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Move grenade components to shared (#22691)
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* 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 <[email protected]>

* Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <[email protected]>

* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <[email protected]>

* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <[email protected]>

* Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs

Co-authored-by: DrSmugleaf <[email protected]>

* Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs

Co-authored-by: DrSmugleaf <[email protected]>

* 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 <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
(cherry picked from commit 467e983ba972a7ae749c95448febd19c7c285514)
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Aexxie authored and DebugOk committed Feb 8, 2024
1 parent a08f6f4 commit 16d77d4
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Showing 40 changed files with 125 additions and 86 deletions.
2 changes: 1 addition & 1 deletion .run/Content Server+Client.run.xml
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<component name="ProjectRunConfigurationManager">
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Content Server+Client" type="CompoundRunConfigurationType">
<toRun name="Content.Client" type="DotNetProject" />
<toRun name="Content.Server" type="DotNetProject" />
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1 change: 1 addition & 0 deletions Content.Client/Explosion/ClusterGrenadeVisualizerSystem.cs
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using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Robust.Client.GameObjects;

namespace Content.Client.Explosion;
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2 changes: 1 addition & 1 deletion Content.Client/Explosion/ExplosionOverlay.cs
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using System.Numerics;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
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1 change: 1 addition & 0 deletions Content.Client/Explosion/ExplosionOverlaySystem.cs
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using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameStates;
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7 changes: 7 additions & 0 deletions Content.Client/Explosion/SmokeOnTriggerSystem.cs
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using Content.Shared.Explosion.EntitySystems;

namespace Content.Client.Explosion;

public sealed class SmokeOnTriggerSystem : SharedSmokeOnTriggerSystem
{
}
1 change: 1 addition & 0 deletions Content.Client/Explosion/TriggerOnProximityComponent.cs
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using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;

namespace Content.Client.Explosion;

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using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;

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2 changes: 2 additions & 0 deletions Content.Server/Defusable/Systems/DefusableSystem.cs
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using Content.Shared.Database;
using Content.Shared.Defusable;
using Content.Shared.Examine;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.Components.OnTrigger;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Wires;
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25 changes: 0 additions & 25 deletions Content.Server/Explosion/Components/ActiveTimerTriggerComponent.cs

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using Content.Server.Explosion.EntitySystems;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
using Content.Server.Weapons.Ranged.Systems;
using System.Numerics;
using Content.Shared.Explosion.Components;
using Content.Shared.Flash.Components;
using Robust.Server.Containers;
using Robust.Server.GameObjects;

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using System.Numerics;
using Content.Shared.Atmos;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;

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using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
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using System.Numerics;
using Content.Shared.Administration;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
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using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
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using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
using Content.Server.Fluids.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Explosion.Components.OnTrigger;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Maps;
using Robust.Shared.Map;

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/// <summary>
/// Handles creating smoke when <see cref="SmokeOnTriggerComponent"/> is triggered.
/// </summary>
public sealed class SmokeOnTriggerSystem : EntitySystem
public sealed class SmokeOnTriggerSystem : SharedSmokeOnTriggerSystem
{
[Dependency] private readonly IMapManager _mapMan = default!;
[Dependency] private readonly SmokeSystem _smoke = default!;
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using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
using Content.Shared.Implants;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
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using Content.Server.Explosion.Components;
using Content.Server.Sticky.Events;
using Content.Shared.Examine;
using Content.Shared.Explosion.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
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4 changes: 3 additions & 1 deletion Content.Server/Explosion/EntitySystems/TriggerSystem.cs
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using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Explosion.Components;
using Content.Server.Flash;
using Content.Server.Flash.Components;
using Content.Shared.Flash.Components;
using Content.Server.Radio.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Database;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.Components.OnTrigger;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs;
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12 changes: 0 additions & 12 deletions Content.Server/Flash/Components/FlashOnTriggerComponent.cs

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1 change: 1 addition & 0 deletions Content.Server/Flash/FlashSystem.cs
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using Content.Shared.Charges.Systems;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
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1 change: 1 addition & 0 deletions Content.Server/Nutrition/EntitySystems/CreamPieSystem.cs
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using Content.Server.Nutrition.Components;
using Content.Server.Popups;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Explosion.Components;
using Content.Shared.Interaction;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
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1 change: 1 addition & 0 deletions Content.Shared/Administration/SpawnExplosionEuiMsg.cs
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using Robust.Shared.Serialization;
using Robust.Shared.Map;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;

namespace Content.Shared.Administration;

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21 changes: 21 additions & 0 deletions Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs
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using Robust.Shared.Audio;
using Robust.Shared.GameStates;

namespace Content.Shared.Explosion.Components;

