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

@@ -6,6 +6,8 @@ namespace Content.Server.Explosion.Components;
/// <summary>
/// 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>

View File

@@ -389,7 +389,13 @@ public sealed partial class ExplosionSystem
private void GetEntitiesToDamage(EntityUid uid, DamageSpecifier originalDamage, string prototype)
{
_toDamage.Clear();
_toDamage.Add((uid, GetDamage(uid, prototype, originalDamage)));
// don't raise BeforeExplodeEvent if the entity is completely immune to explosions
var thisDamage = GetDamage(uid, prototype, originalDamage);
if (!thisDamage.Any())
return;
_toDamage.Add((uid, thisDamage));
for (var i = 0; i < _toDamage.Count; i++)
{

View File

@@ -132,6 +132,7 @@ public sealed partial class ExplosionSystem : EntitySystem
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
if (component.Worn)
OnGetResistance(uid, component, ref args.Args);
}
@@ -378,9 +379,9 @@ public sealed partial class ExplosionSystem : EntitySystem
private void OnArmorExamine(EntityUid uid, ExplosionResistanceComponent component, ref ArmorExamineEvent args)
{
var value = MathF.Round((1f - component.DamageCoefficient) * 100, 1);
args.Msg.PushNewline();
args.Msg.AddMarkup(Loc.GetString("explosion-resistance-coefficient-value",
("value", MathF.Round((1f - component.DamageCoefficient) * 100, 1))
));
args.Msg.AddMarkup(Loc.GetString(component.Examine, ("value", value)));
}
}

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@@ -102,11 +102,7 @@ public sealed class EntityStorageSystem : SharedEntityStorageSystem
private void OnExploded(Entity<EntityStorageComponent> ent, ref BeforeExplodeEvent args)
{
if (ent.Comp.ExplosionDamageCoefficient <= 0)
return;
args.Contents.AddRange(ent.Comp.Contents.ContainedEntities);
args.DamageCoefficient *= ent.Comp.ExplosionDamageCoefficient;
}
protected override void TakeGas(EntityUid uid, SharedEntityStorageComponent component)

View File

@@ -124,12 +124,6 @@ public abstract partial class SharedEntityStorageComponent : Component
/// </summary>
[ViewVariables]
public Container Contents = default!;
/// <summary>
/// Multiplier for explosion damage that gets applied to contained entities.
/// </summary>
[DataField]
public float ExplosionDamageCoefficient = 1;
}
[Serializable, NetSerializable]

View File

@@ -1 +1,2 @@
explosion-resistance-coefficient-value = - [color=orange]Explosion[/color] damage reduced by [color=lightblue]{$value}%[/color].
explosion-resistance-contents-coefficient-value = - [color=orange]Explosion[/color] damage [color=white]to contents[/color] reduced by [color=lightblue]{$value}%[/color].

View File

@@ -1,5 +1,5 @@
- type: entity
parent: Clothing
parent: [Clothing, ContentsExplosionResistanceBase]
id: ClothingBackpack
name: backpack
description: You wear this on your back and put items into it.
@@ -28,6 +28,8 @@
# to prevent bag open/honk spam
- type: UseDelay
delay: 0.5
- type: ExplosionResistance
damageCoefficient: 0.9
- type: entity
parent: ClothingBackpack

View File

@@ -165,6 +165,8 @@
components:
- type: Sprite
sprite: Clothing/Back/Duffels/syndicate.rsi
- type: ExplosionResistance
damageCoefficient: 0.1
- type: entity
parent: ClothingBackpackDuffelSyndicate

View File

@@ -511,7 +511,7 @@
sprite: Clothing/Belt/salvagewebbing.rsi
- type: entity
parent: ClothingBeltStorageBase
parent: [ClothingBeltStorageBase, ContentsExplosionResistanceBase]
id: ClothingBeltMilitaryWebbing
name: chest rig
description: A set of tactical webbing worn by Syndicate boarding parties.
@@ -520,9 +520,11 @@
sprite: Clothing/Belt/militarywebbing.rsi
- type: Clothing
sprite: Clothing/Belt/militarywebbing.rsi
- type: ExplosionResistance
damageCoefficient: 0.5
- type: entity
parent: ClothingBeltStorageBase
parent: ClothingBeltMilitaryWebbing
id: ClothingBeltMilitaryWebbingMed
name: medical chest rig
description: A set of tactical webbing worn by Gorlex Marauder medic operatives.

View File

@@ -29,3 +29,16 @@
- type: ContainerContainer
containers:
item: !type:ContainerSlot
# a piece of clothing that has explosion resistance *for its contents*, not the wearer
- type: entity
abstract: true
id: ContentsExplosionResistanceBase
components:
- type: ExplosionResistance
worn: true # only apply to the clothing itself and items inside, not the wearer
examine: explosion-resistance-contents-coefficient-value
# to show explosion resistance examine
- type: GroupExamine
- type: Armor
modifiers: {}