using System;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Physics;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Server.Throw
{
public static class ThrowHelper
{
///
/// Throw an entity in the direction of from .
///
/// The entity to throw.
///
/// The force to throw the entity with.
/// Total impulse applied is equal to this force applied for one second.
///
///
/// The target location to throw at.
/// This is only used to calculate a direction,
/// actual distance is purely determined by .
///
///
/// The position to start the throw from.
///
///
/// If true, slightly spread the actual throw angle.
///
///
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
///
public static void Throw(this IEntity thrownEnt, float throwForce, EntityCoordinates targetLoc, EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
if (!thrownEnt.TryGetComponent(out IPhysicsComponent colComp))
return;
var entityManager = IoCManager.Resolve();
colComp.CanCollide = true;
// I can now collide with player, so that i can do damage.
if (!thrownEnt.TryGetComponent(out ThrownItemComponent projComp))
{
projComp = thrownEnt.AddComponent();
if (colComp.PhysicsShapes.Count == 0)
colComp.PhysicsShapes.Add(new PhysShapeAabb());
colComp.PhysicsShapes[0].CollisionMask |= (int) CollisionGroup.ThrownItem;
colComp.Status = BodyStatus.InAir;
}
var angle = new Angle(targetLoc.ToMapPos(entityManager) - sourceLoc.ToMapPos(entityManager));
if (spread)
{
var spreadRandom = IoCManager.Resolve();
angle += Angle.FromDegrees(spreadRandom.NextGaussian(0, 3));
}
if (throwSourceEnt != null)
{
projComp.User = throwSourceEnt;
projComp.IgnoreEntity(throwSourceEnt);
if (ActionBlockerSystem.CanChangeDirection(throwSourceEnt))
{
throwSourceEnt.Transform.LocalRotation = angle.GetCardinalDir().ToAngle();
}
}
// scaling is handled elsewhere, this is just multiplying by 60 independent of timing as a fix until elsewhere values are updated
var spd = throwForce * 60;
projComp.StartThrow(angle.ToVec(), spd);
if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent(out var physics))
{
if (throwSourceEnt.IsWeightless())
{
// We don't check for surrounding entities,
// so you'll still get knocked around if you're hugging the station wall in zero g.
// I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them.
const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
var mover = physics.EnsureController();
mover.Push(-angle.ToVec(), spd * throwFactor);
}
}
}
///
/// Throw an entity at the position of from ,
/// without overshooting.
///
/// The entity to throw.
///
/// The MAXIMUM force to throw the entity with.
/// Throw force increases with distance to target, this is the maximum force allowed.
///
///
/// The target location to throw at.
/// This function will try to land at this exact spot,
/// if is large enough to allow for it to be reached.
///
///
/// The position to start the throw from.
///
///
/// If true, slightly spread the actual throw angle.
///
///
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
///
public static void ThrowTo(this IEntity thrownEnt, float throwForceMax, EntityCoordinates targetLoc,
EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
var entityManager = IoCManager.Resolve();
var timing = IoCManager.Resolve();
// Calculate the force necessary to land a throw based on throw duration, mass and distance.
if (!targetLoc.TryDistance(entityManager, sourceLoc, out var distance))
{
return;
}
var throwDuration = ThrownItemComponent.DefaultThrowTime;
// TODO: Mass isn't even used on the system side yet for controllers so do that someday
var velocityNecessary = distance / throwDuration;
var forceNecessary = velocityNecessary / timing.TickRate;
// Then clamp it to the max force allowed and call Throw().
thrownEnt.Throw(MathF.Min(forceNecessary, throwForceMax), targetLoc, sourceLoc, spread, throwSourceEnt);
}
}
}