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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@@ -0,0 +1,8 @@
using Content.Shared.Explosion.EntitySystems;
namespace Content.Client.Explosion;
public sealed class ScatteringGrenadeSystem : SharedScatteringGrenadeSystem
{
}

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@@ -1,117 +0,0 @@
using Content.Server.Explosion.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Server.Explosion.Components
{
[RegisterComponent, Access(typeof(ClusterGrenadeSystem))]
public sealed partial class ClusterGrenadeComponent : Component
{
public Container GrenadesContainer = default!;
/// <summary>
/// What we fill our prototype with if we want to pre-spawn with grenades.
/// </summary>
[DataField("fillPrototype")]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
public int UnspawnedCount;
/// <summary>
/// Maximum grenades in the container.
/// </summary>
[DataField("maxGrenadesCount")]
public int MaxGrenades = 3;
/// <summary>
/// Maximum delay in seconds between individual grenade triggers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("grenadeTriggerIntervalMax")]
public float GrenadeTriggerIntervalMax = 0f;
/// <summary>
/// Minimum delay in seconds between individual grenade triggers
/// </summary>
[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
}
}

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@@ -0,0 +1,48 @@
using Content.Server.Explosion.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Server.Explosion.Components;
/// <summary>
/// Grenades that, when triggered, explode into projectiles
/// </summary>
[RegisterComponent, Access(typeof(ProjectileGrenadeSystem))]
public sealed partial class ProjectileGrenadeComponent : Component
{
public Container Container = default!;
/// <summary>
/// The kind of projectile that the prototype is filled with.
/// </summary>
[DataField]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
public int UnspawnedCount;
/// <summary>
/// Total amount of projectiles
/// </summary>
[DataField]
public int Capacity = 3;
/// <summary>
/// Should the angle of the projectiles be uneven?
/// </summary>
[DataField]
public bool RandomAngle = false;
/// <summary>
/// The minimum speed the projectiles may come out at
/// </summary>
[DataField]
public float MinVelocity = 2f;
/// <summary>
/// The maximum speed the projectiles may come out at
/// </summary>
[DataField]
public float MaxVelocity = 6f;
}

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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;
}
}

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@@ -34,6 +34,11 @@ public sealed class RequireProjectileTargetSystem : EntitySystem
if (!shooter.HasValue)
return;
// ProjectileGrenades delete the entity that's shooting the projectile,
// so it's impossible to check if the entity is in a container
if (TerminatingOrDeleted(shooter.Value))
return;
if (!_container.IsEntityOrParentInContainer(shooter.Value))
args.Cancelled = true;
}

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using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components;
/// <summary>
/// Use this component if the grenade splits into entities that make use of Timers
/// or if you just want it to throw entities out in the world
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedScatteringGrenadeSystem))]
public sealed partial class ScatteringGrenadeComponent : Component
{
public Container Container = default!;
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// What we fill our prototype with if we want to pre-spawn with entities.
/// </summary>
[DataField]
public EntProtoId? FillPrototype;
/// <summary>
/// If we have a pre-fill how many more can we spawn.
/// </summary>
[AutoNetworkedField]
public int UnspawnedCount;
/// <summary>
/// Max amount of entities inside the container
/// </summary>
[DataField]
public int Capacity = 3;
/// <summary>
/// Decides if contained entities trigger after getting launched
/// </summary>
[DataField]
public bool TriggerContents = true;
#region Trigger time parameters for scattered entities
/// <summary>
/// Minimum delay in seconds before any entities start to be triggered.
/// </summary>
[DataField]
public float DelayBeforeTriggerContents = 1.0f;
/// <summary>
/// Maximum delay in seconds to add between individual entity triggers
/// </summary>
[DataField]
public float IntervalBetweenTriggersMax;
/// <summary>
/// Minimum delay in seconds to add between individual entity triggers
/// </summary>
[DataField]
public float IntervalBetweenTriggersMin;
#endregion
#region Throwing parameters for the scattered entities
/// <summary>
/// Should the angle the entities get thrown at be random
/// instead of uniformly distributed
/// </summary>
[DataField]
public bool RandomAngle;
/// <summary>
/// The speed at which the entities get thrown
/// </summary>
[DataField]
public float Velocity = 5;
/// <summary>
/// Static distance grenades will be thrown to if RandomDistance is false.
/// </summary>
[DataField]
public float Distance = 1f;
/// <summary>
/// Should the distance the entities get thrown be random
/// </summary>
[DataField]
public bool RandomDistance;
/// <summary>
/// Max distance grenades can randomly be thrown to.
/// </summary>
[DataField]
public float RandomThrowDistanceMax = 2.5f;
/// <summary>
/// Minimal distance grenades can randomly be thrown to.
/// </summary>
[DataField]
public float RandomThrowDistanceMin;
#endregion
/// <summary>
/// Whether the main grenade has been triggered or not
/// We need to store this because we are only allowed to spawn and trigger timed entities on the next available frame update
/// </summary>
public bool IsTriggered = false;
}

