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.