Re-organize all projects (#4166)
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61
Content.Server/Throwing/ThrowHelper.cs
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61
Content.Server/Throwing/ThrowHelper.cs
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#nullable enable
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using Content.Server.Interaction;
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using Content.Server.Items;
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using Content.Shared.MobState;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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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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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 = 3.0f;
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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"></param>
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/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
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/// <param name="user"></param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower</param>
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internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f)
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{
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if (entity.Deleted || direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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return;
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}
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if (physicsComponent.BodyType == BodyType.Static)
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{
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Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
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return;
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}
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if (entity.HasComponent<IMobStateComponent>())
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{
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Logger.Warning("Throwing not supported for mobs!");
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return;
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}
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if (entity.HasComponent<ItemComponent>())
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{
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entity.EnsureComponent<ThrownItemComponent>().Thrower = user;
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// Give it a l'il spin.
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physicsComponent.ApplyAngularImpulse(ThrowAngularImpulse);
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if (user != null)
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
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}
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physicsComponent.ApplyLinearImpulse(direction);
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// Give thrower an impulse in the other direction
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if (user != null && pushbackRatio > 0.0f && user.TryGetComponent(out IPhysBody? body))
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{
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body.ApplyLinearImpulse(-direction * pushbackRatio);
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}
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}
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}
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}
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