TriggerOnPlayerSpawnComplete and ExplosionOnTrigger (#39820)
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@@ -1,3 +1,4 @@
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using Content.Shared.Explosion.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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@@ -7,8 +8,6 @@ namespace Content.Shared.Trigger.Components.Effects;
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/// TargetUser will only work of the user has ExplosiveComponent as well.
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/// The User will be logged in the admin logs.
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/// </summary>
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/// <summary>
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/// TODO: Allow this to work without an ExplosiveComponent on the user via QueueExplosion.
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/// </summary>
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/// <seealso cref="ExplosionOnTriggerComponent"/>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ExplodeOnTriggerComponent : BaseXOnTriggerComponent;
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@@ -0,0 +1,46 @@
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Trigger.Components.Effects;
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// TODO some sort of struct like DamageSpecifier but for explosions.
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/// <summary>
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/// Will explode the entity using this component's explosion specifications.
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/// If TargetUser is true, they'll explode instead.
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/// The User will be logged in the admin logs.
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/// </summary>
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/// <seealso cref="ExplodeOnTriggerComponent"/>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ExplosionOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <inheritdoc cref="ExplosiveComponent.ExplosionType"/>
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[DataField, AutoNetworkedField]
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public ProtoId<ExplosionPrototype> ExplosionType = SharedExplosionSystem.DefaultExplosionPrototypeId;
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/// <inheritdoc cref="ExplosiveComponent.MaxIntensity"/>
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[DataField, AutoNetworkedField]
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public float MaxTileIntensity = 4;
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/// <inheritdoc cref="ExplosiveComponent.IntensitySlope"/>
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[DataField, AutoNetworkedField]
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public float IntensitySlope = 1;
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/// <inheritdoc cref="ExplosiveComponent.TotalIntensity"/>
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[DataField, AutoNetworkedField]
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public float TotalIntensity = 10;
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/// <inheritdoc cref="ExplosiveComponent.TileBreakScale"/>
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[DataField, AutoNetworkedField]
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public float TileBreakScale = 1f;
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/// <inheritdoc cref="ExplosiveComponent.MaxTileBreak"/>
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[DataField, AutoNetworkedField]
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public int MaxTileBreak = int.MaxValue;
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/// <inheritdoc cref="ExplosiveComponent.CanCreateVacuum"/>
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[DataField, AutoNetworkedField]
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public bool CanCreateVacuum = true;
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}
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@@ -0,0 +1,11 @@
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using Content.Shared.GameTicking;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// A trigger which occurs on <see cref="PlayerSpawnCompleteEvent"/>.
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/// </summary>
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/// <remarks>This does not work with <see cref="TraitSystem"/>, as it would add this component while the event is getting raised.</remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnPlayerSpawnCompleteComponent : BaseTriggerOnXComponent;
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