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:
ShadowCommander
2020-10-29 17:06:51 -07:00
committed by GitHub
parent e4261f4e57
commit 23ae73d429
4 changed files with 63 additions and 12 deletions

View File

@@ -120,12 +120,5 @@ namespace Content.Server.GameObjects.Components.Projectiles
StopThrow(); StopThrow();
} }
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>().EnsureController<ThrownController>();
}
} }
} }

View File

@@ -85,8 +85,7 @@ namespace Content.Server.Throw
projComp.StartThrow(angle.ToVec(), spd); projComp.StartThrow(angle.ToVec(), spd);
if (throwSourceEnt != null && if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics) && throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics))
physics.TryGetController(out ThrownController mover))
{ {
if (throwSourceEnt.IsWeightless()) if (throwSourceEnt.IsWeightless())
{ {
@@ -95,8 +94,9 @@ namespace Content.Server.Throw
// I got kinda lazy is the reason why. Also it makes a bit of sense. // I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still. // If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them. // Would be a cool incentive to use them.
const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
mover.Push(-angle.ToVec(), spd * ThrowFactor * physics.InvMass); var mover = physics.EnsureController<ThrowKnockbackController>();
mover.Push(-angle.ToVec(), spd * throwFactor);
} }
} }
} }

View File

@@ -1,5 +1,6 @@
using Robust.Shared.Interfaces.Physics; using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
namespace Content.Shared.Physics namespace Content.Shared.Physics
@@ -24,6 +25,11 @@ namespace Content.Shared.Physics
if (_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates)) if (_physicsManager.IsWeightless(ControlledComponent.Owner.Transform.Coordinates))
{ {
if (ControlledComponent.IsColliding(Vector2.Zero, false))
{
Stop();
}
return; return;
} }

View File

@@ -0,0 +1,52 @@
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Shared.Physics
{
public class ThrowKnockbackController : VirtualController
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
public ThrowKnockbackController()
{
IoCManager.InjectDependencies(this);
}
public void Push(Vector2 velocityDirection, float speed)
{
LinearVelocity = velocityDirection * speed;
}
private float Decay { get; set; } = 0.95f;
public override void UpdateAfterProcessing()
{
if (ControlledComponent == null)
{
return;
}
if (ControlledComponent.Owner.IsWeightless())
{
if (ActionBlockerSystem.CanMove(ControlledComponent.Owner)
&& ControlledComponent.IsColliding(Vector2.Zero, false))
{
Stop();
}
return;
}
LinearVelocity *= Decay;
if (LinearVelocity.Length < 0.001)
{
Stop();
}
}
}
}