RNG timers for IEDs + small tweaks (#22099)

This commit is contained in:
Nemanja
2023-12-02 21:21:51 -05:00
committed by GitHub
parent e5b294af21
commit e2eb80c0fe
7 changed files with 55 additions and 3 deletions

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@@ -0,0 +1,22 @@
using Content.Server.Explosion.EntitySystems;
namespace Content.Server.Explosion.Components;
/// <summary>
/// This is used for randomizing a <see cref="RandomTimerTriggerComponent"/> on MapInit
/// </summary>
[RegisterComponent, Access(typeof(TriggerSystem))]
public sealed partial class RandomTimerTriggerComponent : Component
{
/// <summary>
/// The minimum random trigger time.
/// </summary>
[DataField]
public float Min;
/// <summary>
/// The maximum random trigger time.
/// </summary>
[DataField]
public float Max;
}

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@@ -4,7 +4,6 @@ using Content.Shared.Examine;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Player;
namespace Content.Server.Explosion.EntitySystems;
@@ -18,6 +17,7 @@ public sealed partial class TriggerSystem
SubscribeLocalEvent<OnUseTimerTriggerComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<OnUseTimerTriggerComponent, GetVerbsEvent<AlternativeVerb>>(OnGetAltVerbs);
SubscribeLocalEvent<OnUseTimerTriggerComponent, EntityStuckEvent>(OnStuck);
SubscribeLocalEvent<RandomTimerTriggerComponent, MapInitEvent>(OnRandomTimerTriggerMapInit);
}
private void OnStuck(EntityUid uid, OnUseTimerTriggerComponent component, EntityStuckEvent args)
@@ -114,6 +114,16 @@ public sealed partial class TriggerSystem
}
}
private void OnRandomTimerTriggerMapInit(Entity<RandomTimerTriggerComponent> ent, ref MapInitEvent args)
{
var (_, comp) = ent;
if (!TryComp<OnUseTimerTriggerComponent>(ent, out var timerTriggerComp))
return;
timerTriggerComp.Delay = _random.NextFloat(comp.Min, comp.Max);
}
private void CycleDelay(OnUseTimerTriggerComponent component, EntityUid user)
{
if (component.DelayOptions == null || component.DelayOptions.Count == 1)

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@@ -25,6 +25,7 @@ using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
namespace Content.Server.Explosion.EntitySystems
{
@@ -62,6 +63,7 @@ namespace Content.Server.Explosion.EntitySystems
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()

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@@ -11,6 +11,7 @@
sprite: Objects/Weapons/Bombs/ied.rsi
layers:
- state: base
map: ["enum.TriggerVisualLayers.Base"]
- state: fuel
- state: wires
- type: Item
@@ -19,8 +20,12 @@
delay: 5
examinable: false
initialBeepDelay: 0
beepSound: /Audio/Effects/lightburn.ogg
# TODO: random timer when crafted
beepSound:
path: /Audio/Weapons/Guns/MagOut/pistol_magout.ogg
volume: 1
- type: RandomTimerTrigger
min: 0
max: 60
- type: Explosive # Weak explosion in a very small radius. Doesn't break underplating.
explosionType: Default
totalIntensity: 20
@@ -28,6 +33,10 @@
maxIntensity: 3
canCreateVacuum: false
- type: ExplodeOnTrigger
- type: Appearance
- type: AnimationPlayer
- type: TimerTriggerVisuals
unprimedSprite: base
- type: Damageable
damageContainer: Inorganic
- type: Destructible

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@@ -18,6 +18,15 @@
},
{
"name": "wires"
},
{
"name": "primed",
"delays": [
[
0.5,
0.5
]
]
}
]
}

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