using Content.Shared.Gravity;
using Content.Shared.Interaction;
using Content.Shared.Movement.Components;
using Content.Shared.Tag;
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 = 1.5f;
///
/// 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 SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
///
/// 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 = 5.0f,
PhysicsComponent? physics = null,
TransformComponent? transform = null,
EntityQuery? physicsQuery = null,
EntityQuery? xformQuery = null)
{
if (strength <= 0 || direction == Vector2.Infinity || direction == Vector2.NaN || direction == Vector2.Zero)
return;
physicsQuery ??= GetEntityQuery();
if (physics == null && !physicsQuery.Value.TryGetComponent(uid, out physics))
return;
if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
{
Logger.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
return;
}
var comp = EnsureComp(uid);
comp.Thrower = user;
// Give it a l'il spin.
if (!_tagSystem.HasTag(uid, "NoSpinOnThrow"))
_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse, body: physics);
else
{
if (transform == null)
{
xformQuery ??= GetEntityQuery();
transform = xformQuery.Value.GetComponent(uid);
}
transform.LocalRotation = direction.ToWorldAngle() - Math.PI;
}
if (user != null)
_interactionSystem.ThrownInteraction(user.Value, uid);
var impulseVector = direction.Normalized * strength * physics.Mass;
_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
// Estimate time to arrival so we can apply OnGround status and slow it much faster.
var time = (direction / strength).Length;
if (time < FlyTime)
{
_thrownSystem.LandComponent(comp, physics);
}
else
{
_physics.SetBodyStatus(physics, BodyStatus.InAir);
Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
{
if (physics.Deleted)
return;
_thrownSystem.LandComponent(comp, physics);
});
}
// Give thrower an impulse in the other direction
if (user != null &&
pushbackRatio > 0.0f &&
physicsQuery.Value.TryGetComponent(user.Value, out var userPhysics) &&
_gravity.IsWeightless(user.Value, userPhysics))
{
var msg = new ThrowPushbackAttemptEvent();
RaiseLocalEvent(physics.Owner, msg);
if (!msg.Cancelled)
_physics.ApplyLinearImpulse(user.Value, -impulseVector * pushbackRatio, body: userPhysics);
}
}
}