Add backpack bombing (#1156)

* Change exploding storages to explode their contents as well

* Change storages to only trigger content explosions when the severity is heavy or destruction

* Make inventories explode their contents as well

* Change InventoryComponent IExAct into an explicit implementation

* Change chain explosions to only trigger for explosion severities larger than or equal to heavy
This commit is contained in:
DrSmugleaf
2020-06-21 21:57:22 +02:00
committed by GitHub
parent fbd0eea019
commit 0e92a0c88c
3 changed files with 42 additions and 4 deletions

View File

@@ -22,7 +22,7 @@ using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventory
namespace Content.Server.GameObjects
{
[RegisterComponent]
public class InventoryComponent : SharedInventoryComponent
public class InventoryComponent : SharedInventoryComponent, IExAct
{
#pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
@@ -396,5 +396,25 @@ namespace Content.Server.GameObjects
}
return new InventoryComponentState(list);
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
foreach (var slot in SlotContainers.Values.ToList())
{
foreach (var entity in slot.ContainedEntities)
{
var exActs = entity.GetAllComponents<IExAct>();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
}
}
}