using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Camera;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Projectiles;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Content.Shared.Throwing;
public sealed class ThrowingSystem : EntitySystem
{
public const float ThrowAngularImpulse = 5f;
///
/// Speed cap on rotation in case of click-spam.
///
public const float ThrowAngularCap = 3f * MathF.PI;
public const float PushbackDefault = 2f;
public const float FlyTimePercentage = 0.8f;
private float _frictionModifier;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
}
public void TryThrow(
EntityUid uid,
EntityCoordinates coordinates,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true)
{
var thrownPos = _transform.GetMapCoordinates(uid);
var mapPos = _transform.ToMapCoordinates(coordinates);
if (mapPos.MapId != thrownPos.MapId)
return;
TryThrow(uid, mapPos.Position - thrownPos.Position, baseThrowSpeed, user, pushbackRatio, friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin);
}
///
/// 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.
/// Throw velocity. Gets modified if compensateFriction is true.
/// The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced
/// friction value used for the distance calculation. If set to null this defaults to the standard tile values
/// True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.
/// Whether spin will be applied to the thrown entity.
public void TryThrow(EntityUid uid,
Vector2 direction,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true)
{
var physicsQuery = GetEntityQuery();
if (!physicsQuery.TryGetComponent(uid, out var physics))
return;
var projectileQuery = GetEntityQuery();
TryThrow(
uid,
direction,
physics,
Transform(uid),
projectileQuery,
baseThrowSpeed,
user,
pushbackRatio,
friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin);
}
///
/// 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.
/// Throw velocity. Gets modified if compensateFriction is true.
/// The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced
/// friction value used for the distance calculation. If set to null this defaults to the standard tile values
/// True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.
/// Whether spin will be applied to the thrown entity.
public void TryThrow(EntityUid uid,
Vector2 direction,
PhysicsComponent physics,
TransformComponent transform,
EntityQuery projectileQuery,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true)
{
if (baseThrowSpeed <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero || friction < 0)
return;
if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
{
Log.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
return;
}
// Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
return;
var comp = new ThrownItemComponent
{
Thrower = user,
Animate = animated,
};
// if not given, get the default friction value for distance calculation
var tileFriction = friction ?? _frictionModifier * TileFrictionController.DefaultFriction;
if (tileFriction == 0f)
compensateFriction = false; // cannot calculate this if there is no friction
// Set the time the item is supposed to be in the air so we can apply OnGround status.
// This is a free parameter, but we should set it to something reasonable.
var flyTime = direction.Length() / baseThrowSpeed;
if (compensateFriction)
flyTime *= FlyTimePercentage;
comp.ThrownTime = _gameTiming.CurTime;
comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime);
comp.PlayLandSound = playSound;
AddComp(uid, comp, true);
ThrowingAngleComponent? throwingAngle = null;
// Give it a l'il spin.
if (doSpin)
{
if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
{
_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
}
else
{
Resolve(uid, ref throwingAngle, false);
var gridRot = _transform.GetWorldRotation(transform.ParentUid);
var angle = direction.ToWorldAngle() - gridRot;
var offset = throwingAngle?.Angle ?? Angle.Zero;
_transform.SetLocalRotation(uid, angle + offset);
}
}
var throwEvent = new ThrownEvent(user, uid);
RaiseLocalEvent(uid, ref throwEvent, true);
if (user != null)
_adminLogger.Add(LogType.Throw, LogImpact.Low, $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity}");
// if compensateFriction==true compensate for the distance the item will slide over the floor after landing by reducing the throw speed accordingly.
// else let the item land on the cursor and from where it slides a little further.
// This is an exact formula we get from exponentially decaying velocity after landing.
// If someone changes how tile friction works at some point, this will have to be adjusted.
var throwSpeed = compensateFriction ? direction.Length() / (flyTime + 1 / tileFriction) : baseThrowSpeed;
var impulseVector = direction.Normalized() * throwSpeed * physics.Mass;
_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
if (comp.LandTime == null || comp.LandTime <= TimeSpan.Zero)
{
_thrownSystem.LandComponent(uid, comp, physics, playSound);
}
else
{
_physics.SetBodyStatus(uid, physics, BodyStatus.InAir);
}
if (user == null)
return;
if (recoil)
_recoil.KickCamera(user.Value, -direction * 0.04f);
// Give thrower an impulse in the other direction
if (pushbackRatio != 0.0f &&
physics.Mass > 0f &&
TryComp(user.Value, out PhysicsComponent? userPhysics) &&
_gravity.IsWeightless(user.Value, userPhysics))
{
var msg = new ThrowPushbackAttemptEvent();
RaiseLocalEvent(uid, msg);
const float massLimit = 5f;
if (!msg.Cancelled)
_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(massLimit, physics.Mass), body: userPhysics);
}
}
}