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OldThink/Content.Shared/Throwing/ThrowingSystem.cs

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using System.Numerics;
using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
namespace Content.Shared.Throwing;
public sealed class ThrowingSystem : EntitySystem
{
public const float ThrowAngularImpulse = 5f;
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public const float PushbackDefault = 2f;
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/// <summary>
/// The minimum amount of time an entity needs to be thrown before the timer can be run.
/// Anything below this threshold never enters the air.
/// </summary>
public const float FlyTime = 0.15f;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
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public void TryThrow(
EntityUid uid,
EntityCoordinates coordinates,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
bool playSound = true)
{
var thrownPos = Transform(uid).MapPosition;
var mapPos = coordinates.ToMap(EntityManager, _transform);
if (mapPos.MapId != thrownPos.MapId)
return;
TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, playSound);
}
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/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <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>
/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
/// <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>
public void TryThrow(EntityUid uid,
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Vector2 direction,
float strength = 1.0f,
EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
bool playSound = true)
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{
var physicsQuery = GetEntityQuery<PhysicsComponent>();
if (!physicsQuery.TryGetComponent(uid, out var physics))
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return;
var projectileQuery = GetEntityQuery<ProjectileComponent>();
var tagQuery = GetEntityQuery<TagComponent>();
TryThrow(
uid,
direction,
physics,
Transform(uid),
projectileQuery,
strength,
user,
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pushbackRatio,
playSound);
}
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="uid">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
/// <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>
public void TryThrow(EntityUid uid,
Vector2 direction,
PhysicsComponent physics,
TransformComponent transform,
EntityQuery<ProjectileComponent> projectileQuery,
float strength = 1.0f,
EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
bool playSound = true)
{
if (strength <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.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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{
Log.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
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return;
}
if (projectileQuery.HasComponent(uid))
return;
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var comp = EnsureComp<ThrownItemComponent>(uid);
comp.Thrower = user;
ThrowingAngleComponent? throwingAngle = null;
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// Give it a l'il spin.
if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
{
_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
}
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else
{
Resolve(uid, ref throwingAngle, false);
var gridRot = _transform.GetWorldRotation(transform.ParentUid);
var angle = direction.ToWorldAngle() - gridRot;
var offset = throwingAngle?.Angle ?? Angle.Zero;
_transform.SetLocalRotation(uid, angle + offset);
}
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if (user != null)
_interactionSystem.ThrownInteraction(user.Value, uid);
var impulseVector = direction.Normalized() * strength * physics.Mass;
_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.
var time = direction.Length() / strength;
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if (time < FlyTime)
{
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_thrownSystem.LandComponent(uid, comp, physics, playSound);
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}
else
{
_physics.SetBodyStatus(physics, BodyStatus.InAir);
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Timer.Spawn(TimeSpan.FromSeconds(time - FlyTime), () =>
{
if (physics.Deleted)
return;
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_thrownSystem.LandComponent(uid, comp, physics, playSound);
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});
}
// Give thrower an impulse in the other direction
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if (user != null &&
pushbackRatio != 0.0f &&
physics.Mass > 0f &&
TryComp(user.Value, out PhysicsComponent? userPhysics) &&
_gravity.IsWeightless(user.Value, userPhysics))
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{
var msg = new ThrowPushbackAttemptEvent();
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RaiseLocalEvent(uid, msg);
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const float MassLimit = 5f;
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if (!msg.Cancelled)
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_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(MassLimit, physics.Mass), body: userPhysics);
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}
}
}