Move grenade components to shared (#22691)
* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared * Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared * Delete .run/Content Server+Client.run.xml HOW DID THIS GET IN HERE ITS NOT AHHHH * Update Content.Client/Explosion/SmokeOnTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update ExplodeOnTriggerComponent.cs * Revert "Delete .run/Content Server+Client.run.xml" This reverts commit 29ee05f57de60eab5c92158d8eba5e3acba483c2. * Fix? * cannot figure out how to get this to go back please forgive * Fixes a network issue * leftovers * Fixes --------- Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,25 +0,0 @@
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using Robust.Shared.Audio;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Component for tracking active trigger timers. A timers can activated by some other component, e.g. <see cref="OnUseTimerTriggerComponent"/>.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ActiveTimerTriggerComponent : Component
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{
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[DataField("timeRemaining")]
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public float TimeRemaining;
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[DataField("user")]
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public EntityUid? User;
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[DataField("beepInterval")]
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public float BeepInterval;
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[DataField("timeUntilBeep")]
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public float TimeUntilBeep;
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[DataField("beepSound")]
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public SoundSpecifier? BeepSound;
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}
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@@ -1,9 +0,0 @@
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Explode using the entity's <see cref="ExplosiveComponent"/> if Triggered.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ExplodeOnTriggerComponent : Component
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{
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}
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@@ -1,41 +0,0 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Creates a smoke cloud when triggered, with an optional solution to include in it.
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/// No sound is played incase a grenade is stealthy, use <see cref="SoundOnTriggerComponent"/> if you want a sound.
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/// </summary>
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[RegisterComponent, Access(typeof(SmokeOnTriggerSystem))]
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public sealed partial class SmokeOnTriggerComponent : Component
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{
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/// <summary>
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/// How long the smoke stays for, after it has spread.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Duration = 10;
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/// <summary>
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/// How much the smoke will spread.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public int SpreadAmount;
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/// <summary>
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/// Smoke entity to spawn.
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/// Defaults to smoke but you can use foam if you want.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<EntityPrototype> SmokePrototype = "Smoke";
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/// <summary>
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/// Solution to add to each smoke cloud.
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/// </summary>
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/// <remarks>
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/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Solution Solution = new();
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}
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@@ -1,57 +0,0 @@
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using Robust.Shared.Audio;
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namespace Content.Server.Explosion.Components
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{
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[RegisterComponent]
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public sealed partial class OnUseTimerTriggerComponent : Component
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{
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[DataField("delay")]
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public float Delay = 1f;
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/// <summary>
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/// If not null, a user can use verbs to configure the delay to one of these options.
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/// </summary>
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[DataField("delayOptions")]
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public List<float>? DelayOptions = null;
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/// <summary>
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/// If not null, this timer will periodically play this sound while active.
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/// </summary>
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[DataField("beepSound")]
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public SoundSpecifier? BeepSound;
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/// <summary>
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/// Time before beeping starts. Defaults to a single beep interval. If set to zero, will emit a beep immediately after use.
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/// </summary>
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[DataField("initialBeepDelay")]
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public float? InitialBeepDelay;
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[DataField("beepInterval")]
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public float BeepInterval = 1;
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/// <summary>
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/// Whether the timer should instead be activated through a verb in the right-click menu
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/// </summary>
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[DataField("useVerbInstead")]
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public bool UseVerbInstead = false;
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/// <summary>
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/// Should timer be started when it was stuck to another entity.
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/// Used for C4 charges and similar behaviour.
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/// </summary>
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[DataField("startOnStick")]
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public bool StartOnStick;
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/// <summary>
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/// Allows changing the start-on-stick quality.
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/// </summary>
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[DataField("canToggleStartOnStick")]
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public bool AllowToggleStartOnStick;
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/// <summary>
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/// Whether you can examine the item to see its timer or not.
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/// </summary>
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[DataField("examinable")]
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public bool Examinable = true;
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}
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}
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@@ -1,5 +1,6 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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@@ -8,6 +8,8 @@ using Robust.Shared.Containers;
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using Robust.Shared.Random;
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using Content.Server.Weapons.Ranged.Systems;
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using System.Numerics;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Flash.Components;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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@@ -1,6 +1,7 @@
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using System.Numerics;
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using Content.Shared.Atmos;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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@@ -3,6 +3,7 @@ using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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@@ -2,6 +2,7 @@ using System.Linq;
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using System.Numerics;
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using Content.Shared.Administration;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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@@ -1,4 +1,5 @@
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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@@ -1,7 +1,9 @@
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using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.Explosion.Components.OnTrigger;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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@@ -10,7 +12,7 @@ namespace Content.Server.Explosion.EntitySystems;
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/// <summary>
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/// Handles creating smoke when <see cref="SmokeOnTriggerComponent"/> is triggered.
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/// </summary>
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public sealed class SmokeOnTriggerSystem : EntitySystem
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public sealed class SmokeOnTriggerSystem : SharedSmokeOnTriggerSystem
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{
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[Dependency] private readonly IMapManager _mapMan = default!;
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[Dependency] private readonly SmokeSystem _smoke = default!;
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@@ -1,4 +1,5 @@
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using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Implants;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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@@ -1,6 +1,7 @@
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using Content.Server.Explosion.Components;
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using Content.Server.Sticky.Events;
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using Content.Shared.Examine;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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@@ -3,11 +3,13 @@ using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Flash.Components;
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using Content.Shared.Flash.Components;
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using Content.Server.Radio.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Database;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.Components.OnTrigger;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Mobs;
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