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- 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
- {
- /// <summary>
- /// Flash range per unit of reagent.
- /// </summary>
- [DataField]
- public float RangePerUnit = 0.2f;
- /// <summary>
- /// Maximum flash range.
- /// </summary>
- [DataField]
- public float MaxRange = 10f;
- /// <summary>
- /// How much to entities are slowed down.
- /// </summary>
- [DataField]
- public float SlowTo = 0.5f;
- /// <summary>
- /// 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.
- /// </summary>
- [DataField]
- public float Duration = 4f;
- /// <summary>
- /// The prototype ID used for the visual effect.
- /// </summary>
- [DataField]
- public EntProtoId? FlashEffectPrototype = "ReactionFlash";
- /// <summary>
- /// The sound the flash creates.
- /// </summary>
- [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<TransformComponent>(args.TargetEntity);
- var transformSystem = args.EntityManager.System<SharedTransformSystem>();
- var range = 1f;
- if (args is EntityEffectReagentArgs reagentArgs)
- range = MathF.Min((float)(reagentArgs.Quantity * RangePerUnit), MaxRange);
- args.EntityManager.System<FlashSystem>().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<PointLightComponent>(uid, out var pointLightComp))
- return;
- var pointLightSystem = args.EntityManager.System<SharedPointLightSystem>();
- // 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);
- }
- }
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