Files
ss14-wega/Content.Client/Drunk/DrunkSystem.cs
T
Marchy a87a4d3fb3 "Reduce motion of visual effects" now works for blood loss effect (#41878)
* "Reduce motion of visual effects" now works for blood loss effect

* Improve strenght

* Make motion less strong

* Stop motion effect

* cleanup and rebalancing

* fix warning

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2026-03-28 22:06:30 +00:00

64 lines
2.2 KiB
C#

using Content.Shared.Drunk;
using Content.Shared.StatusEffectNew;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Client.Drunk;
public sealed class DrunkSystem : SharedDrunkSystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private DrunkOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusApplied);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRemovedEvent>(OnStatusRemoved);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
_overlay = new();
}
private void OnStatusApplied(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
if (!_overlayMan.HasOverlay<DrunkOverlay>())
{
_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
_overlayMan.AddOverlay(_overlay);
}
}
private void OnStatusRemoved(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectRemovedEvent args)
{
if (Status.HasEffectComp<DrunkStatusEffectComponent>(args.Target))
return;
if (_player.LocalEntity != args.Target)
return;
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
private void OnPlayerAttached(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
{
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}