Make fuel tanks explodey again (#4670)

* make fuel tanks explodey again

* tanks now take damage from lit welders,
This commit is contained in:
Leon Friedrich
2021-10-02 19:42:46 +10:00
committed by GitHub
parent 2992bd74cd
commit f80f252ff2
7 changed files with 64 additions and 28 deletions

View File

@@ -13,19 +13,18 @@ namespace Content.Server.Damage.Components
[RegisterComponent] [RegisterComponent]
public class DamageOnToolInteractComponent : Component, IInteractUsing public class DamageOnToolInteractComponent : Component, IInteractUsing
{ {
public override string Name => "DamageOnToolInteract"; public override string Name => "DamageOnToolInteract";
[DataField("tools")] [DataField("tools")]
private List<ToolQuality> _tools = new(); private List<ToolQuality> _tools = new();
[DataField("weldingDamage", required: true)] [DataField("weldingDamage")]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier WeldingDamage = default!; public DamageSpecifier? WeldingDamage;
[DataField("defaultDamage", required: true)] [DataField("defaultDamage")]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier DefaultDamage = default!; public DamageSpecifier? DefaultDamage;
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs) async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{ {
@@ -33,7 +32,7 @@ namespace Content.Server.Damage.Components
{ {
foreach (var toolQuality in _tools) foreach (var toolQuality in _tools)
{ {
if (tool.HasQuality(ToolQuality.Welding) && toolQuality == ToolQuality.Welding) if (WeldingDamage != null && tool.HasQuality(ToolQuality.Welding) && toolQuality == ToolQuality.Welding)
{ {
if (eventArgs.Using.TryGetComponent(out WelderComponent? welder) && welder.WelderLit) if (eventArgs.Using.TryGetComponent(out WelderComponent? welder) && welder.WelderLit)
{ {
@@ -43,7 +42,7 @@ namespace Content.Server.Damage.Components
break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue. break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
} }
if (tool.HasQuality(toolQuality)) if (DefaultDamage != null && tool.HasQuality(toolQuality))
{ {
EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.Target.Uid, DefaultDamage); EntitySystem.Get<DamageableSystem>().TryChangeDamage(eventArgs.Target.Uid, DefaultDamage);
return true; return true;

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@@ -0,0 +1,21 @@
using Content.Server.Explosion;
using Content.Server.Explosion.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Destructible.Thresholds.Behaviors
{
/// <summary>
/// This behavior will trigger entities with <see cref="ExplosiveComponent"/> to go boom.
/// </summary>
[UsedImplicitly]
[DataDefinition]
public class ExplodeBehavior : IThresholdBehavior
{
public void Execute(IEntity owner, DestructibleSystem system)
{
owner.SpawnExplosion();
}
}
}

View File

@@ -1,11 +1,21 @@
using Content.Server.Destructible.Thresholds.Behaviors;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Explosion.Components namespace Content.Server.Explosion.Components
{ {
/// <summary> /// <summary>
/// Specifies an explosion range should this entity be exploded. /// Specifies an explosion range should this entity be exploded.
/// </summary> /// </summary>
/// <remarks>
/// Explosions can be caused by:
/// <list type="bullet">
/// <item>Reaching a damage threshold that causes a <see cref="ExplodeBehavior"/></item>
/// <item>Being triggered via the <see cref="ExplodeOnTriggerComponent"/></item>
/// <item>Manually by some other system via functions in <see cref="ExplosionHelper"/> (for example, chemistry's
/// <see cref="ExplosionReactionEffect"/>).</item>
/// </list>
/// </remarks>
[RegisterComponent] [RegisterComponent]
public class ExplosiveComponent : Component public class ExplosiveComponent : Component
{ {

View File

@@ -1,4 +1,4 @@
using System; using System;
using Content.Server.Explosion.Components; using Content.Server.Explosion.Components;
using Content.Server.Flash; using Content.Server.Flash;
using Content.Server.Flash.Components; using Content.Server.Flash.Components;
@@ -43,16 +43,9 @@ namespace Content.Server.Explosion
SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(HandleSoundTrigger); SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(HandleSoundTrigger);
SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger); SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger); SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
SubscribeLocalEvent<ExplosiveComponent, DestructionEventArgs>(HandleDestruction);
} }
#region Explosions #region Explosions
private void HandleDestruction(EntityUid uid, ExplosiveComponent component, DestructionEventArgs args)
{
Explode(uid, component);
}
private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args) private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
{ {
if (!EntityManager.TryGetComponent(uid, out ExplosiveComponent? explosiveComponent)) return; if (!EntityManager.TryGetComponent(uid, out ExplosiveComponent? explosiveComponent)) return;

View File

@@ -301,13 +301,6 @@ namespace Content.Server.Tools.Components
.TryGetDrainableSolution(eventArgs.Target.Uid, out var targetSolution) .TryGetDrainableSolution(eventArgs.Target.Uid, out var targetSolution)
&& WelderSolution != null) && WelderSolution != null)
{ {
if (WelderLit && targetSolution.DrainAvailable > 0)
{
// Oh no no
eventArgs.Target.SpawnExplosion();
return true;
}
var trans = ReagentUnit.Min(WelderSolution.AvailableVolume, targetSolution.DrainAvailable); var trans = ReagentUnit.Min(WelderSolution.AvailableVolume, targetSolution.DrainAvailable);
if (trans > 0) if (trans > 0)
{ {

View File

@@ -28,10 +28,22 @@
damageModifierSet: Metallic damageModifierSet: Metallic
- type: Destructible - type: Destructible
thresholds: thresholds:
- trigger:
!type:DamageTypeTrigger
damageType: Heat
damage: 5
behaviors:
#spill BEFORE exploding, so that one day explosions can ignite puddles
- !type:SpillBehavior
solution: tank
- !type:ExplodeBehavior
#note: only actually explodes if entity has ExplosiveComponent.
- trigger: - trigger:
!type:DamageTrigger !type:DamageTrigger
damage: 10 damage: 10
behaviors: behaviors:
- !type:SpillBehavior
solution: tank
- !type:DoActsBehavior - !type:DoActsBehavior
acts: ["Destruction"] acts: ["Destruction"]
- type: SolutionContainerManager - type: SolutionContainerManager

View File

@@ -12,6 +12,19 @@
state: fueltank state: fueltank
- type: ReagentTank - type: ReagentTank
tankType: Fuel tankType: Fuel
- type: DamageOnToolInteract
tools:
- 16 # welding
weldingDamage:
types:
Heat: 10
- type: Explosive
# The explosive component is independent of the stored liquid :/
# I dream of a day where all grenades/explosives will be reagent dependent.
devastationRange: 0
heavyImpactRange: 2
lightImpactRange: 6
flashRange: 5
- type: entity - type: entity
id: WeldingFuelTankFull id: WeldingFuelTankFull
@@ -20,11 +33,6 @@
suffix: Full suffix: Full
description: A storage tank containing welding fuel. description: A storage tank containing welding fuel.
components: components:
- type: Explosive
devastationRange: 0
heavyImpactRange: 2
lightImpactRange: 6
flashRange: 5
- type: SolutionContainerManager - type: SolutionContainerManager
solutions: solutions:
tank: tank: