Bump up tile friction (#4329)

* Bump up tile friction

* Increase throwing speed

* Fix ExplosionLaunched throwing

* Flying time
This commit is contained in:
metalgearsloth
2021-07-25 16:58:02 +10:00
committed by GitHub
parent d1f8d3869c
commit 29e335c54d
5 changed files with 47 additions and 12 deletions

View File

@@ -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;
/// <summary>
/// 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.
/// </summary>
private const float FlyTime = 0.15f;
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="entity"></param>
/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
/// <param name="entity">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
/// <param name="user"></param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower</param>
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<InteractionSystem>().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))
{