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
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Explosion.Components;
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/// <summary>
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/// Use this component if the grenade splits into entities that make use of Timers
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/// or if you just want it to throw entities out in the world
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedScatteringGrenadeSystem))]
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public sealed partial class ScatteringGrenadeComponent : Component
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{
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public Container Container = default!;
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// What we fill our prototype with if we want to pre-spawn with entities.
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/// </summary>
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[DataField]
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public EntProtoId? FillPrototype;
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/// <summary>
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/// If we have a pre-fill how many more can we spawn.
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/// </summary>
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[AutoNetworkedField]
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public int UnspawnedCount;
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/// <summary>
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/// Max amount of entities inside the container
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/// </summary>
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[DataField]
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public int Capacity = 3;
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/// <summary>
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/// Decides if contained entities trigger after getting launched
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/// </summary>
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[DataField]
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public bool TriggerContents = true;
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#region Trigger time parameters for scattered entities
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/// <summary>
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/// Minimum delay in seconds before any entities start to be triggered.
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/// </summary>
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[DataField]
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public float DelayBeforeTriggerContents = 1.0f;
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/// <summary>
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/// Maximum delay in seconds to add between individual entity triggers
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/// </summary>
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[DataField]
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public float IntervalBetweenTriggersMax;
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/// <summary>
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/// Minimum delay in seconds to add between individual entity triggers
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/// </summary>
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[DataField]
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public float IntervalBetweenTriggersMin;
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#endregion
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#region Throwing parameters for the scattered entities
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/// <summary>
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/// Should the angle the entities get thrown at be random
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/// instead of uniformly distributed
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/// </summary>
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[DataField]
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public bool RandomAngle;
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/// <summary>
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/// The speed at which the entities get thrown
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/// </summary>
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[DataField]
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public float Velocity = 5;
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/// <summary>
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/// Static distance grenades will be thrown to if RandomDistance is false.
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/// </summary>
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[DataField]
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public float Distance = 1f;
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/// <summary>
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/// Should the distance the entities get thrown be random
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/// </summary>
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[DataField]
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public bool RandomDistance;
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/// <summary>
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/// Max distance grenades can randomly be thrown to.
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/// </summary>
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[DataField]
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public float RandomThrowDistanceMax = 2.5f;
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/// <summary>
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/// Minimal distance grenades can randomly be thrown to.
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/// </summary>
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[DataField]
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public float RandomThrowDistanceMin;
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#endregion
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/// <summary>
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/// Whether the main grenade has been triggered or not
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/// We need to store this because we are only allowed to spawn and trigger timed entities on the next available frame update
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/// </summary>
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public bool IsTriggered = false;
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}
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@@ -0,0 +1,70 @@
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using Content.Shared.Explosion.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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namespace Content.Shared.Explosion.EntitySystems;
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public abstract class SharedScatteringGrenadeSystem : EntitySystem
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{
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentInit>(OnScatteringInit);
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SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentStartup>(OnScatteringStartup);
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SubscribeLocalEvent<ScatteringGrenadeComponent, InteractUsingEvent>(OnScatteringInteractUsing);
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}
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private void OnScatteringInit(Entity<ScatteringGrenadeComponent> entity, ref ComponentInit args)
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{
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entity.Comp.Container = _container.EnsureContainer<Container>(entity.Owner, "cluster-payload");
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}
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/// <summary>
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/// Setting the unspawned count based on capacity, so we know how many new entities to spawn
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/// Update appearance based on initial fill amount
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/// </summary>
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private void OnScatteringStartup(Entity<ScatteringGrenadeComponent> entity, ref ComponentStartup args)
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{
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if (entity.Comp.FillPrototype == null)
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return;
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entity.Comp.UnspawnedCount = Math.Max(0, entity.Comp.Capacity - entity.Comp.Container.ContainedEntities.Count);
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UpdateAppearance(entity);
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Dirty(entity, entity.Comp);
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}
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/// <summary>
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/// There are some scattergrenades you can fill up with more grenades (like clusterbangs)
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/// This covers how you insert more into it
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/// </summary>
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private void OnScatteringInteractUsing(Entity<ScatteringGrenadeComponent> entity, ref InteractUsingEvent args)
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{
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if (entity.Comp.Whitelist == null)
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return;
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if (args.Handled || !_whitelistSystem.IsValid(entity.Comp.Whitelist, args.Used))
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return;
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_container.Insert(args.Used, entity.Comp.Container);
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UpdateAppearance(entity);
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args.Handled = true;
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}
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/// <summary>
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/// Update appearance based off of total count of contents
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/// </summary>
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private void UpdateAppearance(Entity<ScatteringGrenadeComponent> entity)
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{
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if (!TryComp<AppearanceComponent>(entity, out var appearanceComponent))
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return;
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_appearance.SetData(entity, ClusterGrenadeVisuals.GrenadesCounter, entity.Comp.UnspawnedCount + entity.Comp.Container.ContainedEntities.Count, appearanceComponent);
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}
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}
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