--- /dev/null
+using Content.Server.Explosion.EntitySystems;
+
+namespace Content.Server.Explosion.Components;
+
+/// <summary>
+/// This is used for randomizing a <see cref="RandomTimerTriggerComponent"/> on MapInit
+/// </summary>
+[RegisterComponent, Access(typeof(TriggerSystem))]
+public sealed partial class RandomTimerTriggerComponent : Component
+{
+ /// <summary>
+ /// The minimum random trigger time.
+ /// </summary>
+ [DataField]
+ public float Min;
+
+ /// <summary>
+ /// The maximum random trigger time.
+ /// </summary>
+ [DataField]
+ public float Max;
+}
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
-using Robust.Shared.Player;
namespace Content.Server.Explosion.EntitySystems;
SubscribeLocalEvent<OnUseTimerTriggerComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<OnUseTimerTriggerComponent, GetVerbsEvent<AlternativeVerb>>(OnGetAltVerbs);
SubscribeLocalEvent<OnUseTimerTriggerComponent, EntityStuckEvent>(OnStuck);
+ SubscribeLocalEvent<RandomTimerTriggerComponent, MapInitEvent>(OnRandomTimerTriggerMapInit);
}
private void OnStuck(EntityUid uid, OnUseTimerTriggerComponent component, EntityStuckEvent args)
}
}
+ private void OnRandomTimerTriggerMapInit(Entity<RandomTimerTriggerComponent> ent, ref MapInitEvent args)
+ {
+ var (_, comp) = ent;
+
+ if (!TryComp<OnUseTimerTriggerComponent>(ent, out var timerTriggerComp))
+ return;
+
+ timerTriggerComp.Delay = _random.NextFloat(comp.Min, comp.Max);
+ }
+
private void CycleDelay(OnUseTimerTriggerComponent component, EntityUid user)
{
if (component.DelayOptions == null || component.DelayOptions.Count == 1)
using Content.Shared.Mobs.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio.Systems;
+using Robust.Shared.Random;
namespace Content.Server.Explosion.EntitySystems
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
sprite: Objects/Weapons/Bombs/ied.rsi
layers:
- state: base
+ map: ["enum.TriggerVisualLayers.Base"]
- state: fuel
- state: wires
- type: Item
delay: 5
examinable: false
initialBeepDelay: 0
- beepSound: /Audio/Effects/lightburn.ogg
- # TODO: random timer when crafted
+ beepSound:
+ path: /Audio/Weapons/Guns/MagOut/pistol_magout.ogg
+ volume: 1
+ - type: RandomTimerTrigger
+ min: 0
+ max: 60
- type: Explosive # Weak explosion in a very small radius. Doesn't break underplating.
explosionType: Default
totalIntensity: 20
maxIntensity: 3
canCreateVacuum: false
- type: ExplodeOnTrigger
+ - type: Appearance
+ - type: AnimationPlayer
+ - type: TimerTriggerVisuals
+ unprimedSprite: base
- type: Damageable
damageContainer: Inorganic
- type: Destructible
},
{
"name": "wires"
+ },
+ {
+ "name": "primed",
+ "delays": [
+ [
+ 0.5,
+ 0.5
+ ]
+ ]
}
]
}