using Content.Shared.EntityEffects;
using Content.Server.Flash;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.EntityEffects.Effects;
[DataDefinition]
public sealed partial class FlashReactionEffect : EntityEffect
{
///
/// 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 in seconds.
/// The default is chosen to be better than the hand flash so it is worth using it for grenades etc.
///
[DataField]
public float Duration = 4f;
///
/// 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");
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-flash-reaction-effect", ("chance", Probability));
public override void Effect(EntityEffectBaseArgs args)
{
var transform = args.EntityManager.GetComponent(args.TargetEntity);
var transformSystem = args.EntityManager.System();
var range = 1f;
if (args is EntityEffectReagentArgs reagentArgs)
range = MathF.Min((float)(reagentArgs.Quantity * RangePerUnit), MaxRange);
args.EntityManager.System().FlashArea(
args.TargetEntity,
null,
range,
Duration * 1000,
slowTo: SlowTo,
sound: Sound);
if (FlashEffectPrototype == null)
return;
var uid = args.EntityManager.SpawnEntity(FlashEffectPrototype, transformSystem.GetMapCoordinates(transform));
transformSystem.AttachToGridOrMap(uid);
if (!args.EntityManager.TryGetComponent(uid, out var pointLightComp))
return;
var pointLightSystem = args.EntityManager.System();
// PointLights with a radius lower than 1.1 are too small to be visible, so this is hardcoded
pointLightSystem.SetRadius(uid, MathF.Max(1.1f, range), pointLightComp);
}
}