using Content.Shared.Flash;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Transform;
///
/// Creates a Flash at this entity's coordinates.
/// Range is modified by scale.
///
///
public sealed partial class FlashEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedFlashSystem _flash = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var range = MathF.Min(args.Scale * args.Effect.RangePerUnit, args.Effect.MaxRange);
_flash.FlashArea(
entity,
null,
range,
args.Effect.Duration,
slowTo: args.Effect.SlowTo,
sound: args.Effect.Sound);
if (args.Effect.FlashEffectPrototype == null)
return;
var uid = PredictedSpawnAtPosition(args.Effect.FlashEffectPrototype, _xform.GetMoverCoordinates(entity));
_pointLight.SetRadius(uid, MathF.Max(1.1f, range));
}
}
///
public sealed partial class Flash : EntityEffectBase
{
///
/// Flash range per unit of reagent.
///
[DataField]
public float RangePerUnit = 0.2f;
///
/// Maximum flash range.
///
[DataField]
public float MaxRange = 10f;
///
/// How much to entities are slowed down.
///
[DataField]
public float SlowTo = 0.5f;
///
/// The time entities will be flashed.
/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
///
[DataField]
public TimeSpan Duration = TimeSpan.FromSeconds(4);
///
/// The prototype ID used for the visual effect.
///
[DataField]
public EntProtoId? FlashEffectPrototype = "ReactionFlash";
///
/// The sound the flash creates.
///
[DataField]
public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-flash-reaction-effect", ("chance", Probability));
}