| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115 |
- 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>
- [ViewVariables(VVAccess.ReadOnly), AutoNetworkedField]
- public int UnspawnedCount;
- /// <summary>
- /// Max amount of entities inside the container
- /// </summary>
- [DataField]
- public int Capacity = 3;
- /// <summary>
- /// Number of grenades currently contained in the cluster (both spawned and unspawned)
- /// </summary>
- [ViewVariables(VVAccess.ReadOnly)]
- public int Count => UnspawnedCount + Container.ContainedEntities.Count;
- /// <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;
- }
|