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);
}
}
}
}
}
}

View File

@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IStorageComponent))]
public class ServerStorageComponent : SharedStorageComponent, IInteractUsing, IUse, IActivate, IStorageComponent, IDestroyAct
public class ServerStorageComponent : SharedStorageComponent, IInteractUsing, IUse, IActivate, IStorageComponent, IDestroyAct, IExAct
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
@@ -364,6 +364,24 @@ namespace Content.Server.GameObjects
}
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
var storedEntities = storage.ContainedEntities.ToList();
foreach (var entity in storedEntities)
{
var exActs = entity.GetAllComponents<IExAct>();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
/// <summary>
/// Inserts an entity into the storage component from the players active hand.
/// </summary>

View File

@@ -102,8 +102,8 @@ namespace Content.Server.GameObjects.EntitySystems
}
public enum ExplosionSeverity
{
Destruction,
Heavy,
Light,
Heavy,
Destruction,
}
}