using Content.Shared.Drunk; using Content.Shared.StatusEffect; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Enums; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client.Drunk; public sealed class DrunkOverlay : Overlay { [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IEntitySystemManager _sysMan = default!; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _drunkShader; public float CurrentBoozePower = 0.0f; private const float VisualThreshold = 10.0f; private const float PowerDivisor = 250.0f; private float _visualScale = 0; public DrunkOverlay() { IoCManager.InjectDependencies(this); _drunkShader = _prototypeManager.Index("Drunk").InstanceUnique(); } protected override void FrameUpdate(FrameEventArgs args) { var playerEntity = _playerManager.LocalPlayer?.ControlledEntity; if (playerEntity == null) return; if (!_entityManager.HasComponent(playerEntity) || !_entityManager.TryGetComponent(playerEntity, out var status)) return; var statusSys = _sysMan.GetEntitySystem(); if (!statusSys.TryGetTime(playerEntity.Value, SharedDrunkSystem.DrunkKey, out var time, status)) return; var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds; CurrentBoozePower += (timeLeft - CurrentBoozePower) * args.DeltaSeconds / 16f; } protected override bool BeforeDraw(in OverlayDrawArgs args) { _visualScale = BoozePowerToVisual(CurrentBoozePower); return _visualScale > 0; } protected override void Draw(in OverlayDrawArgs args) { if (ScreenTexture == null) return; var handle = args.WorldHandle; _drunkShader.SetParameter("SCREEN_TEXTURE", ScreenTexture); _drunkShader.SetParameter("boozePower", _visualScale); handle.UseShader(_drunkShader); handle.DrawRect(args.WorldBounds, Color.White); } /// /// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage /// used by the actual shader. /// /// private float BoozePowerToVisual(float boozePower) { return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f); } }