Cluster grenades for uplink and security (#22029)

* clustergrenades go boom

* Small tweaks

* Some tweaks and soaplet

* clustergrenadesystem changes and launcher types

* small tweaks

* typo

* whitespace

* rsi edit

* another typo

* add containers

* Some changes related to merge

* Forgot to change name

* Made changes based on review

* Removed new china lake ammo based on feedback in other PR

* Unneeded nested loop moment

* Nested loop needed after all moment
This commit is contained in:
Arendian
2023-12-14 04:30:42 +01:00
committed by GitHub
parent 286af5dcb1
commit 3e766402b9
36 changed files with 727 additions and 69 deletions

View File

@@ -1,7 +1,6 @@
using Content.Server.Explosion.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Explosion.Components
{
@@ -13,8 +12,8 @@ namespace Content.Server.Explosion.Components
/// <summary>
/// What we fill our prototype with if we want to pre-spawn with grenades.
/// </summary>
[DataField("fillPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? FillPrototype;
[DataField("fillPrototype")]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
@@ -28,20 +27,91 @@ namespace Content.Server.Explosion.Components
public int MaxGrenades = 3;
/// <summary>
/// How long until our grenades are shot out and armed.
/// Maximum delay in seconds between individual grenade triggers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
public float Delay = 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("grenadeTriggerIntervalMax")]
public float GrenadeTriggerIntervalMax = 0f;
/// <summary>
/// Max distance grenades can be thrown.
/// Minimum delay in seconds between individual grenade triggers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("distance")]
public float ThrowDistance = 50;
[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
}
}

View File

@@ -6,6 +6,10 @@ using Content.Shared.Interaction.Events;
using Content.Shared.Throwing;
using Robust.Shared.Containers;
using Robust.Shared.Random;
using Content.Server.Weapons.Ranged.Systems;
using System.Numerics;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
namespace Content.Server.Explosion.EntitySystems;
@@ -13,9 +17,11 @@ public sealed class ClusterGrenadeSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly TriggerSystem _trigger = 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()
{
@@ -23,12 +29,12 @@ public sealed class ClusterGrenadeSystem : EntitySystem
SubscribeLocalEvent<ClusterGrenadeComponent, ComponentInit>(OnClugInit);
SubscribeLocalEvent<ClusterGrenadeComponent, ComponentStartup>(OnClugStartup);
SubscribeLocalEvent<ClusterGrenadeComponent, InteractUsingEvent>(OnClugUsing);
SubscribeLocalEvent<ClusterGrenadeComponent, UseInHandEvent>(OnClugUse);
SubscribeLocalEvent<ClusterGrenadeComponent, TriggerEvent>(OnClugTrigger);
}
private void OnClugInit(EntityUid uid, ClusterGrenadeComponent component, ComponentInit args)
{
component.GrenadesContainer = _container.EnsureContainer<Container>(uid, "cluster-flash");
component.GrenadesContainer = _container.EnsureContainer<Container>(uid, "cluster-payload");
}
private void OnClugStartup(Entity<ClusterGrenadeComponent> clug, ref ComponentStartup args)
@@ -53,64 +59,97 @@ public sealed class ClusterGrenadeSystem : EntitySystem
!HasComp<FlashOnTriggerComponent>(args.Used))
return;
component.GrenadesContainer.Insert(args.Used);
_containerSystem.Insert(args.Used, component.GrenadesContainer);
UpdateAppearance(clug);
args.Handled = true;
}
private void OnClugUse(EntityUid uid, ClusterGrenadeComponent component, UseInHandEvent args)
private void OnClugTrigger(Entity<ClusterGrenadeComponent> clug, ref TriggerEvent args)
{
if (component.CountDown || (component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount) <= 0)
return;
// TODO: Should be an Update loop
uid.SpawnTimer((int) (component.Delay * 1000), () =>
{
if (Deleted(uid))
return;
var component = clug.Comp;
component.CountDown = true;
var delay = 20;
var grenadesInserted = component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount;
var thrownCount = 0;
var segmentAngle = 360 / grenadesInserted;
while (TryGetGrenade((uid, component), out var grenade))
{
var angleMin = segmentAngle * thrownCount;
var angleMax = segmentAngle * (thrownCount + 1);
var angle = Angle.FromDegrees(_random.Next(angleMin, angleMax));
// var distance = random.NextFloat() * _throwDistance;
delay += _random.Next(550, 900);
thrownCount++;
// TODO: Suss out throw strength
_throwingSystem.TryThrow(grenade, angle.ToVec().Normalized() * component.ThrowDistance);
grenade.SpawnTimer(delay, () =>
{
if ((!EntityManager.EntityExists(grenade) ? EntityLifeStage.Deleted : MetaData(grenade).EntityLifeStage) >= EntityLifeStage.Deleted)
return;
_trigger.Trigger(grenade, args.User);
});
}
EntityManager.DeleteEntity(uid);
});
args.Handled = true;
}
private bool TryGetGrenade(Entity<ClusterGrenadeComponent> ent, out EntityUid grenade)
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;
var component = ent.Comp;
if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
grenade = EntityManager.SpawnEntity(component.FillPrototype, Transform(ent).MapPosition);
grenade = Spawn(component.FillPrototype, _transformSystem.GetMapCoordinates(clugUid));
return true;
}
@@ -128,12 +167,12 @@ public sealed class ClusterGrenadeSystem : EntitySystem
return false;
}
private void UpdateAppearance(Entity<ClusterGrenadeComponent> ent)
private void UpdateAppearance(Entity<ClusterGrenadeComponent> clug)
{
var component = ent.Comp;
if (!TryComp<AppearanceComponent>(ent, out var appearance))
var component = clug.Comp;
if (!TryComp<AppearanceComponent>(clug, out var appearance))
return;
_appearance.SetData(ent, ClusterGrenadeVisuals.GrenadesCounter, component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount, appearance);
_appearance.SetData(clug, ClusterGrenadeVisuals.GrenadesCounter, component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount, appearance);
}
}

