139 lines
5.3 KiB
C#
139 lines
5.3 KiB
C#
using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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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 = 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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public const float FlyTime = 0.15f;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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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 = 5.0f)
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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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tagQuery,
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strength,
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user,
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pushbackRatio);
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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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EntityQuery<TagComponent> tagQuery,
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = 5.0f)
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{
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if (strength <= 0 || direction == Vector2.Infinity || direction == Vector2.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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Logger.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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if (projectileQuery.HasComponent(uid))
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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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// Give it a l'il spin.
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if (!tagQuery.TryGetComponent(uid, out var tag) || !_tagSystem.HasTag(tag, "NoSpinOnThrow"))
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_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse, body: physics);
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else
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transform.LocalRotation = direction.ToWorldAngle() - Math.PI;
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if (user != null)
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_interactionSystem.ThrownInteraction(user.Value, uid);
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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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// 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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_thrownSystem.LandComponent(uid, comp, physics);
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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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Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
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{
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if (physics.Deleted)
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return;
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_thrownSystem.LandComponent(uid, comp, physics);
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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 &&
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pushbackRatio > 0.0f &&
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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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if (!msg.Cancelled)
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_physics.ApplyLinearImpulse(user.Value, -impulseVector * pushbackRatio, body: userPhysics);
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}
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}
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}
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