173 lines
6.8 KiB
C#
173 lines
6.8 KiB
C#
using System.Numerics;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Throwing;
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public sealed class ThrowingSystem : EntitySystem
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{
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public const float ThrowAngularImpulse = 5f;
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public const float PushbackDefault = 2f;
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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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public const float FlyTime = 0.15f;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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public void TryThrow(
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EntityUid uid,
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EntityCoordinates coordinates,
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool playSound = true)
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{
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var thrownPos = Transform(uid).MapPosition;
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var mapPos = coordinates.ToMap(EntityManager, _transform);
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if (mapPos.MapId != thrownPos.MapId)
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return;
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TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, playSound);
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}
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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="uid">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="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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public void TryThrow(EntityUid uid,
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Vector2 direction,
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool playSound = true)
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{
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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if (!physicsQuery.TryGetComponent(uid, out var physics))
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return;
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var projectileQuery = GetEntityQuery<ProjectileComponent>();
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var tagQuery = GetEntityQuery<TagComponent>();
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TryThrow(
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uid,
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direction,
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physics,
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Transform(uid),
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projectileQuery,
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strength,
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user,
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pushbackRatio,
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playSound);
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}
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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="uid">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="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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public void TryThrow(EntityUid uid,
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Vector2 direction,
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PhysicsComponent physics,
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TransformComponent transform,
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EntityQuery<ProjectileComponent> projectileQuery,
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool playSound = true)
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{
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if (strength <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero)
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return;
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if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
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{
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Log.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
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return;
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}
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// Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
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if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
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return;
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var comp = EnsureComp<ThrownItemComponent>(uid);
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comp.Thrower = user;
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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.Length() / strength;
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comp.ThrownTime = _gameTiming.CurTime;
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comp.LandTime = time < FlyTime ? default : comp.ThrownTime + TimeSpan.FromSeconds(time - FlyTime);
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comp.PlayLandSound = playSound;
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ThrowingAngleComponent? throwingAngle = null;
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// Give it a l'il spin.
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if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
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{
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_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
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}
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else
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{
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Resolve(uid, ref throwingAngle, false);
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var gridRot = _transform.GetWorldRotation(transform.ParentUid);
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var angle = direction.ToWorldAngle() - gridRot;
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var offset = throwingAngle?.Angle ?? Angle.Zero;
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_transform.SetLocalRotation(uid, angle + offset);
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}
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var throwEvent = new ThrownEvent(user, uid);
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RaiseLocalEvent(uid, ref throwEvent, true);
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if (user != null)
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_adminLogger.Add(LogType.Throw, LogImpact.Low, $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity}");
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var impulseVector = direction.Normalized() * strength * physics.Mass;
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_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
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if (comp.LandTime <= TimeSpan.Zero)
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{
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_thrownSystem.LandComponent(uid, comp, physics, playSound);
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}
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else
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{
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_physics.SetBodyStatus(physics, BodyStatus.InAir);
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}
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// Give thrower an impulse in the other direction
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if (user != null &&
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pushbackRatio != 0.0f &&
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physics.Mass > 0f &&
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TryComp(user.Value, out PhysicsComponent? userPhysics) &&
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_gravity.IsWeightless(user.Value, userPhysics))
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{
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var msg = new ThrowPushbackAttemptEvent();
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RaiseLocalEvent(uid, msg);
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const float MassLimit = 5f;
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if (!msg.Cancelled)
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_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(MassLimit, physics.Mass), body: userPhysics);
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}
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}
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}
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