using Robust.Shared.Network;
using Robust.Shared.Random;
namespace Content.Shared.EntityEffects.Effects;
///
/// Causes this entity to glow.
///
///
public sealed partial class GlowEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedPointLightSystem _lightSystem = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var color = args.Effect.Color;
if (color == Color.Black)
{
// TODO: When we get proper predicted RNG remove this check...
if (_net.IsClient)
return;
color = _random.Pick(Colors);
}
var light = _lightSystem.EnsureLight(entity);
_lightSystem.SetRadius(entity, args.Effect.Radius, light);
_lightSystem.SetColor(entity, color, light);
_lightSystem.SetCastShadows(entity, false, light); // this is expensive, and botanists make lots of plants
}
public static readonly List Colors = new()
{
Color.White,
Color.Red,
Color.Yellow,
Color.Green,
Color.Blue,
Color.Purple,
Color.Pink
};
}
///
public sealed partial class Glow : EntityEffectBase
{
[DataField]
public float Radius = 2f;
[DataField]
public Color Color = Color.Black;
}