using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.EntitySystems.Click;
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 (Deleted)
{
return;
}
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();
}
}
}