* Drunk moment * push * fix test fails + a smidge of cleanup * two smidges of cleanup * Unpredicted so don't need the workaround --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
110 lines
3.8 KiB
C#
110 lines
3.8 KiB
C#
using Content.Shared.Drunk;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Drunk;
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public sealed class DrunkOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> Shader = "Drunk";
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _drunkShader;
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public float CurrentBoozePower = 0.0f;
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private const float VisualThreshold = 10.0f;
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private const float PowerDivisor = 250.0f;
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/// <remarks>
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/// This is a magic number based on my person preference of how quickly the bloodloss effect should kick in.
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/// It is entirely arbitrary, and you should change it if it sucks.
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/// Honestly should be refactored to be based on amount of blood lost but that's out of scope for what I'm doing atm.
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/// Also caps all booze visual effects to a max intensity of 100 seconds or 100 booze power.
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/// </remarks>
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private const float MaxBoozePower = 100f;
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private const float BoozePowerScale = 8f;
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private float _visualScale = 0;
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public DrunkOverlay()
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{
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IoCManager.InjectDependencies(this);
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_drunkShader = _prototypeManager.Index(Shader).InstanceUnique();
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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var playerEntity = _playerManager.LocalEntity;
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if (playerEntity == null)
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return;
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var statusSys = _sysMan.GetEntitySystem<Shared.StatusEffectNew.StatusEffectsSystem>();
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if (!statusSys.TryGetMaxTime<DrunkStatusEffectComponent>(playerEntity.Value, out var status))
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return;
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var time = status.Item2;
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var power = time == null ? MaxBoozePower : (float) Math.Min((time - _timing.CurTime).Value.TotalSeconds, MaxBoozePower);
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CurrentBoozePower += BoozePowerScale * (power - CurrentBoozePower) * args.DeltaSeconds / (power+1);
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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_visualScale = BoozePowerToVisual(CurrentBoozePower);
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return _visualScale > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_drunkShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_drunkShader.SetParameter("boozePower", _visualScale);
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handle.UseShader(_drunkShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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/// <summary>
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/// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage
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/// used by the actual shader.
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/// </summary>
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/// <param name="boozePower"></param>
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private float BoozePowerToVisual(float boozePower)
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{
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// Clamp booze power when it's low, to prevent really jittery effects
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if (boozePower < 50f)
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{
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return 0;
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}
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else
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{
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return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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}
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}
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}
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