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DamageOverlayUiController.cs 5.2 KB

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  1. using Content.Shared.Damage;
  2. using Content.Shared.FixedPoint;
  3. using Content.Shared.Mobs;
  4. using Content.Shared.Mobs.Components;
  5. using Content.Shared.Mobs.Systems;
  6. using Content.Shared.Traits.Assorted;
  7. using JetBrains.Annotations;
  8. using Robust.Client.Graphics;
  9. using Robust.Client.Player;
  10. using Robust.Client.UserInterface;
  11. using Robust.Client.UserInterface.Controllers;
  12. using Robust.Shared.Player;
  13. namespace Content.Client.UserInterface.Systems.DamageOverlays;
  14. [UsedImplicitly]
  15. public sealed class DamageOverlayUiController : UIController
  16. {
  17. [Dependency] private readonly IOverlayManager _overlayManager = default!;
  18. [Dependency] private readonly IPlayerManager _playerManager = default!;
  19. [UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
  20. private Overlays.DamageOverlay _overlay = default!;
  21. public override void Initialize()
  22. {
  23. _overlay = new Overlays.DamageOverlay();
  24. SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttach);
  25. SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
  26. SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
  27. SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
  28. }
  29. private void OnPlayerAttach(LocalPlayerAttachedEvent args)
  30. {
  31. ClearOverlay();
  32. if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
  33. return;
  34. if (mobState.CurrentState != MobState.Dead)
  35. UpdateOverlays(args.Entity, mobState);
  36. _overlayManager.AddOverlay(_overlay);
  37. }
  38. private void OnPlayerDetached(LocalPlayerDetachedEvent args)
  39. {
  40. _overlayManager.RemoveOverlay(_overlay);
  41. ClearOverlay();
  42. }
  43. private void OnMobStateChanged(MobStateChangedEvent args)
  44. {
  45. if (args.Target != _playerManager.LocalEntity)
  46. return;
  47. UpdateOverlays(args.Target, args.Component);
  48. }
  49. private void OnThresholdCheck(ref MobThresholdChecked args)
  50. {
  51. if (args.Target != _playerManager.LocalEntity)
  52. return;
  53. UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
  54. }
  55. private void ClearOverlay()
  56. {
  57. _overlay.DeadLevel = 0f;
  58. _overlay.CritLevel = 0f;
  59. _overlay.PainLevel = 0f;
  60. _overlay.OxygenLevel = 0f;
  61. }
  62. //TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
  63. private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
  64. {
  65. if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
  66. thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
  67. damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
  68. return;
  69. if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
  70. return; //this entity cannot die or crit!!
  71. if (!thresholds.ShowOverlays)
  72. {
  73. ClearOverlay();
  74. return; //this entity intentionally has no overlays
  75. }
  76. var critThreshold = foundThreshold.Value;
  77. _overlay.State = mobState.CurrentState;
  78. switch (mobState.CurrentState)
  79. {
  80. case MobState.Alive:
  81. {
  82. FixedPoint2 painLevel = 0;
  83. _overlay.PainLevel = 0;
  84. if (!EntityManager.HasComponent<PainNumbnessComponent>(entity))
  85. {
  86. foreach (var painDamageType in damageable.PainDamageGroups)
  87. {
  88. damageable.DamagePerGroup.TryGetValue(painDamageType, out var painDamage);
  89. painLevel += painDamage;
  90. }
  91. _overlay.PainLevel = FixedPoint2.Min(1f, painLevel / critThreshold).Float();
  92. if (_overlay.PainLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
  93. {
  94. _overlay.PainLevel = 0;
  95. }
  96. }
  97. if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
  98. {
  99. _overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
  100. }
  101. _overlay.CritLevel = 0;
  102. _overlay.DeadLevel = 0;
  103. break;
  104. }
  105. case MobState.Critical:
  106. {
  107. if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
  108. FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
  109. return;
  110. _overlay.CritLevel = critLevel.Value.Float();
  111. _overlay.PainLevel = 0;
  112. _overlay.DeadLevel = 0;
  113. break;
  114. }
  115. case MobState.Dead:
  116. {
  117. _overlay.PainLevel = 0;
  118. _overlay.CritLevel = 0;
  119. break;
  120. }
  121. }
  122. }
  123. }