44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Standing;
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using Robust.Shared.Random;
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namespace Content.Server.Standing;
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public sealed class StandingStateSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
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{
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var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
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var dropAngle = _random.NextFloat(0.8f, 1.2f);
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if (!TryComp(uid, out SharedHandsComponent? handsComp))
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return;
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var worldRotation = EntityManager.GetComponent<TransformComponent>(uid).WorldRotation.ToVec();
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.HeldEntity is not EntityUid held)
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continue;
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if (!_handsSystem.TryDrop(uid, hand, null, checkActionBlocker: false, handsComp: handsComp))
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continue;
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Throwing.ThrowHelper.TryThrow(held,
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_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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uid, 0);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StandingStateComponent, DropHandItemsEvent>(FallOver);
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}
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}
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