* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
using Robust.Shared.Network;
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using Robust.Shared.Random;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Causes this entity to glow.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class GlowEntityEffectSystem : EntityEffectSystem<MetaDataComponent, Glow>
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPointLightSystem _lightSystem = default!;
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<Glow> args)
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{
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var color = args.Effect.Color;
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if (color == Color.Black)
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{
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// TODO: When we get proper predicted RNG remove this check...
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if (_net.IsClient)
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return;
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color = _random.Pick(Colors);
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}
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var light = _lightSystem.EnsureLight(entity);
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_lightSystem.SetRadius(entity, args.Effect.Radius, light);
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_lightSystem.SetColor(entity, color, light);
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_lightSystem.SetCastShadows(entity, false, light); // this is expensive, and botanists make lots of plants
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}
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public static readonly List<Color> Colors = new()
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{
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Color.White,
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Color.Red,
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Color.Yellow,
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Color.Green,
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Color.Blue,
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Color.Purple,
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Color.Pink
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};
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Glow : EntityEffectBase<Glow>
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{
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[DataField]
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public float Radius = 2f;
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[DataField]
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public Color Color = Color.Black;
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}
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