make syndie bag and rigs explosion resistant (#22088)

* remove empty file real

* support explosion resistance for non-worn things

* remove redundant entitystorage resistance

* port entitystorage optimisation to apply for everything with 100% resistance

* add explosion resistance for bag contents

* make thing reusable

* add resistance to chest rig too

* medical chest rig too

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-12-11 09:43:00 +00:00
committed by GitHub
parent a04fe0d965
commit e85ca6a4f6
11 changed files with 52 additions and 19 deletions

View File

@@ -5,7 +5,9 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
namespace Content.Server.Explosion.Components;
/// <summary>
/// Component that provides entities with explosion resistance.
/// Component that provides entities with explosion resistance.
/// By default this is applied when worn, but to solely protect the entity itself and
/// not the wearer use <c>worn: false</c>.
/// </summary>
/// <remarks>
/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
@@ -21,6 +23,20 @@ public sealed partial class ExplosionResistanceComponent : Component
[DataField("damageCoefficient")]
public float DamageCoefficient = 1;
/// <summary>
/// When true, resistances will be applied to the entity wearing this item.
/// When false, only this entity will get th resistance.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool Worn = true;
/// <summary>
/// Examine string for explosion resistance.
/// Passed <c>value</c> from 0 to 100.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public LocId Examine = "explosion-resistance-coefficient-value";
/// <summary>
/// Modifiers specific to each explosion type for more customizability.
/// </summary>