[NEW STATUS SYSTEM] Drunkenness, Stuttering, Slurred Speech, and Bloodloss (#38678)

* The only commit that matters

* I had to stop playing with my cat to push this change

* Yaml removal

* Proper drunk status effect and remove shitcode

* Review changes

* whoops

* Whoops x2

* Update master fix merge conflicts

* Fix merge conflicts

* Dunk Component kill

* MORE RELAYS

* Holy fucking breaking changes

* Ough

* 46 file diff

* Fix bad commits

* Erm what the test fail?

* Fix those last two

* Merge conflicts

* Me when I fix the merge conflicts

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-18 13:26:29 -07:00
committed by GitHub
parent d737e39a98
commit 6b73d320b9
27 changed files with 235 additions and 176 deletions

View File

@@ -1,4 +1,5 @@
using Content.Shared.Drunk;
using Content.Shared.StatusEffectNew;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
@@ -16,38 +17,41 @@ public sealed class DrunkSystem : SharedDrunkSystem
{
base.Initialize();
SubscribeLocalEvent<DrunkComponent, ComponentInit>(OnDrunkInit);
SubscribeLocalEvent<DrunkComponent, ComponentShutdown>(OnDrunkShutdown);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusApplied);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRemovedEvent>(OnStatusRemoved);
SubscribeLocalEvent<DrunkComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<DrunkComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
SubscribeLocalEvent<DrunkStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, DrunkComponent component, LocalPlayerAttachedEvent args)
private void OnStatusApplied(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
_overlayMan.AddOverlay(_overlay);
if (!_overlayMan.HasOverlay<DrunkOverlay>())
_overlayMan.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, DrunkComponent component, LocalPlayerDetachedEvent args)
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 OnDrunkInit(EntityUid uid, DrunkComponent component, ComponentInit args)
private void OnPlayerAttached(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
{
if (_player.LocalEntity == uid)
_overlayMan.AddOverlay(_overlay);
_overlayMan.AddOverlay(_overlay);
}
private void OnDrunkShutdown(EntityUid uid, DrunkComponent component, ComponentShutdown args)
private void OnPlayerDetached(Entity<DrunkStatusEffectComponent> entity, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
{
if (_player.LocalEntity == uid)
{
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
_overlay.CurrentBoozePower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}