using Content.Shared.Drugs;
using Content.Shared.StatusEffectNew;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Client.Drugs;
///
/// System to handle drug related overlays.
///
public sealed class DrugOverlaySystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private RainbowOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnApplied);
SubscribeLocalEvent(OnRemoved);
SubscribeLocalEvent>(OnPlayerAttached);
SubscribeLocalEvent>(OnPlayerDetached);
_overlay = new();
}
private void OnRemoved(Entity ent, ref StatusEffectRemovedEvent args)
{
if (_player.LocalEntity != args.Target)
return;
_overlay.Intoxication = 0;
_overlay.TimeTicker = 0;
_overlayMan.RemoveOverlay(_overlay);
}
private void OnApplied(Entity ent, ref StatusEffectAppliedEvent args)
{
if (_player.LocalEntity != args.Target)
return;
_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerAttached(Entity ent, ref StatusEffectRelayedEvent args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(Entity ent, ref StatusEffectRelayedEvent args)
{
_overlay.Intoxication = 0;
_overlay.TimeTicker = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}