Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMoverController.Pushing.cs

57 lines
1.6 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private bool _pushingEnabled;
private void InitializePushing()
{
_configManager.OnValueChanged(CCVars.MobPushing, SetPushing, true);
}
private void SetPushing(bool value)
{
if (_pushingEnabled == value) return;
_pushingEnabled = value;
if (_pushingEnabled)
{
PhysicsSystem.KinematicControllerCollision += OnMobCollision;
}
else
{
PhysicsSystem.KinematicControllerCollision -= OnMobCollision;
}
}
private void ShutdownPushing()
{
if (_pushingEnabled)
PhysicsSystem.KinematicControllerCollision -= OnMobCollision;
_configManager.UnsubValueChanged(CCVars.MobPushing, SetPushing);
}
/// <summary>
/// Fake pushing for player collisions.
/// </summary>
private void OnMobCollision(Fixture ourFixture, Fixture otherFixture, float frameTime, Vector2 worldNormal)
{
if (!_pushingEnabled) return;
var otherBody = otherFixture.Body;
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out MobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrengthVV * frameTime);
}
}