Files
tbd-station-14/Content.Shared/Movement/EntitySystems/SharedMobMoverSystem.cs
2021-07-19 18:49:18 +10:00

39 lines
1.3 KiB
C#

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, Vector2 worldNormal)
{
var otherBody = otherFixture.Body;
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
}
}
}