
{
var hue = (5f / 18f) * progress;
return Color.FromHsv((hue, 1f, 0.75f, 1f));
}
else
{
return Color.Red;
}
}
}