Files
wwdpublic/Content.Client/StatusIcon/StatusIconSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

94 lines
2.8 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Content.Shared.Stealth.Components;
using Content.Shared.Whitelist;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Configuration;
namespace Content.Client.StatusIcon;
/// <summary>
/// This handles rendering gathering and rendering icons on entities.
/// </summary>
public sealed class StatusIconSystem : SharedStatusIconSystem
{
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
private bool _globalEnabled;
private bool _localEnabled;
/// <inheritdoc/>
public override void Initialize()
{
Subs.CVar(_configuration, CCVars.LocalStatusIconsEnabled, OnLocalStatusIconChanged, true);
Subs.CVar(_configuration, CCVars.GlobalStatusIconsEnabled, OnGlobalStatusIconChanged, true);
}
private void OnLocalStatusIconChanged(bool obj)
{
_localEnabled = obj;
UpdateOverlayVisible();
}
private void OnGlobalStatusIconChanged(bool obj)
{
_globalEnabled = obj;
UpdateOverlayVisible();
}
private void UpdateOverlayVisible()
{
if (_overlay.RemoveOverlay<StatusIconOverlay>())
return;
if (_globalEnabled && _localEnabled)
_overlay.AddOverlay(new StatusIconOverlay());
}
public List<StatusIconData> GetStatusIcons(EntityUid uid, MetaDataComponent? meta = null)
{
var list = new List<StatusIconData>();
if (!Resolve(uid, ref meta))
return list;
if (meta.EntityLifeStage >= EntityLifeStage.Terminating)
return list;
var ev = new GetStatusIconsEvent(list);
RaiseLocalEvent(uid, ref ev);
return ev.StatusIcons;
}
/// <summary>
/// For overlay to check if an entity can be seen.
/// </summary>
public bool IsVisible(Entity<MetaDataComponent> ent, StatusIconData data)
{
var viewer = _playerManager.LocalSession?.AttachedEntity;
// Always show our icons to our entity
if (viewer == ent.Owner)
return true;
if (data.VisibleToGhosts && HasComp<GhostComponent>(viewer))
return true;
if (data.HideInContainer && (ent.Comp.Flags & MetaDataFlags.InContainer) != 0)
return false;
if (data.HideOnStealth && TryComp<StealthComponent>(ent, out var stealth) && stealth.Enabled)
return false;
if (data.ShowTo != null && !_entityWhitelist.IsValid(data.ShowTo, viewer))
return false;
return true;
}
}