/// <summary>
/// Component for tracking active trigger timers. A timers can activated by some other component, e.g. <see cref="OnUseTimerTriggerComponent"/>.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ActiveTimerTriggerComponent : Component
{
[DataField] public float TimeRemaining;

[DataField] public EntityUid? User;

[DataField] public float BeepInterval;

[DataField] public float TimeUntilBeep;

[DataField] public SoundSpecifier? BeepSound;
}
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using Robust.Shared.Map;
using Robust.Shared.Serialization;

namespace Content.Shared.Explosion;
namespace Content.Shared.Explosion.Components;

/// <summary>
/// Component that is used to send explosion overlay/visual data to an abstract explosion entity.
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namespace Content.Server.Explosion.Components;
using Robust.Shared.GameStates;

namespace Content.Shared.Explosion.Components.OnTrigger;

/// <summary>
/// Explode using the entity's <see cref="ExplosiveComponent"/> if Triggered.
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed partial class ExplodeOnTriggerComponent : Component
{
}
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using Content.Server.Explosion.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;

namespace Content.Server.Explosion.Components;
namespace Content.Shared.Explosion.Components.OnTrigger;

/// <summary>
/// Creates a smoke cloud when triggered, with an optional solution to include in it.
/// No sound is played incase a grenade is stealthy, use <see cref="SoundOnTriggerComponent"/> if you want a sound.
/// </summary>
[RegisterComponent, Access(typeof(SmokeOnTriggerSystem))]
[RegisterComponent, NetworkedComponent, Access(typeof(SharedSmokeOnTriggerSystem))]
public sealed partial class SmokeOnTriggerComponent : Component
{
/// <summary>
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using Robust.Shared.Audio;
using Robust.Shared.GameStates;

namespace Content.Server.Explosion.Components
namespace Content.Shared.Explosion.Components
{
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed partial class OnUseTimerTriggerComponent : Component
{
[DataField("delay")]
public float Delay = 1f;
[DataField] public float Delay = 1f;

/// <summary>
/// If not null, a user can use verbs to configure the delay to one of these options.
/// </summary>
[DataField("delayOptions")]
public List<float>? DelayOptions = null;
[DataField] public List<float>? DelayOptions = null;

/// <summary>
/// If not null, this timer will periodically play this sound while active.
/// </summary>
[DataField("beepSound")]
public SoundSpecifier? BeepSound;
[DataField] public SoundSpecifier? BeepSound;

/// <summary>
/// Time before beeping starts. Defaults to a single beep interval. If set to zero, will emit a beep immediately after use.
/// </summary>
[DataField("initialBeepDelay")]
public float? InitialBeepDelay;
[DataField] public float? InitialBeepDelay;

[DataField("beepInterval")]
public float BeepInterval = 1;
[DataField] public float BeepInterval = 1;

/// <summary>
/// Whether the timer should instead be activated through a verb in the right-click menu
/// </summary>
[DataField("useVerbInstead")]
public bool UseVerbInstead = false;
[DataField] public bool UseVerbInstead = false;

/// <summary>
/// Should timer be started when it was stuck to another entity.
/// Used for C4 charges and similar behaviour.
/// </summary>
[DataField("startOnStick")]
public bool StartOnStick;
[DataField] public bool StartOnStick;

/// <summary>
/// Allows changing the start-on-stick quality.
/// </summary>
[DataField("canToggleStartOnStick")]
public bool AllowToggleStartOnStick;
[DataField("canToggleStartOnStick")] public bool AllowToggleStartOnStick;

/// <summary>
/// Whether you can examine the item to see its timer or not.
/// </summary>
[DataField("examinable")]
public bool Examinable = true;
[DataField] public bool Examinable = true;
}
}
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using Robust.Shared.Serialization;

namespace Content.Shared.Explosion
namespace Content.Shared.Explosion.Components
{
[Serializable, NetSerializable]
public enum ClusterGrenadeVisuals : byte
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using Robust.Shared.GameStates;

namespace Content.Shared.Explosion;
namespace Content.Shared.Explosion.Components;

[NetworkedComponent]
public abstract partial class SharedTriggerOnProximityComponent : Component
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namespace Content.Shared.Explosion.EntitySystems;

public abstract class SharedSmokeOnTriggerSystem : EntitySystem
{

}
6 changes: 6 additions & 0 deletions Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs
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namespace Content.Shared.Explosion.EntitySystems;

public abstract class SharedTriggerSystem : EntitySystem
{

}
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using Content.Shared.Flash;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;

namespace Content.Server.Flash.Components
namespace Content.Shared.Flash.Components
{
[RegisterComponent, Access(typeof(FlashSystem))]
[RegisterComponent, NetworkedComponent, Access(typeof(SharedFlashSystem))]
public sealed partial class FlashComponent : Component
{

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