105 lines
3.2 KiB
C#
105 lines
3.2 KiB
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Shared.GameObjects.Components.Items;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Physics;
|
|
|
|
namespace Content.Shared.GameObjects.EntitySystems
|
|
{
|
|
/// <summary>
|
|
/// Handles throwing landing and collisions.
|
|
/// </summary>
|
|
public class ThrownItemSystem : EntitySystem
|
|
{
|
|
private List<IThrowCollide> _throwCollide = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleep);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
UnsubscribeLocalEvent<PhysicsSleepMessage>();
|
|
}
|
|
|
|
private void HandleSleep(PhysicsSleepMessage message)
|
|
{
|
|
// TODO: Sub to ThrownitemComponent
|
|
if (message.Body.Deleted || !message.Body.Owner.TryGetComponent(out ThrownItemComponent? thrownItem)) return;
|
|
|
|
var user = thrownItem.Thrower;
|
|
var landing = message.Body.Owner;
|
|
var coordinates = landing.Transform.Coordinates;
|
|
|
|
// LandInteraction
|
|
// TODO: Refactor these to system messages
|
|
var landMsg = new LandMessage(user, landing, coordinates);
|
|
RaiseLocalEvent(landMsg);
|
|
if (landMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var comps = landing.GetAllComponents<ILand>().ToArray();
|
|
var landArgs = new LandEventArgs(user, coordinates);
|
|
|
|
// Call Land on all components that implement the interface
|
|
foreach (var comp in comps)
|
|
{
|
|
if (landing.Deleted) break;
|
|
comp.Land(landArgs);
|
|
}
|
|
|
|
ComponentManager.RemoveComponent(landing.Uid, thrownItem);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls ThrowCollide on all components that implement the IThrowCollide interface
|
|
/// on a thrown entity and the target entity it hit.
|
|
/// </summary>
|
|
public void ThrowCollideInteraction(IEntity? user, IPhysBody thrown, IPhysBody target)
|
|
{
|
|
// TODO: Just pass in the bodies directly
|
|
var collideMsg = new ThrowCollideMessage(user, thrown.Owner, target.Owner);
|
|
RaiseLocalEvent(collideMsg);
|
|
if (collideMsg.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var eventArgs = new ThrowCollideEventArgs(user, thrown.Owner, target.Owner);
|
|
|
|
foreach (var comp in target.Owner.GetAllComponents<IThrowCollide>())
|
|
{
|
|
_throwCollide.Add(comp);
|
|
}
|
|
|
|
foreach (var collide in _throwCollide)
|
|
{
|
|
if (target.Owner.Deleted) break;
|
|
collide.HitBy(eventArgs);
|
|
}
|
|
|
|
_throwCollide.Clear();
|
|
|
|
foreach (var comp in thrown.Owner.GetAllComponents<IThrowCollide>())
|
|
{
|
|
_throwCollide.Add(comp);
|
|
}
|
|
|
|
foreach (var collide in _throwCollide)
|
|
{
|
|
if (thrown.Owner.Deleted) break;
|
|
collide.DoHit(eventArgs);
|
|
}
|
|
|
|
_throwCollide.Clear();
|
|
}
|
|
}
|
|
}
|