using System.Numerics; using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Standing; using Content.Shared.Throwing; using Robust.Shared.Physics.Components; using Robust.Shared.Random; namespace Content.Server.Standing; public sealed class StandingStateSystem : EntitySystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly ThrowingSystem _throwingSystem = default!; private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args) { var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero; var dropAngle = _random.NextFloat(0.8f, 1.2f); var fellEvent = new FellDownEvent(uid); RaiseLocalEvent(uid, fellEvent, false); if (!TryComp(uid, out HandsComponent? handsComp)) return; var worldRotation = EntityManager.GetComponent(uid).WorldRotation.ToVec(); foreach (var hand in handsComp.Hands.Values) { if (hand.HeldEntity is not EntityUid held) continue; if (!_handsSystem.TryDrop(uid, hand, null, checkActionBlocker: false, handsComp: handsComp)) continue; _throwingSystem.TryThrow(held, _random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50), 0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f), uid, 0); } } public override void Initialize() { base.Initialize(); SubscribeLocalEvent(FallOver); } } /// /// Raised after an entity falls down. /// public sealed class FellDownEvent : EntityEventArgs { public EntityUid Uid { get; } public FellDownEvent(EntityUid uid) { Uid = uid; } }