a pokertable has no single interactioncell and throws a NPE when destroyed and not dropping silver. I created a generic solution that should work for all buildings, it uses OccupiedRect and is similar how other components are dropped when a building is destroyed.
The parent method is called after the silver, not very important, it just changes the order: silver is dropped first and then other components, this is how it works for the cash register as well.
a pokertable has no single interactioncell and throws a NPE when destroyed and not dropping silver. I created a generic solution that should work for all buildings, it uses OccupiedRect and is similar how other components are dropped when a building is destroyed. The parent method is called after the silver, not very important, it just changes the order: silver is dropped first and then other components, this is how it works for the cash register as well.