View File

@@ -7,6 +7,7 @@ using Content.Shared.Database;
using Content.Shared.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.Physics.Events;
using Content.Shared.Mobs.Components;
using Robust.Shared.Player;
namespace Content.Server.Projectiles;
@@ -74,6 +75,17 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
QueueDel(uid);
}
if (component.CanPenetrate)
{
component.DamagedEntity = false;
if (!TryComp<MobStateComponent>(target, out var mobState))
QueueDel(uid);
}
else if (component.DeleteOnCollide && !component.CanPenetrate)
{
QueueDel(uid);
}
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{

View File

@@ -33,6 +33,9 @@ public sealed partial class ProjectileComponent : Component
[DataField("deleteOnCollide")]
public bool DeleteOnCollide = true;
[DataField("canPenetrate")]
public bool CanPenetrate = false;
[DataField("ignoreResistances")]
public bool IgnoreResistances = false;

View File

@@ -28,7 +28,7 @@ uplink-gloves-north-star-desc = A pair of gloves that reduce your punching coold
# Explosives
uplink-explosive-grenade-name = Explosive Grenade
uplink-explosive-grenade-desc = A simplistic grenade with a ten-second fuse that is geared towards injuring personnel. Causes minimal hull damage.
uplink-explosive-grenade-desc = A simplistic grenade with a three-and-a-half-second long fuse that is geared towards injuring personnel. Causes minimal hull damage.
uplink-flash-grenade-name = Flashbang
uplink-flash-grenade-desc = A standard-issue flashbang, capable of blinding and slowing down anyone without proper protection. This, of course, includes you; make sure you're properly equipped before using it.
@@ -63,6 +63,15 @@ uplink-exploding-pen-desc = A class IV explosive device contained within a stand
uplink-exploding-syndicate-bomb-name = Syndicate Bomb
uplink-exploding-syndicate-bomb-desc = A big, anchored bomb that can create a huge explosion if not defused in time. Useful as a distraction. Has an adjustable timer with a minimum setting of 120 seconds.
uplink-cluster-grenade-name = Cluster Grenade
uplink-cluster-grenade-desc = Three explosive grenades bundled together, the grenades get launched after the 3.5 second timer runs out.
uplink-incendiary-grenade-name = Incendiary Grenade
uplink-incendiary-grenade-desc = Releases a spray of incendiary fragments, igniting anyone near the detonation area.
uplink-shrapnel-grenade-name = Shrapnel Grenade
uplink-shrapnel-grenade-desc = Launches a spray of sharp fragments dealing great damage against unarmored targets.
# Ammo
uplink-pistol-magazine-name = Pistol Magazine (.35 auto)
uplink-pistol-magazine-desc = Pistol magazine with 10 catridges. Compatible with the Viper.
@@ -240,6 +249,9 @@ uplink-proximity-mine-desc = A mine disguised as a wet floor sign.
uplink-disposable-turret-name = Disposable Ballistic Turret
