Fix throwing knockback when weightless (#2369)
* Fix throwing an item not moving the player when weightless * Remove unnecessary code from ThrownItemComponent * Fix velocity not stopping when hitting a wall after slipping when weightless * Fix CanMove check being reversed
This commit is contained in:
@@ -120,12 +120,5 @@ namespace Content.Server.GameObjects.Components.Projectiles
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StopThrow();
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StopThrow();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PhysicsComponent>().EnsureController<ThrownController>();
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}
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}
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}
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}
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}
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@@ -85,8 +85,7 @@ namespace Content.Server.Throw
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projComp.StartThrow(angle.ToVec(), spd);
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projComp.StartThrow(angle.ToVec(), spd);
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if (throwSourceEnt != null &&
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if (throwSourceEnt != null &&
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throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics) &&
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throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics))
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physics.TryGetController(out ThrownController mover))
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{
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{
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if (throwSourceEnt.IsWeightless())
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if (throwSourceEnt.IsWeightless())
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{
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{
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@@ -95,8 +94,9 @@ namespace Content.Server.Throw
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// I got kinda lazy is the reason why. Also it makes a bit of sense.
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// I got kinda lazy is the reason why. Also it makes a bit of sense.
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// If somebody wants they can come along and make it so magboots completely hold you still.
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// If somebody wants they can come along and make it so magboots completely hold you still.
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// Would be a cool incentive to use them.
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// Would be a cool incentive to use them.
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const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
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const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
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mover.Push(-angle.ToVec(), spd * ThrowFactor * physics.InvMass);
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var mover = physics.EnsureController<ThrowKnockbackController>();
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mover.Push(-angle.ToVec(), spd * throwFactor);
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}
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}
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics;
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namespace Content.Shared.Physics
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namespace Content.Shared.Physics
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@@ -24,6 +25,11 @@ namespace Content.Shared.Physics
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if (_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
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if (_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
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{
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{
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if (ControlledComponent.IsColliding(Vector2.Zero, false))
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{
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Stop();
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}
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return;
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return;
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}
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}
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52
Content.Shared/Physics/ThrowKnockbackController.cs
Normal file
52
Content.Shared/Physics/ThrowKnockbackController.cs
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@@ -0,0 +1,52 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Shared.Physics
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{
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public class ThrowKnockbackController : VirtualController
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{
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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public ThrowKnockbackController()
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{
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IoCManager.InjectDependencies(this);
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}
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public void Push(Vector2 velocityDirection, float speed)
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{
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LinearVelocity = velocityDirection * speed;
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}
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private float Decay { get; set; } = 0.95f;
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public override void UpdateAfterProcessing()
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{
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if (ControlledComponent == null)
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{
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return;
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}
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if (ControlledComponent.Owner.IsWeightless())
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{
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if (ActionBlockerSystem.CanMove(ControlledComponent.Owner)
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&& ControlledComponent.IsColliding(Vector2.Zero, false))
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{
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Stop();
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}
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return;
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}
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LinearVelocity *= Decay;
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if (LinearVelocity.Length < 0.001)
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{
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Stop();
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}
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}
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}
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}
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