83 lines
2.7 KiB
C#
83 lines
2.7 KiB
C#
using Content.Shared.EntityEffects;
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using Content.Server.Flash;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.Effects;
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[DataDefinition]
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public sealed partial class FlashReactionEffect : EntityEffect
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{
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/// <summary>
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/// Flash range per unit of reagent.
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/// </summary>
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[DataField]
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public float RangePerUnit = 0.2f;
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/// <summary>
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/// Maximum flash range.
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/// </summary>
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[DataField]
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public float MaxRange = 10f;
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/// <summary>
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/// How much to entities are slowed down.
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/// </summary>
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[DataField]
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public float SlowTo = 0.5f;
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/// <summary>
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/// The time entities will be flashed in seconds.
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/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
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/// </summary>
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[DataField]
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public float Duration = 4f;
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/// <summary>
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/// The prototype ID used for the visual effect.
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/// </summary>
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[DataField]
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public EntProtoId? FlashEffectPrototype = "ReactionFlash";
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/// <summary>
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/// The sound the flash creates.
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/// </summary>
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[DataField]
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public SoundSpecifier? Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg");
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability));
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public override void Effect(EntityEffectBaseArgs args)
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{
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var transform = args.EntityManager.GetComponent<TransformComponent>(args.TargetEntity);
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var transformSystem = args.EntityManager.System<SharedTransformSystem>();
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var range = 1f;
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if (args is EntityEffectReagentArgs reagentArgs)
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range = MathF.Min((float)(reagentArgs.Quantity * RangePerUnit), MaxRange);
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args.EntityManager.System<FlashSystem>().FlashArea(
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args.TargetEntity,
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null,
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range,
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Duration * 1000,
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slowTo: SlowTo,
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sound: Sound);
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if (FlashEffectPrototype == null)
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return;
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var uid = args.EntityManager.SpawnEntity(FlashEffectPrototype, transformSystem.GetMapCoordinates(transform));
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transformSystem.AttachToGridOrMap(uid);
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if (!args.EntityManager.TryGetComponent<PointLightComponent>(uid, out var pointLightComp))
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return;
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var pointLightSystem = args.EntityManager.System<SharedPointLightSystem>();
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// PointLights with a radius lower than 1.1 are too small to be visible, so this is hardcoded
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pointLightSystem.SetRadius(uid, MathF.Max(1.1f, range), pointLightComp);
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}
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}
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