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