uplink-disposable-turret-desc = Looks and functions like a normal electrical toolbox. Upon hitting the toolbox it will transform into a ballistic turret, theoretically shooting at anyone except members of the syndicate. Can be turned back into a toolbox using a screwdriver and repaired using a wrench.
uplink-cluster-banana-peel-name = Cluster Banana
uplink-cluster-banana-peel-desc = Splits into 6 explosive banana peels after being thrown, the peels detonate automatically after 20 seconds if nobody slips on them.
# Armor
uplink-chameleon-name = Chameleon Kit
uplink-chameleon-desc = A backpack full of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more!
@@ -308,6 +320,9 @@ uplink-syndicate-segway-crate-desc = Be an enemy of the corporation, in style!
uplink-syndicate-sponge-box-name = Syndicate Sponge Box
uplink-syndicate-sponge-box-desc = A box containing 6 syndicate sponges disguised as monkey cubes, these cubes turn into a variety of angry wildlife after coming into contact with water.
uplink-slipocalypse-clustersoap-name = Slipocalypse Clustersoap
uplink-slipocalypse-clustersoap-desc = Scatters arounds small pieces of syndicate-brand soap after being thrown, these pieces of soap evaporate after 60 seconds.
# Pointless
uplink-revolver-cap-gun-name = Cap Gun
uplink-revolver-cap-gun-desc = Looks almost like the real thing! Ages 8 and up.

View File

@@ -3,6 +3,8 @@
startingInventory:
Handcuffs: 8
GrenadeFlashBang: 4
ClusterBangFull: 2
GrenadeStinger: 4
Flash: 5
FlashlightSeclite: 5
ClothingEyesGlassesSunglasses: 2

View File

@@ -250,6 +250,36 @@
- UplinkExplosives
restockTime: 30
- type: listing
id: UplinkClusterGrenade
name: uplink-cluster-grenade-name
description: uplink-cluster-grenade-desc
productEntity: ClusterGrenade
cost:
Telecrystal: 8
categories:
- UplinkExplosives
- type: listing
id: UplinkGrenadeShrapnel
name: uplink-shrapnel-grenade-name
description: uplink-shrapnel-grenade-desc
productEntity: GrenadeShrapnel
cost:
Telecrystal: 4
categories:
- UplinkExplosives
- type: listing
id: UplinkGrenadeIncendiary
name: uplink-incendiary-grenade-name
description: uplink-incendiary-grenade-desc
productEntity: GrenadeIncendiary
cost:
Telecrystal: 4
categories:
- UplinkExplosives
# Ammo
- type: listing
@@ -956,6 +986,20 @@
whitelist:
- Clown
- type: listing
id: UplinkClusterBananaPeel
name: uplink-cluster-banana-peel-name
description: uplink-cluster-banana-peel-desc
productEntity: ClusterBananaPeel
cost:
Telecrystal: 6
categories:
- UplinkJob
conditions:
- !type:BuyerJobCondition
whitelist:
- Clown
- type: listing
id: UplinkHoloclownKit
name: uplink-holoclown-kit-name
@@ -1186,6 +1230,16 @@
categories:
- UplinkMisc
- type: listing
id: UplinkSlipocalypseClusterSoap
name: uplink-slipocalypse-clustersoap-name
description: uplink-slipocalypse-clustersoap-desc
productEntity: SlipocalypseClusterSoap
cost:
Telecrystal: 3
categories:
- UplinkMisc
- type: listing
id: UplinkUltrabrightLantern
name: uplink-ultrabright-lantern-name

