Files
tbd-station-14/Content.Shared/Movement/EntitySystems/SharedMobMoverSystem.cs
DrSmugleaf 9b8185db23 Deprecate IActionBlocker in favour of cancellable events (#4193)
* Deprecate IActionBlocker in favour of cancellable events

* Bring back old speech/emoting component restrictions

* Rename action blocker listener methods

* Use Entity System public methods instead of extension methods

Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2021-06-19 10:03:24 +02:00

42 lines
1.3 KiB
C#

#nullable enable
using Content.Shared.Movement.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Movement.EntitySystems
{
public sealed class SharedMobMoverSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
Get<SharedPhysicsSystem>().KinematicControllerCollision += HandleCollisionMessage;
}
public override void Shutdown()
{
base.Shutdown();
Get<SharedPhysicsSystem>().KinematicControllerCollision -= HandleCollisionMessage;
}
/// <summary>
/// Fake pushing for player collisions.
/// </summary>
private void HandleCollisionMessage(Fixture ourFixture, Fixture otherFixture, float frameTime, Manifold manifold)
{
var otherBody = otherFixture.Body;
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
var normal = manifold.LocalNormal;
if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || normal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-normal * mobMover.PushStrength * frameTime);
}
}
}