Fix body bags not taking humans (#6125)
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@@ -48,9 +48,13 @@ namespace Content.Server.Foldable
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if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
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return false;
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// Also check if this entity is "open" (e.g., body bags)
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return !TryComp(uid, out EntityStorageComponent? storage) || !storage.Open;
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if (!TryComp(uid, out EntityStorageComponent? storage))
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return true;
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if (storage.Open)
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return false;
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return !storage.Contents.ContainedEntities.Any();
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}
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/// <summary>
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@@ -8,6 +8,7 @@ using Content.Server.Ghost.Components;
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using Content.Server.Tools;
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using Content.Shared.Acts;
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using Content.Shared.Body.Components;
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using Content.Shared.Foldable;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Physics;
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@@ -233,11 +234,13 @@ namespace Content.Server.Storage.Components
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continue;
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// conditions are complicated because of pizzabox-related issues, so follow this guide
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// 0. Accomplish your goals at all costs.
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// 1. AddToContents can block anything
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// 2. maximum item count can block anything
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// 3. ghosts can NEVER be eaten
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// 4. items can always be eaten unless a previous law prevents it
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// 5. if this is NOT AN ITEM, then mobs can always be eaten unless unless a previous law prevents it
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// 6. if this is an item, then mobs must only be eaten if some other component prevents pick-up interactions while a mob is inside (e.g. foldable)
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// Let's not insert admin ghosts, yeah? This is really a a hack and should be replaced by attempt events
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if (_entMan.HasComponent<GhostComponent>(entity))
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@@ -259,8 +262,16 @@ namespace Content.Server.Storage.Components
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// Seriously, it is insanely hacky and weird to get someone out of a backpack once they end up in there.
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// And to be clear, they should NOT be in there.
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// For the record, what you need to do is empty the backpack onto a PlacableSurface (table, rack)
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if (targetIsMob && !storageIsItem)
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allowedToEat = true;
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if (targetIsMob)
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{
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if (!storageIsItem)
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allowedToEat = true;
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else
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{
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// make an exception if this is a foldable-item that is currently un-folded (e.g., body bags).
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allowedToEat = _entMan.TryGetComponent(Owner, out FoldableComponent? foldable) && !foldable.IsFolded;
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}
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}
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if (!allowedToEat)
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continue;
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