* 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>
82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
using Content.Shared.Flash;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Transform;
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/// <summary>
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/// Creates a Flash at this entity's coordinates.
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/// Range is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class FlashEntityEffectSystem : EntityEffectSystem<TransformComponent, Flash>
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{
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[Dependency] private readonly SharedFlashSystem _flash = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
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protected override void Effect(Entity<TransformComponent> entity, ref EntityEffectEvent<Flash> args)
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{
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var range = MathF.Min(args.Scale * args.Effect.RangePerUnit, args.Effect.MaxRange);
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_flash.FlashArea(
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entity,
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null,
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range,
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args.Effect.Duration,
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slowTo: args.Effect.SlowTo,
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sound: args.Effect.Sound);
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if (args.Effect.FlashEffectPrototype == null)
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return;
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var uid = PredictedSpawnAtPosition(args.Effect.FlashEffectPrototype, _xform.GetMoverCoordinates(entity));
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_pointLight.SetRadius(uid, MathF.Max(1.1f, range));
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Flash : EntityEffectBase<Flash>
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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.
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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 TimeSpan Duration = TimeSpan.FromSeconds(4);
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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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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-flash-reaction-effect", ("chance", Probability));
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}
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