Cluster grenade refactor and contra markings (#31108)

* Cluster grenade refactor

* oopsies on the name

* Solve client-side errors

* reviews addressed

* filling scattering grenades is now predicted

* reviews addressed
This commit is contained in:
Plykiya
2024-12-16 04:08:07 -08:00
committed by GitHub
parent 1266b05b02
commit a4d6f09a4f
14 changed files with 757 additions and 558 deletions

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@@ -1,117 +0,0 @@
using Content.Server.Explosion.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Server.Explosion.Components
{
[RegisterComponent, Access(typeof(ClusterGrenadeSystem))]
public sealed partial class ClusterGrenadeComponent : Component
{
public Container GrenadesContainer = default!;
/// <summary>
/// What we fill our prototype with if we want to pre-spawn with grenades.
/// </summary>
[DataField("fillPrototype")]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
public int UnspawnedCount;
/// <summary>
/// Maximum grenades in the container.
/// </summary>
[DataField("maxGrenadesCount")]
public int MaxGrenades = 3;
/// <summary>
/// Maximum delay in seconds between individual grenade triggers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("grenadeTriggerIntervalMax")]
public float GrenadeTriggerIntervalMax = 0f;
/// <summary>
/// Minimum delay in seconds between individual grenade triggers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("grenadeTriggerIntervalMin")]
public float GrenadeTriggerIntervalMin = 0f;
/// <summary>
/// Minimum delay in seconds before any grenades start to be triggered.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("baseTriggerDelay")]
public float BaseTriggerDelay = 1.0f;
/// <summary>
/// Decides if grenades trigger after getting launched
/// </summary>
[DataField("triggerGrenades")]
public bool TriggerGrenades = true;
/// <summary>
/// Does the cluster grenade shoot or throw
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("grenadeType")]
public Enum GrenadeType = Components.GrenadeType.Throw;
/// <summary>
/// The speed at which grenades get thrown
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("velocity")]
public float Velocity = 5;
/// <summary>
/// Should the spread be random
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("randomSpread")]
public bool RandomSpread = false;
/// <summary>
/// Should the angle be random
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("randomAngle")]
public bool RandomAngle = false;
/// <summary>
/// Static distance grenades will be thrown to.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("distance")]
public float Distance = 1f;
/// <summary>
/// Max distance grenades should randomly be thrown to.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxSpreadDistance")]
public float MaxSpreadDistance = 2.5f;
/// <summary>
/// Minimal distance grenades should randomly be thrown to.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("minSpreadDistance")]
public float MinSpreadDistance = 0f;
/// <summary>
/// This is the end.
/// </summary>
public bool CountDown;
}
public enum GrenadeType
{
Throw,
Shoot
}
}

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using Content.Server.Explosion.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Server.Explosion.Components;
/// <summary>
/// Grenades that, when triggered, explode into projectiles
/// </summary>
[RegisterComponent, Access(typeof(ProjectileGrenadeSystem))]
public sealed partial class ProjectileGrenadeComponent : Component
{
public Container Container = default!;
/// <summary>
/// The kind of projectile that the prototype is filled with.
/// </summary>
[DataField]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
public int UnspawnedCount;
/// <summary>
/// Total amount of projectiles
/// </summary>
[DataField]
public int Capacity = 3;
/// <summary>
/// Should the angle of the projectiles be uneven?
/// </summary>
[DataField]
public bool RandomAngle = false;
/// <summary>
/// The minimum speed the projectiles may come out at
/// </summary>
[DataField]
public float MinVelocity = 2f;
/// <summary>
/// The maximum speed the projectiles may come out at
/// </summary>
[DataField]
public float MaxVelocity = 6f;
}