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- using Content.Shared.Magic.Components;
- using Content.Shared.Physics;
- using Robust.Shared.Containers;
- using Robust.Shared.Physics;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Systems;
- using System.Linq;
- namespace Content.Shared.Magic.Systems;
- public sealed class AnimateSpellSystem : EntitySystem
- {
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] private readonly SharedContainerSystem _container = default!;
- public override void Initialize()
- {
- SubscribeLocalEvent<AnimateComponent, MapInitEvent>(OnAnimate);
- }
- private void OnAnimate(Entity<AnimateComponent> ent, ref MapInitEvent args)
- {
- // Physics bullshittery necessary for object to behave properly
- if (!TryComp<FixturesComponent>(ent, out var fixtures) || !TryComp<PhysicsComponent>(ent, out var physics))
- return;
- var xform = Transform(ent);
- var fixture = fixtures.Fixtures.First();
- _transform.Unanchor(ent); // If left anchored they are effectively stuck/immobile and not a threat
- _physics.SetCanCollide(ent, true, true, false, fixtures, physics);
- _physics.SetCollisionMask(ent, fixture.Key, fixture.Value, (int)CollisionGroup.FlyingMobMask, fixtures, physics);
- _physics.SetCollisionLayer(ent, fixture.Key, fixture.Value, (int)CollisionGroup.FlyingMobLayer, fixtures, physics);
- _physics.SetBodyType(ent, BodyType.KinematicController, fixtures, physics, xform);
- _physics.SetBodyStatus(ent, physics, BodyStatus.InAir, true);
- _physics.SetFixedRotation(ent, false, true, fixtures, physics);
- _physics.SetHard(ent, fixture.Value, true, fixtures);
- _container.AttachParentToContainerOrGrid((ent, xform)); // Items animated inside inventory now exit, they can't be picked up and so can't escape otherwise
- var ev = new AnimateSpellEvent();
- RaiseLocalEvent(ref ev);
- }
- }
- [ByRefEvent]
- public readonly record struct AnimateSpellEvent;
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