#nullable enable using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.EntitySystems.Click; using Content.Shared.GameObjects.Components.Items; using Content.Shared.GameObjects.Components.Mobs.State; using Robust.Shared.GameObjects; using Robust.Shared.Log; using Robust.Shared.Maths; using Robust.Shared.Physics; namespace Content.Server.GameObjects.Components.Items { internal static class ThrowHelper { /// /// Tries to throw the entity if it has a physics component, otherwise does nothing. /// /// /// Will use the vector's magnitude as the strength of the impulse /// /// The ratio of impulse applied to the thrower internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f) { if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent)) { return; } if (physicsComponent.BodyType == BodyType.Static) { Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!"); return; } if (entity.HasComponent()) { Logger.Warning("Throwing not supported for mobs!"); return; } if (entity.HasComponent()) { entity.EnsureComponent().Thrower = user; if (user != null) EntitySystem.Get().ThrownInteraction(user, entity); } physicsComponent.ApplyLinearImpulse(direction); // Give thrower an impulse in the other direction if (user != null && pushbackRatio > 0.0f && user.TryGetComponent(out IPhysBody? body)) { body.ApplyLinearImpulse(-direction * pushbackRatio); } } } }