Files
wwdpublic/Content.Shared/Damage/Components/DamageableComponent.cs
SimpleStation14 999ef0c43b Mirror: Improves Medical Hud interface and functionality (#253)
## Mirror of PR #26027: [Improves Medical Hud interface and
functionality](https://github.com/space-wizards/space-station-14/pull/26027)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `8d40bc36a93d3d5c6d3ece6c662ac9747f7837ae`

PR opened by <img
src="https://avatars.githubusercontent.com/u/68350815?v=4"
width="16"/><a href="https://github.com/DoutorWhite"> DoutorWhite</a> at
2024-03-12 07:00:06 UTC

---

PR changed 8 files with 78 additions and 13 deletions.

The PR had the following labels:
- Changes: Sprites
- Status: Awaiting Changes


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> 
> There are some changes to the Medical Hud interface: The icon has been
changed and now there is one for each mob state, making it easier to
recognize whether the mob is rotting, dead or crit.
> 
> ## Why / Balance
> 
> It's more visually pleasing and helps with discerning mob states.
> 
> ## Technical details
> 
> There is a decision structure for determining which icon is
appropriate for the mob's state. It's the only relevant code change.
> 
> ## Media
> 
> ![Captura de tela 2024-03-13
230527](https://github.com/space-wizards/space-station-14/assets/68350815/9df6e598-94b7-4efa-81c6-020bf3a724e1)
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> 
> **Changelog**
> 
> 🆑
> - add: Introduce new health status icons.
> - tweak: Enhance the Medical HUD to display the health status of
players and mobs using the newly added icons.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:32:35 -04:00

97 lines
4.0 KiB
C#

using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Damage
{
/// <summary>
/// Component that allows entities to take damage.
/// </summary>
/// <remarks>
/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. DamageContainers
/// may also have resistances to certain damage types, defined via a <see cref="DamageModifierSetPrototype"/>.
/// </remarks>
[RegisterComponent]
[NetworkedComponent()]
[Access(typeof(DamageableSystem), Other = AccessPermissions.ReadExecute)]
public sealed partial class DamageableComponent : Component
{
/// <summary>
/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
/// If null, all damage types will be supported.
/// </summary>
[DataField("damageContainer", customTypeSerializer: typeof(PrototypeIdSerializer<DamageContainerPrototype>))]
public string? DamageContainerID;
/// <summary>
/// This <see cref="DamageModifierSetPrototype"/> will be applied to any damage that is dealt to this container,
/// unless the damage explicitly ignores resistances.
/// </summary>
/// <remarks>
/// Though DamageModifierSets can be deserialized directly, we only want to use the prototype version here
/// to reduce duplication.
/// </remarks>
[DataField("damageModifierSet", customTypeSerializer: typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
public string? DamageModifierSetId;
/// <summary>
/// All the damage information is stored in this <see cref="DamageSpecifier"/>.
/// </summary>
/// <remarks>
/// If this data-field is specified, this allows damageable components to be initialized with non-zero damage.
/// </remarks>
[DataField("damage", readOnly: true)] //todo remove this readonly when implementing writing to damagespecifier
public DamageSpecifier Damage = new();
/// <summary>
/// Damage, indexed by <see cref="DamageGroupPrototype"/> ID keys.
/// </summary>
/// <remarks>
/// Groups which have no members that are supported by this component will not be present in this
/// dictionary.
/// </remarks>
[ViewVariables] public Dictionary<string, FixedPoint2> DamagePerGroup = new();
/// <summary>
/// The sum of all damages in the DamageableComponent.
/// </summary>
[ViewVariables]
public FixedPoint2 TotalDamage;
[DataField("radiationDamageTypes", customTypeSerializer: typeof(PrototypeIdListSerializer<DamageTypePrototype>))]
public List<string> RadiationDamageTypeIDs = new() { "Radiation" };
[DataField]
public Dictionary<MobState, ProtoId<StatusIconPrototype>> HealthIcons = new()
{
{ MobState.Alive, "HealthIconFine" },
{ MobState.Critical, "HealthIconCritical" },
{ MobState.Dead, "HealthIconDead" },
};
[DataField]
public ProtoId<StatusIconPrototype> RottingIcon = "HealthIconRotting";
}
[Serializable, NetSerializable]
public sealed class DamageableComponentState : ComponentState
{
public readonly Dictionary<string, FixedPoint2> DamageDict;
public readonly string? ModifierSetId;
public DamageableComponentState(
Dictionary<string, FixedPoint2> damageDict,
string? modifierSetId)
{
DamageDict = damageDict;
ModifierSetId = modifierSetId;
}
}
}