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
[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>
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++)
{
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)
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)));
}
}
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)
/// </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]
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].
- type: entity
- parent: Clothing
+ parent: [Clothing, ContentsExplosionResistanceBase]
id: ClothingBackpack
name: backpack
description: You wear this on your back and put items into it.
# to prevent bag open/honk spam
- type: UseDelay
delay: 0.5
+ - type: ExplosionResistance
+ damageCoefficient: 0.9
- type: entity
parent: ClothingBackpack
components:
- type: Sprite
sprite: Clothing/Back/Duffels/syndicate.rsi
+ - type: ExplosionResistance
+ damageCoefficient: 0.1
- type: entity
parent: ClothingBackpackDuffelSyndicate
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.
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.
- 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: {}