Files
tbd-station-14/Content.Server/Standing/StandingStateSystem.cs
2021-12-05 18:09:01 +01:00

42 lines
1.4 KiB
C#

using Content.Server.Hands.Components;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
namespace Content.Server.Standing;
public class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
{
var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
var dropAngle = _random.NextFloat(0.8f, 1.2f);
if (!EntityManager.TryGetComponent(uid, out HandsComponent? hands))
return;
foreach (var heldItem in hands.GetAllHeldItems())
{
if (!hands.Drop(heldItem.Owner))
continue;
var worldRotation = EntityManager.GetComponent<TransformComponent>(uid).WorldRotation.ToVec();
Throwing.ThrowHelper.TryThrow(heldItem.Owner,
_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
uid, 0);
}
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StandingStateComponent, DropHandItemsEvent>(FallOver);
}
}