Throw out throw helpers (#7195)
This commit is contained in:
@@ -1,5 +1,6 @@
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using Content.Server.Throwing;
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using Content.Shared.Acts;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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@@ -10,6 +11,8 @@ namespace Content.Server.Explosion.Components
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public sealed class ExplosionLaunchedComponent : Component, IExAct
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (_entMan.Deleted(Owner))
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@@ -34,7 +37,7 @@ namespace Content.Server.Explosion.Components
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_ => 0,
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};
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Owner.TryThrow(direction, throwForce);
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_sysMan.GetEntitySystem<ThrowingSystem>().TryThrow(Owner, direction, throwForce);
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}
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}
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}
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@@ -1,14 +1,10 @@
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using System;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash.Components;
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using Content.Server.Throwing;
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using Content.Shared.Explosion;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Throwing;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Explosion.EntitySystems;
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@@ -18,6 +14,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly TriggerSystem _trigger = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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public override void Initialize()
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{
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@@ -83,7 +80,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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thrownCount++;
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// TODO: Suss out throw strength
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grenade.TryThrow(angle.ToVec().Normalized * component.ThrowDistance);
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_throwingSystem.TryThrow(grenade, angle.ToVec().Normalized * component.ThrowDistance);
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grenade.SpawnTimer(delay, () =>
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{
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@@ -7,10 +7,8 @@ using Content.Server.Stack;
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using Content.Server.Storage.Components;
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using Content.Server.Strip;
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using Content.Server.Stunnable;
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using Content.Server.Throwing;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Stunnable;
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@@ -31,6 +29,7 @@ using Robust.Shared.Utility;
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using Content.Shared.Pulling.Components;
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using Content.Server.Pulling;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Throwing;
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namespace Content.Server.Hands.Systems
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{
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@@ -47,6 +46,7 @@ namespace Content.Server.Hands.Systems
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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public override void Initialize()
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{
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@@ -224,7 +224,7 @@ namespace Content.Server.Hands.Systems
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direction = direction.Normalized * Math.Min(direction.Length, hands.ThrowRange);
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var throwStrength = hands.ThrowForceMultiplier;
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throwEnt.TryThrow(direction, throwStrength, player);
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_throwingSystem.TryThrow(throwEnt, direction, throwStrength, player);
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return true;
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}
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@@ -1,13 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Hands.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Storage.Components;
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using Content.Server.Stunnable;
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using Content.Server.Throwing;
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using Content.Server.Tools.Components;
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using Content.Shared.Camera;
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using Content.Shared.CombatMode;
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@@ -17,6 +13,7 @@ using Content.Shared.Item;
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using Content.Shared.PneumaticCannon;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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@@ -33,6 +30,7 @@ namespace Content.Server.PneumaticCannon
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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private HashSet<PneumaticCannonComponent> _currentlyFiring = new();
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@@ -234,7 +232,7 @@ namespace Content.Server.PneumaticCannon
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_cameraRecoil.KickCamera(data.User, kick);
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}
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ent.TryThrow(data.Direction, data.Strength, data.User, GetPushbackRatioFromPower(comp.Power));
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_throwingSystem.TryThrow(ent, data.Direction, data.Strength, data.User, GetPushbackRatioFromPower(comp.Power));
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// lasagna, anybody?
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ent.EnsureComponent<ForcefeedOnCollideComponent>();
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@@ -1,6 +1,7 @@
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Robust.Shared.Random;
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namespace Content.Server.Standing;
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@@ -9,6 +10,7 @@ public sealed class StandingStateSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
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{
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@@ -27,7 +29,7 @@ public sealed class StandingStateSystem : EntitySystem
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if (!_handsSystem.TryDrop(uid, hand, null, checkActionBlocker: false, handsComp: handsComp))
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continue;
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Throwing.ThrowHelper.TryThrow(held,
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_throwingSystem.TryThrow(held,
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_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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uid, 0);
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@@ -1,104 +0,0 @@
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using System;
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using Content.Server.Interaction;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.Tag;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Timing;
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namespace Content.Server.Throwing
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{
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internal static class ThrowHelper
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{
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private const float ThrowAngularImpulse = 1.5f;
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/// <summary>
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/// The minimum amount of time an entity needs to be thrown before the timer can be run.
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/// Anything below this threshold never enters the air.
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/// </summary>
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private const float FlyTime = 0.15f;
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="entity">The entity being thrown.</param>
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
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/// <param name="user"></param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
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internal static void TryThrow(this EntityUid entity, Vector2 direction, float strength = 1.0f, EntityUid? user = null, float pushbackRatio = 10.0f)
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{
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var entities = IoCManager.Resolve<IEntityManager>();
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if (entities.GetComponent<MetaDataComponent>(entity).EntityDeleted ||
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strength <= 0f ||
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!entities.TryGetComponent(entity, out PhysicsComponent? physicsComponent))
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{
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return;
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}
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if (physicsComponent.BodyType != BodyType.Dynamic)
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{
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Logger.Warning($"Tried to throw entity {entities.ToPrettyString(entity)} but can't throw {physicsComponent.BodyType} bodies!");
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return;
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}
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var comp = entity.EnsureComponent<ThrownItemComponent>();
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if (entities.HasComponent<SharedItemComponent>(entity))
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{
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comp.Thrower = user;
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// Give it a l'il spin.
