Files
tbd-station-14/Content.Server/Explosion/EntitySystems/ProjectileGrenadeSystem.cs
Plykiya a4d6f09a4f 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
2024-12-16 13:08:07 +01:00

111 lines
4.0 KiB
C#

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;
}
}