using Content.Server.GameObjects.Components.Projectiles; using Content.Server.GameObjects.EntitySystems.Click; using Content.Server.Interfaces.GameObjects.Components.Interaction; using Content.Shared.GameObjects; using Content.Shared.Physics; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Physics; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Timers; namespace Content.Server.GameObjects.Components { [RegisterComponent] internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior { public const float DefaultThrowTime = 0.25f; private bool _shouldCollide = true; public override string Name => "ThrownItem"; public override uint? NetID => ContentNetIDs.THROWN_ITEM; /// /// User who threw the item. /// public IEntity User; void ICollideBehavior.CollideWith(IEntity entity) { if (!_shouldCollide) return; if (entity.TryGetComponent(out DamageableComponent damage)) { damage.TakeDamage(DamageType.Brute, 10, Owner, User); } // Stop colliding with mobs, this mimics not having enough velocity to do damage // after impacting the first object. // For realism this should actually be changed when the velocity of the object is less than a threshold. // This would allow ricochets off walls, and weird gravity effects from slowing the object. if (Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1) { _shouldCollide = false; } } private void StopThrow() { if (Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1) { body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem; var physics = Owner.GetComponent(); physics.LinearVelocity = Vector2.Zero; physics.Status = BodyStatus.OnGround; body.Status = BodyStatus.OnGround; Owner.RemoveComponent(); EntitySystem.Get().LandInteraction(User, Owner, Owner.Transform.GridPosition); } } void ICollideBehavior.PostCollide(int collideCount) { if (collideCount > 0) { StopThrow(); } } public void StartThrow(Vector2 initialImpulse) { var comp = Owner.GetComponent(); comp.Status = BodyStatus.InAir; comp.Momentum = initialImpulse; StartStopTimer(); } private void StartStopTimer() { Timer.Spawn((int) (DefaultThrowTime * 1000), MaybeStopThrow); } private void MaybeStopThrow() { if (Deleted) { return; } if (IoCManager.Resolve().IsWeightless(Owner.Transform.GridPosition)) { StartStopTimer(); return; } StopThrow(); } } }