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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