diff --git a/Content.Server/Explosion/Components/ExplosionLaunchedComponent.cs b/Content.Server/Explosion/Components/ExplosionLaunchedComponent.cs
index b48507ef4c..59c3f726fc 100644
--- a/Content.Server/Explosion/Components/ExplosionLaunchedComponent.cs
+++ b/Content.Server/Explosion/Components/ExplosionLaunchedComponent.cs
@@ -16,6 +16,9 @@ namespace Content.Server.Explosion.Components
var sourceLocation = eventArgs.Source;
var targetLocation = eventArgs.Target.Transform.Coordinates;
+
+ if (sourceLocation.Equals(targetLocation)) return;
+
var direction = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
var throwForce = eventArgs.Severity switch
@@ -24,7 +27,8 @@ namespace Content.Server.Explosion.Components
ExplosionSeverity.Light => 20,
_ => 0,
};
- Owner.TryThrow(direction * throwForce);
+
+ Owner.TryThrow(direction, throwForce);
}
}
}
diff --git a/Content.Server/Hands/HandsSystem.cs b/Content.Server/Hands/HandsSystem.cs
index 703b0a2cc9..712c0867a6 100644
--- a/Content.Server/Hands/HandsSystem.cs
+++ b/Content.Server/Hands/HandsSystem.cs
@@ -132,8 +132,10 @@ namespace Content.Server.Hands
if (direction == Vector2.Zero)
return true;
- var throwVec = direction.Normalized * MathF.Min(direction.Length, hands.ThrowRange) * hands.ThrowForceMultiplier;
- throwEnt.TryThrow(throwVec, playerEnt);
+ direction = direction.Normalized * Math.Min(direction.Length, hands.ThrowRange);
+
+ var throwStrength = hands.ThrowForceMultiplier;
+ throwEnt.TryThrow(direction, throwStrength, playerEnt);
return true;
}
diff --git a/Content.Server/Throwing/ThrowHelper.cs b/Content.Server/Throwing/ThrowHelper.cs
index 0dcbbbe81b..7230c6b534 100644
--- a/Content.Server/Throwing/ThrowHelper.cs
+++ b/Content.Server/Throwing/ThrowHelper.cs
@@ -8,23 +8,34 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
+using Robust.Shared.Timing;
namespace Content.Server.Throwing
{
internal static class ThrowHelper
{
- private const float ThrowAngularImpulse = 3.0f;
+ private const float ThrowAngularImpulse = 1.5f;
+
+ ///
+ /// The minimum amount of time an entity needs to be thrown before the timer can be run.
+ /// Anything below this threshold never enters the air.
+ ///
+ private const float FlyTime = 0.15f;
///
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
///
- ///
- /// Will use the vector's magnitude as the strength of the impulse
+ /// The entity being thrown.
+ /// A vector pointing from the entity to its destination.
+ /// How much the direction vector should be multiplied for velocity.
///
/// The ratio of impulse applied to the thrower
- internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f)
+ internal static void TryThrow(this IEntity entity, Vector2 direction, float strength = 1.0f, IEntity? user = null, float pushbackRatio = 1.0f)
{
- if (entity.Deleted || direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
+ if (entity.Deleted ||
+ direction == Vector2.Zero ||
+ strength <= 0f ||
+ !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
@@ -58,7 +69,25 @@ namespace Content.Server.Throwing
EntitySystem.Get().ThrownInteraction(user, entity);
}
- physicsComponent.ApplyLinearImpulse(direction);
+ physicsComponent.ApplyLinearImpulse(direction.Normalized * strength * physicsComponent.Mass);
+ // Estimate time to arrival so we can apply OnGround status and slow it much faster.
+ var time = (direction / strength).Length;
+
+ if (time < FlyTime)
+ {
+ physicsComponent.BodyStatus = BodyStatus.OnGround;
+ }
+ else
+ {
+ physicsComponent.BodyStatus = BodyStatus.InAir;
+
+ Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
+ {
+ if (physicsComponent.Deleted) return;
+ physicsComponent.BodyStatus = BodyStatus.OnGround;
+ });
+ }
+
// Give thrower an impulse in the other direction
if (user != null && pushbackRatio > 0.0f && user.TryGetComponent(out IPhysBody? body))
{
diff --git a/Content.Shared/CCVar/CCVars.cs b/Content.Shared/CCVar/CCVars.cs
index 5ca08cdbe2..7d118440f5 100644
--- a/Content.Shared/CCVar/CCVars.cs
+++ b/Content.Shared/CCVar/CCVars.cs
@@ -176,10 +176,10 @@ namespace Content.Shared.CCVar
*/
public static readonly CVarDef TileFrictionModifier =
- CVarDef.Create("physics.tilefriction", 15.0f);
+ CVarDef.Create("physics.tile_friction", 40.0f);
public static readonly CVarDef StopSpeed =
- CVarDef.Create("physics.stopspeed", 0.1f);
+ CVarDef.Create("physics.stop_speed", 0.1f);
/*
* Ambience
diff --git a/Content.Shared/Hands/Components/SharedHandsComponent.cs b/Content.Shared/Hands/Components/SharedHandsComponent.cs
index 0fd7749917..15a2ca3d69 100644
--- a/Content.Shared/Hands/Components/SharedHandsComponent.cs
+++ b/Content.Shared/Hands/Components/SharedHandsComponent.cs
@@ -66,7 +66,7 @@ namespace Content.Shared.Hands.Components
///
[DataField("throwForceMultiplier")]
[ViewVariables(VVAccess.ReadWrite)]
- public float ThrowForceMultiplier { get; set; } = 14f; //should be tuned so that a thrown item lands about under the player's cursor
+ public float ThrowForceMultiplier { get; set; } = 10f; //should be tuned so that a thrown item lands about under the player's cursor
///
/// Distance after which longer throw targets stop increasing throw impulse.