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using Content.Shared.Explosion.Components;
using Content.Shared.Interaction;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
namespace Content.Shared.Explosion.EntitySystems;
public abstract class SharedScatteringGrenadeSystem : EntitySystem
{
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentInit>(OnScatteringInit);
SubscribeLocalEvent<ScatteringGrenadeComponent, ComponentStartup>(OnScatteringStartup);
SubscribeLocalEvent<ScatteringGrenadeComponent, InteractUsingEvent>(OnScatteringInteractUsing);
}
private void OnScatteringInit(Entity<ScatteringGrenadeComponent> 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
/// Update appearance based on initial fill amount
/// </summary>
private void OnScatteringStartup(Entity<ScatteringGrenadeComponent> entity, ref ComponentStartup args)
{
if (entity.Comp.FillPrototype == null)
return;
entity.Comp.UnspawnedCount = Math.Max(0, entity.Comp.Capacity - entity.Comp.Container.ContainedEntities.Count);
UpdateAppearance(entity);
Dirty(entity, entity.Comp);
}
/// <summary>
/// There are some scattergrenades you can fill up with more grenades (like clusterbangs)
/// This covers how you insert more into it
/// </summary>
private void OnScatteringInteractUsing(Entity<ScatteringGrenadeComponent> entity, ref InteractUsingEvent args)
{
if (entity.Comp.Whitelist == null)
return;
if (args.Handled || !_whitelistSystem.IsValid(entity.Comp.Whitelist, args.Used))
return;
_container.Insert(args.Used, entity.Comp.Container);
UpdateAppearance(entity);
args.Handled = true;
}
/// <summary>
/// Update appearance based off of total count of contents
/// </summary>
private void UpdateAppearance(Entity<ScatteringGrenadeComponent> entity)
{
if (!TryComp<AppearanceComponent>(entity, out var appearanceComponent))
return;
_appearance.SetData(entity, ClusterGrenadeVisuals.GrenadesCounter, entity.Comp.UnspawnedCount + entity.Comp.Container.ContainedEntities.Count, appearanceComponent);
}
}

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@@ -1,264 +0,0 @@
- type: entity
parent: [BaseItem, BaseRestrictedContraband]
id: ClusterBang
name: clusterbang
description: Can be used only with flashbangs. Explodes several times.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/clusterbang.rsi
state: base-0
- type: Appearance
- type: ClusterGrenadeVisuals
state: base
- type: ClusterGrenade
- type: OnUseTimerTrigger
delay: 3.5
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: entity
parent: GrenadeBase
id: ClusterBangFull
name: clusterbang
description: Launches three flashbangs after the timer runs out.
suffix: Full
components:
- type: Sprite
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, BaseSyndicateContraband]
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, BaseSyndicateContraband]
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: LandAtCursor
- 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, BaseSecurityContraband]
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, BaseSyndicateContraband]
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: 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: [GrenadeBase, BaseSyndicateContraband]
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: LandAtCursor
- 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
- type: entity
parent: GrenadeShrapnel
id: GrenadeFoamDart
name: foam dart grenade
description: Releases a bothersome spray of foam darts that cause severe welching.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/foamdart.rsi
layers:
- state: icon
map: ["Base"]
- state: primed
map: ["enum.TriggerVisualLayers.Base"]
- type: ClusterGrenade
fillPrototype: BulletFoam
maxGrenadesCount: 30
grenadeType: enum.GrenadeType.Throw
velocity: 70

View File

@@ -81,6 +81,9 @@
guides:
- Security
- Antagonists
- type: Tag
tags:
- GrenadeFlashBang
- type: entity
id: GrenadeFlashEffect

