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- using Content.Shared.Physics;
- using Content.Shared.Throwing;
- using Content.Shared.Timing;
- using Content.Shared.Weapons.Melee.Events;
- using Content.Shared.Whitelist;
- using Content.Shared.Wieldable;
- using Robust.Shared.Map;
- using Robust.Shared.Physics.Components;
- using System.Numerics;
- using Content.Shared.RepulseAttract.Events;
- using Content.Shared.Weapons.Melee;
- namespace Content.Shared.RepulseAttract;
- public sealed class RepulseAttractSystem : EntitySystem
- {
- [Dependency] private readonly EntityLookupSystem _lookup = default!;
- [Dependency] private readonly ThrowingSystem _throw = default!;
- [Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
- [Dependency] private readonly SharedTransformSystem _xForm = default!;
- [Dependency] private readonly UseDelaySystem _delay = default!;
- private EntityQuery<PhysicsComponent> _physicsQuery;
- private HashSet<EntityUid> _entSet = new();
- public override void Initialize()
- {
- base.Initialize();
- _physicsQuery = GetEntityQuery<PhysicsComponent>();
- SubscribeLocalEvent<RepulseAttractComponent, MeleeHitEvent>(OnMeleeAttempt, before: [typeof(UseDelayOnMeleeHitSystem)], after: [typeof(SharedWieldableSystem)]);
- SubscribeLocalEvent<RepulseAttractComponent, RepulseAttractActionEvent>(OnRepulseAttractAction);
- }
- private void OnMeleeAttempt(Entity<RepulseAttractComponent> ent, ref MeleeHitEvent args)
- {
- if (_delay.IsDelayed(ent.Owner))
- return;
- TryRepulseAttract(ent, args.User);
- }
- private void OnRepulseAttractAction(Entity<RepulseAttractComponent> ent, ref RepulseAttractActionEvent args)
- {
- if (args.Handled)
- return;
-
- var position = _xForm.GetMapCoordinates(args.Performer);
- args.Handled = TryRepulseAttract(position, args.Performer, ent.Comp.Speed, ent.Comp.Range, ent.Comp.Whitelist, ent.Comp.CollisionMask);
- }
- public bool TryRepulseAttract(Entity<RepulseAttractComponent> ent, EntityUid user)
- {
- var position = _xForm.GetMapCoordinates(ent.Owner);
- return TryRepulseAttract(position, user, ent.Comp.Speed, ent.Comp.Range, ent.Comp.Whitelist, ent.Comp.CollisionMask);
- }
- public bool TryRepulseAttract(MapCoordinates position, EntityUid? user, float speed, float range, EntityWhitelist? whitelist = null, CollisionGroup layer = CollisionGroup.SingularityLayer)
- {
- _entSet.Clear();
- var epicenter = position.Position;
- _lookup.GetEntitiesInRange(position.MapId, epicenter, range, _entSet, flags: LookupFlags.Dynamic | LookupFlags.Sundries);
- foreach (var target in _entSet)
- {
- if (!_physicsQuery.TryGetComponent(target, out var physics)
- || (physics.CollisionLayer & (int)layer) != 0x0) // exclude layers like ghosts
- continue;
- if (_whitelist.IsWhitelistFail(whitelist, target))
- continue;
- var targetPos = _xForm.GetWorldPosition(target);
- // vector from epicenter to target entity
- var direction = targetPos - epicenter;
- if (direction == Vector2.Zero)
- continue;
- // attract: throw all items directly to to the epicenter
- // repulse: throw them up to the maximum range
- var throwDirection = speed < 0 ? -direction : direction.Normalized() * (range - direction.Length());
- _throw.TryThrow(target, throwDirection, Math.Abs(speed), user, recoil: false, compensateFriction: true);
- }
- return true;
- }
- }
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