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add flash reaction effect
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slarticodefast committed Sep 22, 2024
1 parent 4b85108 commit 0060fe8
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Showing 4 changed files with 117 additions and 1 deletion.
82 changes: 82 additions & 0 deletions Content.Server/EntityEffects/Effects/FlashReactionEffect.cs
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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);
}
}
6 changes: 6 additions & 0 deletions Resources/Locale/en-US/guidebook/chemistry/effects.ftl
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Expand Up @@ -37,6 +37,12 @@ reagent-effect-guidebook-emp-reaction-effect =
*[other] cause
} an electromagnetic pulse
reagent-effect-guidebook-flash-reaction-effect =
{ $chance ->
[1] Causes
*[other] cause
} a blinding flash
reagent-effect-guidebook-foam-area-reaction-effect =
{ $chance ->
[1] Creates
Expand Down
13 changes: 13 additions & 0 deletions Resources/Prototypes/Entities/Effects/chemistry_effects.yml
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Expand Up @@ -222,3 +222,16 @@
state: metal_foam-north
- map: [ "enum.EdgeLayer.West" ]
state: metal_foam-west

- type: entity
id: ReactionFlash
categories: [ HideSpawnMenu ]
components:
- type: PointLight
enabled: true
radius: 2
energy: 8
- type: LightFade
duration: 0.5
- type: TimedDespawn
lifetime: 0.5
17 changes: 16 additions & 1 deletion Resources/Prototypes/Recipes/Reactions/chemicals.yml
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Expand Up @@ -81,7 +81,7 @@
amount: 1
Sulfur:
amount: 1
Oxygen:
Oxygen:
amount: 2
products:
SulfuricAcid: 3
Expand Down Expand Up @@ -205,6 +205,20 @@
energyConsumption: 12500
duration: 15

- type: reaction
id: Flash
impact: High
priority: 20
reactants:
Aluminium:
amount: 1
Potassium:
amount: 1
Sulfur:
amount: 1
effects:
- !type:FlashReactionEffect

- type: reaction
id: TableSalt
minTemp: 370
Expand Down Expand Up @@ -501,3 +515,4 @@
amount: 1
products:
Tazinide: 1

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