using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Gravity;
using Content.Shared.Interaction;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Content.Shared.Throwing;
public sealed class ThrowingSystem : EntitySystem
{
public const float ThrowAngularImpulse = 5f;
public const float PushbackDefault = 2f;
///
/// 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.
///
public const float FlyTime = 0.15f;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
public void TryThrow(
EntityUid uid,
EntityCoordinates coordinates,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
bool playSound = true)
{
var thrownPos = Transform(uid).MapPosition;
var mapPos = coordinates.ToMap(EntityManager, _transform);
if (mapPos.MapId != thrownPos.MapId)
return;
TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, playSound);
}
///
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
///
/// 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 - defaults to 10 because otherwise it's not enough to properly recover from getting spaced
public void TryThrow(EntityUid uid,
Vector2 direction,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
bool playSound = true)
{
var physicsQuery = GetEntityQuery();
if (!physicsQuery.TryGetComponent(uid, out var physics))
return;
var projectileQuery = GetEntityQuery();
var tagQuery = GetEntityQuery();
TryThrow(
uid,
direction,
physics,
Transform(uid),
projectileQuery,
strength,
user,
pushbackRatio,
playSound);
}
///
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
///
/// 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 - defaults to 10 because otherwise it's not enough to properly recover from getting spaced
public void TryThrow(EntityUid uid,
Vector2 direction,
PhysicsComponent physics,
TransformComponent transform,
EntityQuery projectileQuery,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
bool playSound = true)
{
if (strength <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero)
return;
if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
{
Log.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
return;
}
// Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
return;
var comp = EnsureComp(uid);
comp.Thrower = user;
// Estimate time to arrival so we can apply OnGround status and slow it much faster.
var time = direction.Length() / strength;
comp.ThrownTime = _gameTiming.CurTime;
comp.LandTime = time < FlyTime ? default : comp.ThrownTime + TimeSpan.FromSeconds(time - FlyTime);
comp.PlayLandSound = playSound;
ThrowingAngleComponent? throwingAngle = null;
// Give it a l'il spin.
if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
{
_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
}
else
{
Resolve(uid, ref throwingAngle, false);
var gridRot = _transform.GetWorldRotation(transform.ParentUid);
var angle = direction.ToWorldAngle() - gridRot;
var offset = throwingAngle?.Angle ?? Angle.Zero;
_transform.SetLocalRotation(uid, angle + offset);
}
var throwEvent = new ThrownEvent(user, uid);
RaiseLocalEvent(uid, ref throwEvent, true);
if (user != null)
_adminLogger.Add(LogType.Throw, LogImpact.Low, $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity}");
var impulseVector = direction.Normalized() * strength * physics.Mass;
_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
if (comp.LandTime == null || comp.LandTime <= TimeSpan.Zero)
{
_thrownSystem.LandComponent(uid, comp, physics, playSound);
}
else
{
_physics.SetBodyStatus(physics, BodyStatus.InAir);
}
// Give thrower an impulse in the other direction
if (user != null &&
pushbackRatio != 0.0f &&
physics.Mass > 0f &&
TryComp(user.Value, out PhysicsComponent? userPhysics) &&
_gravity.IsWeightless(user.Value, userPhysics))
{
var msg = new ThrowPushbackAttemptEvent();
RaiseLocalEvent(uid, msg);
const float MassLimit = 5f;
if (!msg.Cancelled)
_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(MassLimit, physics.Mass), body: userPhysics);
}
}
}