View File

@@ -128,6 +128,46 @@
- clean
- punishment
- type: entity
name: soaplet
id: SoapletSyndie
noSpawn: true
parent: Soap
description: A tiny piece of syndicate soap.
components:
- type: Sprite
layers:
- state: syndie-soaplet
- type: Slippery
paralyzeTime: 5
launchForwardsMultiplier: 2.5
- type: StepTrigger
intersectRatio: 0.04
- type: Item
heldPrefix: syndie
- type: Fixtures
fixtures:
slips:
shape:
!type:PhysShapeAabb
bounds: "-0.08,-0.06,0.08,0.06"
layer:
- SlipLayer
hard: false
fix1:
shape:
!type:PhysShapeAabb
bounds: "-0.08,-0.06,0.08,0.06"
density: 1
mask:
- ItemMask
- type: DeleteOnTrigger
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Effects/Fluids/splat.ogg"
params:
volume: -20
- type: entity
name: soap
id: SoapHomemade

View File

@@ -83,11 +83,23 @@
- type: ExplodeOnTrigger
- type: Explosive
explosionType: Default
maxIntensity: 2
totalIntensity: 10
maxIntensity: 3.4
intensitySlope: 3
totalIntensity: 20
canCreateVacuum: false
- type: DeleteOnTrigger
- type: AnimationPlayer
- type: Damageable
damageContainer: Inorganic
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:TriggerBehavior
- !type:DoActsBehavior
acts: ["Destruction"]
- type: entity
parent: BaseItem

View File

@@ -0,0 +1,58 @@
- type: entity
id: PelletClusterRubber
name: pellet (ball, Rubber)
noSpawn: true
parent: BaseBullet
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
state: buckshot
- type: Projectile
deleteOnCollide: false
canPenetrate: true
damage:
types:
Blunt: 4
- type: StaminaDamageOnCollide
damage: 55
- type: TimedDespawn
lifetime: 0.25
- type: entity
id: PelletClusterLethal
name: pellet (ball, Lethal)
noSpawn: true
parent: BaseBullet
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
state: buckshot
- type: Projectile
deleteOnCollide: false
canPenetrate: true
damage:
types:
Piercing: 45
- type: TimedDespawn
lifetime: 0.25
- type: entity
id: PelletClusterIncendiary
name: pellet (ball, incendiary)
noSpawn: true
parent: BaseBulletIncendiary
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
state: buckshot-flare
- type: Projectile
deleteOnCollide: false
canPenetrate: true
damage:
groups:
Burn: 4
- type: IgniteOnCollide
fireStacks: 3
count: 10
- type: TimedDespawn
lifetime: 0.25

View File

@@ -641,6 +641,11 @@
- state: grenade
- type: FlashOnTrigger
range: 7
- type: SpawnOnTrigger
proto: GrenadeFlashEffect
- type: ActiveTimerTrigger
timeRemaining: 0.3
- type: DeleteOnTrigger
# This is supposed to spawn shrapnel and stuff so uhh... TODO?
- type: entity

