Files
tbd-station-14/Content.Server/Throw/ThrowHelper.cs
DrSmugleaf 753ca81865 Replace MapIndices with Vector2i (#2228)
* Replace MapIndices with Vector2i

* Update da submodule

* AA EE II OO U U

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-11 15:21:21 +02:00

156 lines
6.7 KiB
C#

using System;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Server.Throw
{
public static class ThrowHelper
{
/// <summary>
/// Throw an entity in the direction of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>.
/// </summary>
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForce">
/// The force to throw the entity with.
/// Total impulse applied is equal to this force applied for one second.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This is only used to calculate a direction,
/// actual distance is purely determined by <paramref name="throwForce"/>.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void Throw(IEntity thrownEnt, float throwForce, EntityCoordinates targetLoc, EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
if (!thrownEnt.TryGetComponent(out ICollidableComponent colComp))
return;
var entityManager = IoCManager.Resolve<IEntityManager>();
colComp.CanCollide = true;
// I can now collide with player, so that i can do damage.
if (!thrownEnt.TryGetComponent(out ThrownItemComponent projComp))
{
projComp = thrownEnt.AddComponent<ThrownItemComponent>();
if (colComp.PhysicsShapes.Count == 0)
colComp.PhysicsShapes.Add(new PhysShapeAabb());
colComp.PhysicsShapes[0].CollisionMask |= (int) CollisionGroup.ThrownItem;
colComp.Status = BodyStatus.InAir;
}
var angle = new Angle(targetLoc.ToMapPos(entityManager) - sourceLoc.ToMapPos(entityManager));
if (spread)
{
var spreadRandom = IoCManager.Resolve<IRobustRandom>();
angle += Angle.FromDegrees(spreadRandom.NextGaussian(0, 3));
}
if (throwSourceEnt != null)
{
projComp.User = throwSourceEnt;
projComp.IgnoreEntity(throwSourceEnt);
if (ActionBlockerSystem.CanChangeDirection(throwSourceEnt))
{
throwSourceEnt.Transform.LocalRotation = angle.GetCardinalDir().ToAngle();
}
}
// scaling is handled elsewhere, this is just multiplying by 10 independent of timing as a fix until elsewhere values are updated
var spd = throwForce * 10;
projComp.StartThrow(angle.ToVec(), spd);
if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent<ICollidableComponent>(out var physics) &&
physics.TryGetController(out MoverController mover))
{
var physicsMgr = IoCManager.Resolve<IPhysicsManager>();
if (physicsMgr.IsWeightless(throwSourceEnt.Transform.Coordinates))
{
// We don't check for surrounding entities,
// so you'll still get knocked around if you're hugging the station wall in zero g.
// I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them.
const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
mover.Push(-angle.ToVec(), spd * ThrowFactor / physics.Mass);
}
}
}
/// <summary>
/// Throw an entity at the position of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>,
/// without overshooting.
/// </summary>
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForceMax">
/// The MAXIMUM force to throw the entity with.
/// Throw force increases with distance to target, this is the maximum force allowed.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This function will try to land at this exact spot,
/// if <paramref name="throwForceMax"/> is large enough to allow for it to be reached.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void ThrowTo(IEntity thrownEnt, float throwForceMax, EntityCoordinates targetLoc,
EntityCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
var timing = IoCManager.Resolve<IGameTiming>();
// Calculate the force necessary to land a throw based on throw duration, mass and distance.
if (!targetLoc.TryDistance(entityManager, sourceLoc, out var distance))
{
return;
}
var throwDuration = ThrownItemComponent.DefaultThrowTime;
var mass = 1f;
if (thrownEnt.TryGetComponent(out ICollidableComponent collidable))
{
mass = collidable.Mass;
}
var velocityNecessary = distance / throwDuration;
var impulseNecessary = velocityNecessary * mass;
var forceNecessary = impulseNecessary * (1f / timing.TickRate);
// Then clamp it to the max force allowed and call Throw().
Throw(thrownEnt, MathF.Min(forceNecessary, throwForceMax), targetLoc, sourceLoc, spread, throwSourceEnt);
}
}
}