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
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@@ -22,7 +22,7 @@ using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventory
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namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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public class InventoryComponent : SharedInventoryComponent
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public class InventoryComponent : SharedInventoryComponent, IExAct
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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@@ -396,5 +396,25 @@ namespace Content.Server.GameObjects
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}
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return new InventoryComponentState(list);
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}
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (eventArgs.Severity < ExplosionSeverity.Heavy)
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{
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return;
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}
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foreach (var slot in SlotContainers.Values.ToList())
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{
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foreach (var entity in slot.ContainedEntities)
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{
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var exActs = entity.GetAllComponents<IExAct>();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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}
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}
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}
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}
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IStorageComponent))]
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public class ServerStorageComponent : SharedStorageComponent, IInteractUsing, IUse, IActivate, IStorageComponent, IDestroyAct
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public class ServerStorageComponent : SharedStorageComponent, IInteractUsing, IUse, IActivate, IStorageComponent, IDestroyAct, IExAct
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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@@ -364,6 +364,24 @@ namespace Content.Server.GameObjects
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}
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}
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (eventArgs.Severity < ExplosionSeverity.Heavy)
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{
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return;
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}
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var storedEntities = storage.ContainedEntities.ToList();
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foreach (var entity in storedEntities)
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{
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var exActs = entity.GetAllComponents<IExAct>();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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}
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/// <summary>
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/// Inserts an entity into the storage component from the players active hand.
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/// </summary>
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@@ -102,8 +102,8 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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public enum ExplosionSeverity
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{
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Destruction,
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Heavy,
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Light,
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Heavy,
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Destruction,
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}
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}
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