Files
tbd-station-14/Content.Server/GameObjects/Components/Items/ThrowHelper.cs
metalgearsloth 6f3860201c Better weightless yeeting and movement (#3573)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 12:10:56 +11:00

58 lines
2.1 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Items
{
internal static class ThrowHelper
{
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="entity"></param>
/// <param name="direction">Will use the vector's magnitude as the strength of the impulse</param>
/// <param name="user"></param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower</param>
internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
if (physicsComponent.BodyType == BodyType.Static)
{
Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
return;
}
if (entity.HasComponent<IMobStateComponent>())
{
Logger.Warning("Throwing not supported for mobs!");
return;
}
if (entity.HasComponent<ItemComponent>())
{
entity.EnsureComponent<ThrownItemComponent>().Thrower = user;
if (user != null)
EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
}
physicsComponent.ApplyLinearImpulse(direction);
// Give thrower an impulse in the other direction
if (user != null && pushbackRatio > 0.0f && user.TryGetComponent(out IPhysBody? body))
{
body.ApplyLinearImpulse(-direction * pushbackRatio);
}
}
}
}