View File

@@ -11,16 +11,233 @@
- type: ClusterGrenadeVisuals
state: base
- type: ClusterGrenade
- type: OnUseTimerTrigger
delay: 3.5
- type: ContainerContainer
containers:
cluster-flash: !type:Container
cluster-payload: !type:Container
- type: entity
parent: ClusterBang
parent: GrenadeBase
id: ClusterBangFull
name: ClusterBang
description: Launches three flashbangs after the timer runs out.
suffix: Full
components:
- type: Sprite
state: base-3
sprite: Objects/Weapons/Grenades/clusterbang.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: GrenadeFlashBang
distance: 7
velocity: 7
- type: TimerTriggerVisuals
primingSound:
path: /Audio/Effects/countdown.ogg
- type: GenericVisualizer
visuals:
enum.Trigger.TriggerVisuals.VisualState:
enum.ConstructionVisuals.Layer:
Primed: { state: primed }
Unprimed: { state: icon }
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Machines/door_lock_off.ogg"
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: GrenadeBase
id: ClusterGrenade
name: clustergrenade
description: Why use one grenade when you can use three at once!
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/clusterbomb.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: ExGrenade
velocity: 3.5
distance: 5
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 0.5
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Machines/door_lock_off.ogg"
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: BaseItem
id: ClusterBananaPeel
name: cluster banana peel
description: Splits into 6 explosive banana peels after throwing, guaranteed fun!
components:
- type: Sprite
sprite: Objects/Specific/Hydroponics/banana.rsi
state: produce
- type: Appearance
- type: ClusterGrenade
fillPrototype: TrashBananaPeelExplosive
maxGrenadesCount: 6
baseTriggerDelay: 20
- type: DamageOnLand
damage:
types:
Blunt: 10
- type: Damageable
damageContainer: Inorganic
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Items/bikehorn.ogg"
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:TriggerBehavior
- !type:DoActsBehavior
acts: ["Destruction"]
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: GrenadeBase
id: GrenadeStinger
name: stinger grenade
description: Nothing to see here, please disperse.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/stingergrenade.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: PelletClusterRubber
maxGrenadesCount: 30
grenadeType: enum.GrenadeType.Shoot
- type: FlashOnTrigger
range: 7
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Effects/flash_bang.ogg"
- type: SpawnOnTrigger
proto: GrenadeFlashEffect
- type: TimerTriggerVisuals
primingSound:
path: /Audio/Effects/countdown.ogg
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: GrenadeBase
id: GrenadeIncendiary
name: incendiary grenade
description: Guaranteed to light up the mood.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/pyrogrenade.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: PelletClusterIncendiary
maxGrenadesCount: 15
grenadeType: enum.GrenadeType.Shoot
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Weapons/Guns/Gunshots/batrifle.ogg"
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: GrenadeBase
id: GrenadeShrapnel
name: shrapnel grenade
description: Releases a deadly spray of shrapnel that causes severe bleeding.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/shrapnelgrenade.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: PelletClusterLethal
maxGrenadesCount: 30
grenadeType: enum.GrenadeType.Shoot
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Weapons/Guns/Gunshots/batrifle.ogg"
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: SoapSyndie
id: SlipocalypseClusterSoap
name: slipocalypse clustersoap
description: Spreads small pieces of syndicate soap over an area upon landing on the floor.
components:
- type: Sprite
sprite: Objects/Specific/Janitorial/soap.rsi
layers:
- state: syndie-4
- type: Appearance
- type: ClusterGrenade
fillPrototype: SoapletSyndie
maxGrenadesCount: 30
grenadeTriggerIntervalMax: 0
grenadeTriggerIntervalMin: 0
baseTriggerDelay: 60
randomSpread: true
velocity: 3
- type: DamageOnLand
damage:
types:
Blunt: 10
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Effects/flash_bang.ogg"
- type: Damageable
damageContainer: Inorganic
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:TriggerBehavior
- !type:DoActsBehavior
acts: ["Destruction"]
- type: ContainerContainer
containers:
cluster-payload: !type:Container

View File

@@ -29,7 +29,12 @@
acts: ["Destruction"]
- type: Appearance
- type: AnimationPlayer
- type: TimerTriggerVisuals
- type: GenericVisualizer
visuals:
enum.Trigger.TriggerVisuals.VisualState:
enum.ConstructionVisuals.Layer:
Primed: { state: primed }
Unprimed: { state: icon }
- type: entity
name: explosive grenade

View File

@@ -79,6 +79,9 @@
{
"name": "syndie-4"
},
{
"name": "syndie-soaplet"
},
{
"name": "inhand-left",
"directions": 4

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@@ -22,6 +22,19 @@
{
"name": "base-3",
"directions": 1
},
{
"name": "icon",
"directions": 1
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
}
]
}

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@@ -0,0 +1,29 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation and modified by Swept at https://github.com/tgstation/tgstation/commit/29c0ed1b000619cb5398ef921000a8d4502ba0b6 and modified by Swept",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "base-1"
},
{
"name": "base-2"
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
}
]
}

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@@ -0,0 +1,27 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/b13d244d761a07e200a9a41730bd446e776020d5",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "equipped-BELT",
"directions": 4
}
]
}

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@@ -0,0 +1,27 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/b13d244d761a07e200a9a41730bd446e776020d5",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "equipped-BELT",
"directions": 4
}
]
}

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@@ -0,0 +1,27 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/b13d244d761a07e200a9a41730bd446e776020d5",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "equipped-BELT",
"directions": 4
}
]
}

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