Files
tbd-station-14/Content.Server/Explosion/EntitySystems/ScatteringGrenadeSystem.cs
2025-08-03 21:20:37 +02:00

129 lines
5.0 KiB
C#

using Content.Shared.Explosion.Components;
using Content.Shared.Throwing;
using Content.Shared.Trigger;
using Content.Shared.Trigger.Systems;
using Content.Shared.Trigger.Components;
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!;
[Dependency] private readonly TriggerSystem _trigger = 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)
{
if (args.Key != entity.Comp.TriggerKey)
return;
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 && TryComp<TimerTriggerComponent>(contentUid, out var contentTimer))
{
additionalIntervalDelay += _random.NextFloat(component.IntervalBetweenTriggersMin, component.IntervalBetweenTriggersMax);
_trigger.SetDelay((contentUid, contentTimer), TimeSpan.FromSeconds(component.DelayBeforeTriggerContents + additionalIntervalDelay));
_trigger.ActivateTimerTrigger((contentUid, contentTimer));
}
}
// 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;
}
}