View File

@@ -0,0 +1,105 @@
- type: entity
abstract: true
parent: BaseItem
id: ProjectileGrenadeBase
components:
- type: Appearance
- type: Damageable
damageContainer: Inorganic
- type: DeleteOnTrigger
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:TriggerBehavior
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: ProjectileGrenade
- type: entity
parent: [ProjectileGrenadeBase, BaseRestrictedContraband]
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: ProjectileGrenade
fillPrototype: PelletClusterRubber
capacity: 30
- type: FlashOnTrigger
range: 7
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Effects/flash_bang.ogg"
- type: SpawnOnTrigger
proto: GrenadeFlashEffect
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
delay: 3.5
- type: TimerTriggerVisuals
primingSound:
path: /Audio/Effects/countdown.ogg
- type: entity
parent: [ProjectileGrenadeBase, BaseSyndicateContraband]
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: ProjectileGrenade
fillPrototype: PelletClusterIncendiary
capacity: 30
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
delay: 3.5
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Weapons/Guns/Gunshots/batrifle.ogg"
- type: entity
parent: [ProjectileGrenadeBase, BaseSyndicateContraband]
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: ProjectileGrenade
fillPrototype: PelletClusterLethal
capacity: 30
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
delay: 3.5
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Weapons/Guns/Gunshots/batrifle.ogg"

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@@ -0,0 +1,174 @@
# ScatteringGrenade is intended for grenades that spawn entities, especially those with timers
- type: entity
abstract: true
parent: BaseItem
id: ScatteringGrenadeBase
components:
- type: Appearance
- type: ContainerContainer
containers:
cluster-payload: !type:Container
- type: Damageable
damageContainer: Inorganic
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 10
behaviors:
- !type:TriggerBehavior
- type: ScatteringGrenade
- type: entity
parent: [ScatteringGrenadeBase, BaseRestrictedContraband]
id: ClusterBang
name: clusterbang
description: Can be used only with flashbangs. Explodes several times.
components:
- type: ScatteringGrenade
whitelist:
tags:
- GrenadeFlashBang
distance: 6
velocity: 6
- type: ClusterGrenadeVisuals
state: base
- type: Sprite
sprite: Objects/Weapons/Grenades/clusterbang.rsi
state: base-0
- type: OnUseTimerTrigger
delay: 3.5
- type: entity
parent: ClusterBang
id: ClusterBangFull
name: ClusterBang
description: Launches three flashbangs after the timer runs out.
suffix: Full
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/clusterbang.rsi
layers:
- state: icon
map: ["enum.TriggerVisualLayers.Base"]
- type: ScatteringGrenade
whitelist:
tags:
- GrenadeFlashBang
fillPrototype: GrenadeFlashBang
distance: 6
velocity: 6
- 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: entity
parent: [ScatteringGrenadeBase, BaseSyndicateContraband]
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: ScatteringGrenade
fillPrototype: ExGrenade
distance: 4
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 0.5
delay: 3.5
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Machines/door_lock_off.ogg"
- type: entity
parent: [ScatteringGrenadeBase, BaseSyndicateContraband]
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: ScatteringGrenade
fillPrototype: TrashBananaPeelExplosive
capacity: 6
delayBeforeTriggerContents: 20
- type: LandAtCursor
- type: DamageOnLand
damage:
types:
Blunt: 10
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Items/bikehorn.ogg"
- type: entity
parent: [SoapSyndie, ScatteringGrenadeBase, BaseSyndicateContraband]
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: ScatteringGrenade
fillPrototype: SoapletSyndie
capacity: 30
delayBeforeTriggerContents: 60
randomDistance: true
randomThrowDistanceMax: 3
- type: LandAtCursor
- type: DamageOnLand
damage:
types:
Blunt: 10
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Effects/flash_bang.ogg"
- type: entity
parent: ScatteringGrenadeBase
id: GrenadeFoamDart
name: foam dart grenade
description: Releases a bothersome spray of foam darts that cause severe welching.
components:
- type: Sprite
sprite: Objects/Weapons/Grenades/foamdart.rsi
layers:
- state: icon
map: ["Base"]
- state: primed
map: ["enum.TriggerVisualLayers.Base"]
- type: ScatteringGrenade
fillPrototype: BulletFoam
capacity: 30
velocity: 30
- type: OnUseTimerTrigger
beepSound:
path: "/Audio/Effects/beep1.ogg"
params:
volume: 5
initialBeepDelay: 0
beepInterval: 2
delay: 3.5
- type: EmitSoundOnTrigger
sound:
path: "/Audio/Weapons/Guns/Gunshots/batrifle.ogg"

View File

@@ -611,6 +611,9 @@
- type: Tag
id: Grenade
- type: Tag
id: GrenadeFlashBang
- type: Tag
id: HudMedical