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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@@ -1,177 +0,0 @@
using Content.Server.Explosion.Components;
using Content.Shared.Flash.Components;
using Content.Shared.Interaction;
using Content.Shared.Throwing;
using Robust.Shared.Containers;
using Robust.Shared.Random;
using Content.Server.Weapons.Ranged.Systems;
using System.Numerics;
using Content.Shared.Explosion.Components;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
namespace Content.Server.Explosion.EntitySystems;
public sealed class ClusterGrenadeSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly ContainerSystem _containerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ClusterGrenadeComponent, ComponentInit>(OnClugInit);
SubscribeLocalEvent<ClusterGrenadeComponent, ComponentStartup>(OnClugStartup);
SubscribeLocalEvent<ClusterGrenadeComponent, InteractUsingEvent>(OnClugUsing);
SubscribeLocalEvent<ClusterGrenadeComponent, TriggerEvent>(OnClugTrigger);
}
private void OnClugInit(EntityUid uid, ClusterGrenadeComponent component, ComponentInit args)
{
component.GrenadesContainer = _container.EnsureContainer<Container>(uid, "cluster-payload");
}
private void OnClugStartup(Entity<ClusterGrenadeComponent> clug, ref ComponentStartup args)
{
var component = clug.Comp;
if (component.FillPrototype != null)
{
component.UnspawnedCount = Math.Max(0, component.MaxGrenades - component.GrenadesContainer.ContainedEntities.Count);
UpdateAppearance(clug);
}
}
private void OnClugUsing(Entity<ClusterGrenadeComponent> clug, ref InteractUsingEvent args)
{
if (args.Handled)
return;
var component = clug.Comp;
// TODO: Should use whitelist.
if (component.GrenadesContainer.ContainedEntities.Count >= component.MaxGrenades ||
!HasComp<FlashOnTriggerComponent>(args.Used))
return;
_containerSystem.Insert(args.Used, component.GrenadesContainer);
UpdateAppearance(clug);
args.Handled = true;
}
private void OnClugTrigger(Entity<ClusterGrenadeComponent> clug, ref TriggerEvent args)
{
var component = clug.Comp;
component.CountDown = true;
args.Handled = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ClusterGrenadeComponent>();
while (query.MoveNext(out var uid, out var clug))
{
if (clug.CountDown && clug.UnspawnedCount > 0)
{
var grenadesInserted = clug.GrenadesContainer.ContainedEntities.Count + clug.UnspawnedCount;
var thrownCount = 0;
var segmentAngle = 360 / grenadesInserted;
var grenadeDelay = 0f;
while (TryGetGrenade(uid, clug, out var grenade))
{
// var distance = random.NextFloat() * _throwDistance;
var angleMin = segmentAngle * thrownCount;
var angleMax = segmentAngle * (thrownCount + 1);
var angle = Angle.FromDegrees(_random.Next(angleMin, angleMax));
if (clug.RandomAngle)
angle = _random.NextAngle();
thrownCount++;
switch (clug.GrenadeType)
{
case GrenadeType.Shoot:
ShootProjectile(grenade, angle, clug, uid);
break;
case GrenadeType.Throw:
ThrowGrenade(grenade, angle, clug);
break;
}
// give an active timer trigger to the contained grenades when they get launched
if (clug.TriggerGrenades)
{
grenadeDelay += _random.NextFloat(clug.GrenadeTriggerIntervalMin, clug.GrenadeTriggerIntervalMax);
var grenadeTimer = EnsureComp<ActiveTimerTriggerComponent>(grenade);
grenadeTimer.TimeRemaining = (clug.BaseTriggerDelay + grenadeDelay);
var ev = new ActiveTimerTriggerEvent(grenade, uid);
RaiseLocalEvent(uid, ref ev);
}
}
// delete the empty shell of the clusterbomb
Del(uid);
}
}
}
private void ShootProjectile(EntityUid grenade, Angle angle, ClusterGrenadeComponent clug, EntityUid clugUid)
{
var direction = angle.ToVec().Normalized();
if (clug.RandomSpread)
direction = _random.NextVector2().Normalized();
_gun.ShootProjectile(grenade, direction, Vector2.One.Normalized(), clugUid);
}
private void ThrowGrenade(EntityUid grenade, Angle angle, ClusterGrenadeComponent clug)
{
var direction = angle.ToVec().Normalized() * clug.Distance;
if (clug.RandomSpread)
direction = angle.ToVec().Normalized() * _random.NextFloat(clug.MinSpreadDistance, clug.MaxSpreadDistance);
_throwingSystem.TryThrow(grenade, direction, clug.Velocity);
}
private bool TryGetGrenade(EntityUid clugUid, ClusterGrenadeComponent component, out EntityUid grenade)
{
grenade = default;
if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
grenade = Spawn(component.FillPrototype, _transformSystem.GetMapCoordinates(clugUid));
return true;
}
if (component.GrenadesContainer.ContainedEntities.Count > 0)
{
grenade = component.GrenadesContainer.ContainedEntities[0];
// This shouldn't happen but you never know.
