using Content.Shared.Flash; using Robust.Client.Graphics; using Robust.Client.Player; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.IoC; using Robust.Shared.Timing; namespace Content.Client.Flash { public class FlashSystem : SharedFlashSystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IOverlayManager _overlayManager = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnFlashableHandleState); } private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args) { if (args.Current is not FlashableComponentState state) return; // Yes, this code is awful. I'm just porting it to an entity system so don't blame me. if (_playerManager.LocalPlayer != null && _playerManager.LocalPlayer.Session.AttachedEntity != uid) { return; } if (state.Time == default) { return; } // Few things here: // 1. If a shorter duration flash is applied then don't do anything // 2. If the client-side time is later than when the flash should've ended don't do anything var currentTime = _gameTiming.CurTime.TotalSeconds; var newEndTime = state.Time.TotalSeconds + state.Duration; var currentEndTime = component.LastFlash.TotalSeconds + component.Duration; if (currentEndTime > newEndTime) { return; } if (currentTime > newEndTime) { return; } component.LastFlash = state.Time; component.Duration = state.Duration; var overlay = _overlayManager.GetOverlay(); overlay.ReceiveFlash(component.Duration); } } }