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); } } }