if (!_containerSystem.Remove(grenade, component.GrenadesContainer))
return false;
return true;
}
return false;
}
private void UpdateAppearance(Entity<ClusterGrenadeComponent> clug)
{
var component = clug.Comp;
if (!TryComp<AppearanceComponent>(clug, out var appearance))
return;
_appearance.SetData(clug, ClusterGrenadeVisuals.GrenadesCounter, component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount, appearance);
}
}

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using Content.Server.Explosion.Components;
using Content.Server.Weapons.Ranged.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Explosion.EntitySystems;
public sealed class ProjectileGrenadeSystem : EntitySystem
{
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileGrenadeComponent, ComponentInit>(OnFragInit);
SubscribeLocalEvent<ProjectileGrenadeComponent, ComponentStartup>(OnFragStartup);
SubscribeLocalEvent<ProjectileGrenadeComponent, TriggerEvent>(OnFragTrigger);
}
private void OnFragInit(Entity<ProjectileGrenadeComponent> entity, ref ComponentInit args)
{
entity.Comp.Container = _container.EnsureContainer<Container>(entity.Owner, "cluster-payload");
}
/// <summary>
/// Setting the unspawned count based on capacity so we know how many new entities to spawn
/// </summary>
private void OnFragStartup(Entity<ProjectileGrenadeComponent> entity, ref ComponentStartup args)
{
if (entity.Comp.FillPrototype == null)
return;
entity.Comp.UnspawnedCount = Math.Max(0, entity.Comp.Capacity - entity.Comp.Container.ContainedEntities.Count);
}
/// <summary>
/// Can be triggered either by damage or the use in hand timer
/// </summary>
private void OnFragTrigger(Entity<ProjectileGrenadeComponent> entity, ref TriggerEvent args)
{
FragmentIntoProjectiles(entity.Owner, entity.Comp);
args.Handled = true;
}
/// <summary>
/// Spawns projectiles at the coordinates of the grenade upon triggering
/// Can customize the angle and velocity the projectiles come out at
/// </summary>
private void FragmentIntoProjectiles(EntityUid uid, ProjectileGrenadeComponent component)
{
var grenadeCoord = _transformSystem.GetMapCoordinates(uid);
var shootCount = 0;
var totalCount = component.Container.ContainedEntities.Count + component.UnspawnedCount;
var segmentAngle = 360 / totalCount;
while (TrySpawnContents(grenadeCoord, component, out var contentUid))
{
Angle angle;
if (component.RandomAngle)
angle = _random.NextAngle();
else
{
var angleMin = segmentAngle * shootCount;
var angleMax = segmentAngle * (shootCount + 1);
angle = Angle.FromDegrees(_random.Next(angleMin, angleMax));
shootCount++;
}
// velocity is randomized to make the projectiles look
// slightly uneven, doesn't really change much, but it looks better
var direction = angle.ToVec().Normalized();
var velocity = _random.NextVector2(component.MinVelocity, component.MaxVelocity);
_gun.ShootProjectile(contentUid, direction, velocity, uid, null);
}
}
/// <summary>
/// Spawns one instance of the fill prototype or contained entity at the coordinate indicated
/// </summary>
private bool TrySpawnContents(MapCoordinates spawnCoordinates, ProjectileGrenadeComponent component, out EntityUid contentUid)
{
contentUid = default;
if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
contentUid = Spawn(component.FillPrototype, spawnCoordinates);
return true;
}
if (component.Container.ContainedEntities.Count > 0)
{
contentUid = component.Container.ContainedEntities[0];
if (!_container.Remove(contentUid, component.Container))
return false;
return true;
}
