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>

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

@@ -132,7 +132,8 @@ public sealed partial class ExplosionSystem : EntitySystem
private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
InventoryRelayedEvent<GetExplosionResistanceEvent> args)
{
OnGetResistance(uid, component, ref args.Args);
if (component.Worn)
OnGetResistance(uid, component, ref args.Args);
}
private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent 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)));
}
}