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