using Content.Shared.CCVar; using Content.Shared.Drunk; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.Configuration; using Robust.Shared.Enums; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client.Drunk; public sealed class DrunkOverlay : Overlay { private static readonly ProtoId DrunkShader = "Drunk"; [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IConfigurationManager _configManager = default!; private readonly Shared.StatusEffectNew.StatusEffectsSystem _statusEffectsSystem; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _drunkShader; public float CurrentBoozePower = 0.0f; // Starting phase for the rotation effect. // Needed so it doesn't always look the same for 0 motion. public float Phase = 0f; private const float VisualThreshold = 10.0f; private const float PowerDivisor = 250.0f; /// /// This is a magic number based on my person preference of how quickly the bloodloss effect should kick in. /// It is entirely arbitrary, and you should change it if it sucks. /// Honestly should be refactored to be based on amount of blood lost but that's out of scope for what I'm doing atm. /// Also caps all booze visual effects to a max intensity of 100 seconds or 100 booze power. /// private const float MaxBoozePower = 100f; private const float BoozePowerScale = 8f; private float _visualScale = 0f; private float _timeScale = 1f; private float _distortionScale = 1f; public DrunkOverlay() { IoCManager.InjectDependencies(this); _statusEffectsSystem = _entityManager.System(); _drunkShader = _prototypeManager.Index(DrunkShader).InstanceUnique(); _configManager.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true); } private void OnReducedMotionChanged(bool reducedMotion) { _timeScale = reducedMotion ? 0.0f : 1.0f; _distortionScale = reducedMotion ? 4.0f : 1.0f; // Make the offset stronger to compensate the lack of motion. } protected override void FrameUpdate(FrameEventArgs args) { var playerEntity = _playerManager.LocalEntity; if (playerEntity == null) return; if (!_statusEffectsSystem.TryGetMaxTime(playerEntity.Value, out var status)) return; var time = status.Item2; var power = time == null ? MaxBoozePower : (float)Math.Min((time - _timing.CurTime).Value.TotalSeconds, MaxBoozePower); CurrentBoozePower += BoozePowerScale * (power - CurrentBoozePower) * args.DeltaSeconds / (power + 1); } protected override bool BeforeDraw(in OverlayDrawArgs args) { if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp)) return false; if (args.Viewport.Eye != eyeComp.Eye) return false; _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); _drunkShader.SetParameter("timeScale", _timeScale); _drunkShader.SetParameter("distortionScale", _distortionScale); _drunkShader.SetParameter("phase", Phase); handle.UseShader(_drunkShader); handle.DrawRect(args.WorldBounds, Color.White); handle.UseShader(null); } /// /// Converts the # of seconds the drunk effect lasts for (booze power) to a percentage /// used by the actual shader. /// /// private float BoozePowerToVisual(float boozePower) { // Clamp booze power when it's low, to prevent really jittery effects if (boozePower < 50f) { return 0; } else { return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f); } } }