using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Physics.Components;
using System.Numerics;
namespace Content.Shared.Weapons.Melee;
///
/// This handles
///
public sealed class MeleeThrowOnHitSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnMeleeHit);
SubscribeLocalEvent(OnThrowHit);
SubscribeLocalEvent(OnThrow);
SubscribeLocalEvent(OnLand);
}
private void OnThrow(Entity ent, ref ThrownEvent args)
{
if (_delay.IsDelayed(ent.Owner))
return;
ent.Comp.HitWhileThrown = false;
ent.Comp.ThrowOnCooldown = false;
DirtyField(ent, ent.Comp, nameof(MeleeThrowOnHitComponent.HitWhileThrown));
DirtyField(ent, ent.Comp, nameof(MeleeThrowOnHitComponent.ThrowOnCooldown));
}
private void OnLand(Entity ent, ref LandEvent args)
{
if (ent.Comp.HitWhileThrown && !_delay.IsDelayed(ent.Owner))
_delay.TryResetDelay(ent.Owner);
ent.Comp.ThrowOnCooldown = true;
DirtyField(ent, ent.Comp, nameof(MeleeThrowOnHitComponent.ThrowOnCooldown));
}
private void OnMeleeHit(Entity weapon, ref MeleeHitEvent args)
{
// TODO: MeleeHitEvent is weird. Why is this even raised if we don't hit something?
if (!args.IsHit)
return;
if (_delay.IsDelayed(weapon.Owner))
return;
if (args.HitEntities.Count == 0)
return;
var userPos = _transform.GetWorldPosition(args.User);
foreach (var target in args.HitEntities)
{
var targetPos = _transform.GetMapCoordinates(target).Position;
var direction = args.Direction ?? targetPos - userPos;
ThrowOnHitHelper(weapon, args.User, target, direction);
}
}
private void OnThrowHit(Entity weapon, ref ThrowDoHitEvent args)
{
if (!weapon.Comp.ActivateOnThrown)
return;
if (weapon.Comp.ThrowOnCooldown)
return;
if (!TryComp(args.Thrown, out var weaponPhysics))
return;
weapon.Comp.HitWhileThrown = true;
DirtyField(weapon, weapon.Comp, nameof(MeleeThrowOnHitComponent.HitWhileThrown));
ThrowOnHitHelper(weapon, args.Component.Thrower, args.Target, weaponPhysics.LinearVelocity);
}
private void ThrowOnHitHelper(Entity ent, EntityUid? user, EntityUid target, Vector2 direction)
{
var attemptEvent = new AttemptMeleeThrowOnHitEvent(target, user);
RaiseLocalEvent(ent.Owner, ref attemptEvent);
if (attemptEvent.Cancelled)
return;
var startEvent = new MeleeThrowOnHitStartEvent(ent.Owner, user);
RaiseLocalEvent(target, ref startEvent);
if (ent.Comp.StunTime != null)
_stun.TryAddParalyzeDuration(target, ent.Comp.StunTime.Value);
if (direction == Vector2.Zero)
return;
_throwing.TryThrow(target, direction.Normalized() * ent.Comp.Distance, ent.Comp.Speed, user, unanchor: ent.Comp.UnanchorOnHit);
}
}