42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public sealed class SharedMobMoverSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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Get<SharedPhysicsSystem>().KinematicControllerCollision += HandleCollisionMessage;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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Get<SharedPhysicsSystem>().KinematicControllerCollision -= HandleCollisionMessage;
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}
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/// <summary>
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/// Fake pushing for player collisions.
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/// </summary>
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private void HandleCollisionMessage(Fixture ourFixture, Fixture otherFixture, float frameTime, Manifold manifold)
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{
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var otherBody = otherFixture.Body;
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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var normal = manifold.LocalNormal;
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if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || normal == Vector2.Zero) return;
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otherBody.ApplyLinearImpulse(-normal * mobMover.PushStrength * frameTime);
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}
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}
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}
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