return false;
}
}

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using Content.Shared.Explosion.Components;
using Content.Shared.Throwing;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Random;
using System.Numerics;
using Content.Shared.Explosion.EntitySystems;
namespace Content.Server.Explosion.EntitySystems;
public sealed class ScatteringGrenadeSystem : SharedScatteringGrenadeSystem
{
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ScatteringGrenadeComponent, TriggerEvent>(OnScatteringTrigger);
}
/// <summary>
/// Can be triggered either by damage or the use in hand timer, either way
/// will store the event happening in IsTriggered for the next frame update rather than
/// handling it here to prevent crashing the game
/// </summary>
private void OnScatteringTrigger(Entity<ScatteringGrenadeComponent> entity, ref TriggerEvent args)
{
entity.Comp.IsTriggered = true;
args.Handled = true;
}
/// <summary>
/// Every frame update we look for scattering grenades that were triggered (by damage or timer)
/// Then we spawn the contents, throw them, optionally trigger them, then delete the original scatter grenade entity
/// </summary>
public override void Update(float frametime)
{
base.Update(frametime);
var query = EntityQueryEnumerator<ScatteringGrenadeComponent>();
while (query.MoveNext(out var uid, out var component))
{
var totalCount = component.Container.ContainedEntities.Count + component.UnspawnedCount;
// if triggered while empty, (if it's blown up while empty) it'll just delete itself
if (component.IsTriggered && totalCount > 0)
{
var grenadeCoord = _transformSystem.GetMapCoordinates(uid);
var thrownCount = 0;
var segmentAngle = 360 / totalCount;
var additionalIntervalDelay = 0f;
while (TrySpawnContents(grenadeCoord, component, out var contentUid))
{
Angle angle;
if (component.RandomAngle)
angle = _random.NextAngle();
else
{
var angleMin = segmentAngle * thrownCount;
var angleMax = segmentAngle * (thrownCount + 1);
angle = Angle.FromDegrees(_random.Next(angleMin, angleMax));
thrownCount++;
}
Vector2 direction = angle.ToVec().Normalized();
if (component.RandomDistance)
direction *= _random.NextFloat(component.RandomThrowDistanceMin, component.RandomThrowDistanceMax);
else
direction *= component.Distance;
_throwingSystem.TryThrow(contentUid, direction, component.Velocity);
if (component.TriggerContents)
{
additionalIntervalDelay += _random.NextFloat(component.IntervalBetweenTriggersMin, component.IntervalBetweenTriggersMax);
var contentTimer = EnsureComp<ActiveTimerTriggerComponent>(contentUid);
contentTimer.TimeRemaining = component.DelayBeforeTriggerContents + additionalIntervalDelay;
var ev = new ActiveTimerTriggerEvent(contentUid, uid);
RaiseLocalEvent(contentUid, ref ev);
}
}
// Normally we'd use DeleteOnTrigger but because we need to wait for the frame update
// we have to delete it here instead
Del(uid);
}
}
}
/// <summary>
/// Spawns one instance of the fill prototype or contained entity at the coordinate indicated
/// </summary>
private bool TrySpawnContents(MapCoordinates spawnCoordinates, ScatteringGrenadeComponent component, out EntityUid contentUid)
{
contentUid = default;
if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
contentUid = Spawn(component.FillPrototype, spawnCoordinates);
return true;
}
if (component.Container.ContainedEntities.Count > 0)
{
contentUid = component.Container.ContainedEntities[0];
if (!_container.Remove(contentUid, component.Container))
return false;
return true;
}
return false;
}
}