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if (!EntitySystem.Get<TagSystem>().HasTag(entity, "NoSpinOnThrow"))
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{
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physicsComponent.ApplyAngularImpulse(ThrowAngularImpulse);
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}
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else if(direction != Vector2.Zero)
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{
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entities.GetComponent<TransformComponent>(entity).LocalRotation = direction.ToWorldAngle() - Math.PI;
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}
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if (user != null)
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user.Value, entity);
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}
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var impulseVector = direction.Normalized * strength * physicsComponent.Mass;
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physicsComponent.ApplyLinearImpulse(impulseVector);
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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var time = (direction / strength).Length;
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if (time < FlyTime)
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{
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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EntitySystem.Get<ThrownItemSystem>().LandComponent(comp);
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}
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else
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{
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physicsComponent.BodyStatus = BodyStatus.InAir;
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Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
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{
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if (physicsComponent.Deleted) return;
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physicsComponent.BodyStatus = BodyStatus.OnGround;
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EntitySystem.Get<ThrownItemSystem>().LandComponent(comp);
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});
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}
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// Give thrower an impulse in the other direction
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if (user != null && pushbackRatio > 0.0f && entities.TryGetComponent(user.Value, out IPhysBody? body))
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{
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var msg = new ThrowPushbackAttemptEvent();
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entities.EventBus.RaiseLocalEvent(body.Owner, msg);
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if (!msg.Cancelled)
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{
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body.ApplyLinearImpulse(-impulseVector * pushbackRatio);
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}
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}
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}
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}
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}
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@@ -9,9 +9,9 @@ using Content.Shared.VendingMachines;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Server.Throwing;
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using Content.Shared.Acts;
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using static Content.Shared.VendingMachines.SharedVendingMachineComponent;
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using Content.Shared.Throwing;
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namespace Content.Server.VendingMachines.systems
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{
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@@ -21,6 +21,7 @@ namespace Content.Server.VendingMachines.systems
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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public override void Initialize()
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{
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@@ -197,7 +198,7 @@ namespace Content.Server.VendingMachines.systems
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{
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float range = vendComponent.NonLimitedEjectRange;
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Vector2 direction = new Vector2(_random.NextFloat(-range, range), _random.NextFloat(-range, range));
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ent.TryThrow(direction, vendComponent.NonLimitedEjectForce);
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_throwingSystem.TryThrow(ent, direction, vendComponent.NonLimitedEjectForce);
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}
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});
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SoundSystem.Play(Filter.Pvs(vendComponent.Owner), vendComponent.SoundVend.GetSound(), vendComponent.Owner, AudioParams.Default.WithVolume(-2f));
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105
Content.Shared/Throwing/ThrowingSystem.cs
Normal file
105
Content.Shared/Throwing/ThrowingSystem.cs
Normal file
@@ -0,0 +1,105 @@
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Robust.Shared.Physics;
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using Robust.Shared.Timing;
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namespace Content.Shared.Throwing;
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public sealed class ThrowingSystem : EntitySystem
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{
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public const float ThrowAngularImpulse = 1.5f;
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/// <summary>
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/// The minimum amount of time an entity needs to be thrown before the timer can be run.
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/// Anything below this threshold never enters the air.
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/// </summary>
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public const float FlyTime = 0.15f;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="entity">The entity being thrown.</param>
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
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/// <param name="user"></param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
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public void TryThrow(
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EntityUid uid,
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Vector2 direction,
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = 10.0f,
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PhysicsComponent? physics = null,
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TransformComponent? transform = null,
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EntityQuery<PhysicsComponent>? physicsQuery = null,
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EntityQuery<TransformComponent>? xformQuery = null)
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{
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if (strength <= 0 || direction == Vector2.Infinity || direction == Vector2.NaN || direction == Vector2.Zero)
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return;
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physicsQuery ??= GetEntityQuery<PhysicsComponent>();
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if (physics == null && !physicsQuery.Value.TryGetComponent(uid, out physics))
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return;
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if (physics.BodyType != BodyType.Dynamic)
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{
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Logger.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
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return;
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}
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var comp = EnsureComp<ThrownItemComponent>(uid);
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comp.Thrower = user;
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// Give it a l'il spin.
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if (!_tagSystem.HasTag(uid, "NoSpinOnThrow"))
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physics.ApplyAngularImpulse(ThrowAngularImpulse);
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else
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{
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if (transform == null)
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{
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xformQuery ??= GetEntityQuery<TransformComponent>();
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transform = xformQuery.Value.GetComponent(uid);
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}
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transform.LocalRotation = direction.ToWorldAngle() - Math.PI;
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}
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if (user != null)
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_interactionSystem.ThrownInteraction(user.Value, uid);
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var impulseVector = direction.Normalized * strength * physics.Mass;
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physics.ApplyLinearImpulse(impulseVector);
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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var time = (direction / strength).Length;
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if (time < FlyTime)
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{
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physics.BodyStatus = BodyStatus.OnGround;
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_thrownSystem.LandComponent(comp);
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}
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else
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{
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physics.BodyStatus = BodyStatus.InAir;
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Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
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{
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if (physics.Deleted) return;
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physics.BodyStatus = BodyStatus.OnGround;
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_thrownSystem.LandComponent(comp);
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});
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}
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// Give thrower an impulse in the other direction
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if (user != null && pushbackRatio > 0.0f && physicsQuery.Value.TryGetComponent(user.Value, out var userPhysics))
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{
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var msg = new ThrowPushbackAttemptEvent();
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RaiseLocalEvent(physics.Owner, msg, false);
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if (!msg.Cancelled)
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userPhysics.ApplyLinearImpulse(-impulseVector * pushbackRatio);
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}
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}
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}
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