Files
tbd-station-14/Content.Server/Throwing/ThrowHelper.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

111 lines
4.3 KiB
C#

using System;
using Content.Server.Interaction;
using Content.Shared.Item;
using Content.Shared.MobState.Components;
using Content.Shared.Tag;
using Content.Shared.Throwing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server.Throwing
{
internal static class ThrowHelper
{
private const float ThrowAngularImpulse = 1.5f;
/// <summary>
/// The minimum amount of time an entity needs to be thrown before the timer can be run.
/// Anything below this threshold never enters the air.
/// </summary>
private const float FlyTime = 0.15f;
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="entity">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
/// <param name="user"></param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
internal static void TryThrow(this EntityUid entity, Vector2 direction, float strength = 1.0f, EntityUid? user = null, float pushbackRatio = 10.0f)
{
var entities = IoCManager.Resolve<IEntityManager>();
if (entities.GetComponent<MetaDataComponent>(entity).EntityDeleted ||
strength <= 0f ||
!entities.TryGetComponent(entity, out PhysicsComponent? physicsComponent))
{
return;
}
if (physicsComponent.BodyType == BodyType.Static)
{
Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
return;
}
if (entities.HasComponent<MobStateComponent>(entity))
{
Logger.Warning("Throwing not supported for mobs!");
return;
}
var comp = entity.EnsureComponent<ThrownItemComponent>();
if (entities.HasComponent<SharedItemComponent>(entity))
{
comp.Thrower = user;
// Give it a l'il spin.
if (!entity.HasTag("NoSpinOnThrow"))
{
physicsComponent.ApplyAngularImpulse(ThrowAngularImpulse);
}
else if(direction != Vector2.Zero)
{
entities.GetComponent<TransformComponent>(entity).LocalRotation = direction.ToWorldAngle() - Math.PI;
}
if (user != null)
EntitySystem.Get<InteractionSystem>().ThrownInteraction(user.Value, entity);
}
var impulseVector = direction.Normalized * strength * physicsComponent.Mass;
physicsComponent.ApplyLinearImpulse(impulseVector);
// Estimate time to arrival so we can apply OnGround status and slow it much faster.
var time = (direction / strength).Length;
if (time < FlyTime)
{
physicsComponent.BodyStatus = BodyStatus.OnGround;
EntitySystem.Get<ThrownItemSystem>().LandComponent(comp);
}
else
{
physicsComponent.BodyStatus = BodyStatus.InAir;
Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
{
if (physicsComponent.Deleted) return;
physicsComponent.BodyStatus = BodyStatus.OnGround;
EntitySystem.Get<ThrownItemSystem>().LandComponent(comp);
});
}
// Give thrower an impulse in the other direction
if (user != null && pushbackRatio > 0.0f && entities.TryGetComponent(user.Value, out IPhysBody? body))
{
var msg = new ThrowPushbackAttemptEvent();
entities.EventBus.RaiseLocalEvent(body.Owner, msg);
if (!msg.Cancelled)
{
body.ApplyLinearImpulse(-impulseVector * pushbackRatio);
}
}
}
}
}