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RepulseAttractSystem.cs 3.5 KB

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  1. using Content.Shared.Physics;
  2. using Content.Shared.Throwing;
  3. using Content.Shared.Timing;
  4. using Content.Shared.Weapons.Melee.Events;
  5. using Content.Shared.Whitelist;
  6. using Content.Shared.Wieldable;
  7. using Robust.Shared.Map;
  8. using Robust.Shared.Physics.Components;
  9. using System.Numerics;
  10. using Content.Shared.RepulseAttract.Events;
  11. using Content.Shared.Weapons.Melee;
  12. namespace Content.Shared.RepulseAttract;
  13. public sealed class RepulseAttractSystem : EntitySystem
  14. {
  15. [Dependency] private readonly EntityLookupSystem _lookup = default!;
  16. [Dependency] private readonly ThrowingSystem _throw = default!;
  17. [Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
  18. [Dependency] private readonly SharedTransformSystem _xForm = default!;
  19. [Dependency] private readonly UseDelaySystem _delay = default!;
  20. private EntityQuery<PhysicsComponent> _physicsQuery;
  21. private HashSet<EntityUid> _entSet = new();
  22. public override void Initialize()
  23. {
  24. base.Initialize();
  25. _physicsQuery = GetEntityQuery<PhysicsComponent>();
  26. SubscribeLocalEvent<RepulseAttractComponent, MeleeHitEvent>(OnMeleeAttempt, before: [typeof(UseDelayOnMeleeHitSystem)], after: [typeof(SharedWieldableSystem)]);
  27. SubscribeLocalEvent<RepulseAttractComponent, RepulseAttractActionEvent>(OnRepulseAttractAction);
  28. }
  29. private void OnMeleeAttempt(Entity<RepulseAttractComponent> ent, ref MeleeHitEvent args)
  30. {
  31. if (_delay.IsDelayed(ent.Owner))
  32. return;
  33. TryRepulseAttract(ent, args.User);
  34. }
  35. private void OnRepulseAttractAction(Entity<RepulseAttractComponent> ent, ref RepulseAttractActionEvent args)
  36. {
  37. if (args.Handled)
  38. return;
  39. var position = _xForm.GetMapCoordinates(args.Performer);
  40. args.Handled = TryRepulseAttract(position, args.Performer, ent.Comp.Speed, ent.Comp.Range, ent.Comp.Whitelist, ent.Comp.CollisionMask);
  41. }
  42. public bool TryRepulseAttract(Entity<RepulseAttractComponent> ent, EntityUid user)
  43. {
  44. var position = _xForm.GetMapCoordinates(ent.Owner);
  45. return TryRepulseAttract(position, user, ent.Comp.Speed, ent.Comp.Range, ent.Comp.Whitelist, ent.Comp.CollisionMask);
  46. }
  47. public bool TryRepulseAttract(MapCoordinates position, EntityUid? user, float speed, float range, EntityWhitelist? whitelist = null, CollisionGroup layer = CollisionGroup.SingularityLayer)
  48. {
  49. _entSet.Clear();
  50. var epicenter = position.Position;
  51. _lookup.GetEntitiesInRange(position.MapId, epicenter, range, _entSet, flags: LookupFlags.Dynamic | LookupFlags.Sundries);
  52. foreach (var target in _entSet)
  53. {
  54. if (!_physicsQuery.TryGetComponent(target, out var physics)
  55. || (physics.CollisionLayer & (int)layer) != 0x0) // exclude layers like ghosts
  56. continue;
  57. if (_whitelist.IsWhitelistFail(whitelist, target))
  58. continue;
  59. var targetPos = _xForm.GetWorldPosition(target);
  60. // vector from epicenter to target entity
  61. var direction = targetPos - epicenter;
  62. if (direction == Vector2.Zero)
  63. continue;
  64. // attract: throw all items directly to to the epicenter
  65. // repulse: throw them up to the maximum range
  66. var throwDirection = speed < 0 ? -direction : direction.Normalized() * (range - direction.Length());
  67. _throw.TryThrow(target, throwDirection, Math.Abs(speed), user, recoil: false, compensateFriction: true);
  68. }
  69. return true;
  70. }
  71. }