using System;
using Content.Server.Interaction;
using Content.Shared.Item;
using Content.Shared.MobState.Components;
using Content.Shared.Tag;
using Content.Shared.Throwing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server.Throwing
{
internal static class ThrowHelper
{
private 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.
///
private const float FlyTime = 0.15f;
///
/// 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
internal static void TryThrow(this EntityUid entity, Vector2 direction, float strength = 1.0f, EntityUid? user = null, float pushbackRatio = 10.0f)
{
var entities = IoCManager.Resolve();
if (entities.GetComponent(entity).EntityDeleted ||
strength <= 0f ||
!entities.TryGetComponent(entity, out PhysicsComponent? physicsComponent))
{
return;
}
if (physicsComponent.BodyType != BodyType.Dynamic)
{
Logger.Warning($"Tried to throw entity {entities.ToPrettyString(entity)} but can't throw {physicsComponent.BodyType} bodies!");
return;
}
var comp = entity.EnsureComponent();
if (entities.HasComponent(entity))
{
comp.Thrower = user;
// Give it a l'il spin.
if (!EntitySystem.Get().HasTag(entity, "NoSpinOnThrow"))
{
physicsComponent.ApplyAngularImpulse(ThrowAngularImpulse);
}
else if(direction != Vector2.Zero)
{
entities.GetComponent(entity).LocalRotation = direction.ToWorldAngle() - Math.PI;
}
if (user != null)
EntitySystem.Get().ThrownInteraction(user.Value, entity);
}
var impulseVector = direction.Normalized * strength * physicsComponent.Mass;
physicsComponent.ApplyLinearImpulse(impulseVector);
// Estimate time to arrival so we can apply OnGround status and slow it much faster.
var time = (direction / strength).Length;
if (time < FlyTime)
{
physicsComponent.BodyStatus = BodyStatus.OnGround;
EntitySystem.Get().LandComponent(comp);
}
else
{
physicsComponent.BodyStatus = BodyStatus.InAir;
Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
{
if (physicsComponent.Deleted) return;
physicsComponent.BodyStatus = BodyStatus.OnGround;
EntitySystem.Get().LandComponent(comp);
});
}
// Give thrower an impulse in the other direction
if (user != null && pushbackRatio > 0.0f && entities.TryGetComponent(user.Value, out IPhysBody? body))
{
var msg = new ThrowPushbackAttemptEvent();
entities.EventBus.RaiseLocalEvent(body.Owner, msg);
if (!msg.Cancelled)
{
body.ApplyLinearImpulse(-impulseVector * pushbackRatio);
}
}
}
}
}