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- using System.Numerics;
- using Content.Shared.Administration.Logs;
- using Content.Shared.Camera;
- using Content.Shared.CCVar;
- using Content.Shared.Construction.Components;
- using Content.Shared.Database;
- using Content.Shared.Friction;
- using Content.Shared.Gravity;
- using Content.Shared.Projectiles;
- using Robust.Shared.Configuration;
- using Robust.Shared.Map;
- using Robust.Shared.Physics;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Timing;
- namespace Content.Shared.Throwing;
- public sealed class ThrowingSystem : EntitySystem
- {
- public const float ThrowAngularImpulse = 5f;
- /// <summary>
- /// Speed cap on rotation in case of click-spam.
- /// </summary>
- public const float ThrowAngularCap = 3f * MathF.PI;
- public const float PushbackDefault = 2f;
- public const float FlyTimePercentage = 0.8f;
- private float _frictionModifier;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly SharedGravitySystem _gravity = default!;
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
- [Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
- [Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
- [Dependency] private readonly IConfigurationManager _configManager = default!;
- public override void Initialize()
- {
- base.Initialize();
- Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
- }
- public void TryThrow(
- EntityUid uid,
- EntityCoordinates coordinates,
- float baseThrowSpeed = 10.0f,
- EntityUid? user = null,
- float pushbackRatio = PushbackDefault,
- float? friction = null,
- bool compensateFriction = false,
- bool recoil = true,
- bool animated = true,
- bool playSound = true,
- bool doSpin = true,
- bool unanchor = false)
- {
- var thrownPos = _transform.GetMapCoordinates(uid);
- var mapPos = _transform.ToMapCoordinates(coordinates);
- if (mapPos.MapId != thrownPos.MapId)
- return;
- TryThrow(uid, mapPos.Position - thrownPos.Position, baseThrowSpeed, user, pushbackRatio, friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
- }
- /// <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="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</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>
- /// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
- /// <param name="compensateFriction">True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.</param>
- /// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
- /// <param name="unanchor">If true and the thrown entity has <see cref="AnchorableComponent"/>, unanchor the thrown entity</param>
- public void TryThrow(EntityUid uid,
- Vector2 direction,
- float baseThrowSpeed = 10.0f,
- EntityUid? user = null,
- float pushbackRatio = PushbackDefault,
- float? friction = null,
- bool compensateFriction = false,
- bool recoil = true,
- bool animated = true,
- bool playSound = true,
- bool doSpin = true,
- bool unanchor = false)
- {
- var physicsQuery = GetEntityQuery<PhysicsComponent>();
- if (!physicsQuery.TryGetComponent(uid, out var physics))
- return;
- var projectileQuery = GetEntityQuery<ProjectileComponent>();
- TryThrow(
- uid,
- direction,
- physics,
- Transform(uid),
- projectileQuery,
- baseThrowSpeed,
- user,
- pushbackRatio,
- friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
- }
- /// <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="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</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>
- /// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
- /// <param name="compensateFriction">True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.</param>
- /// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
- /// <param name="unanchor">If true and the thrown entity has <see cref="AnchorableComponent"/>, unanchor the thrown entity</param>
- public void TryThrow(EntityUid uid,
- Vector2 direction,
- PhysicsComponent physics,
- TransformComponent transform,
- EntityQuery<ProjectileComponent> projectileQuery,
- float baseThrowSpeed = 10.0f,
- EntityUid? user = null,
- float pushbackRatio = PushbackDefault,
- float? friction = null,
- bool compensateFriction = false,
- bool recoil = true,
- bool animated = true,
- bool playSound = true,
- bool doSpin = true,
- bool unanchor = false)
- {
- if (baseThrowSpeed <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero || friction < 0)
- return;
- if (unanchor && HasComp<AnchorableComponent>(uid))
- _transform.Unanchor(uid);
- if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
- return;
- // Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
- if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
- return;
- var comp = new ThrownItemComponent
- {
- Thrower = user,
- Animate = animated,
- };
- // if not given, get the default friction value for distance calculation
- var tileFriction = friction ?? _frictionModifier * TileFrictionController.DefaultFriction;
- if (tileFriction == 0f)
- compensateFriction = false; // cannot calculate this if there is no friction
- // Set the time the item is supposed to be in the air so we can apply OnGround status.
- // This is a free parameter, but we should set it to something reasonable.
- var flyTime = direction.Length() / baseThrowSpeed;
- if (compensateFriction)
- flyTime *= FlyTimePercentage;
- comp.ThrownTime = _gameTiming.CurTime;
- comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime);
- comp.PlayLandSound = playSound;
- AddComp(uid, comp, true);
- ThrowingAngleComponent? throwingAngle = null;
- // Give it a l'il spin.
- if (doSpin)
- {
- if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
- {
- _physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
- }
- 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);
- }
- }
- var throwEvent = new ThrownEvent(user, uid);
- RaiseLocalEvent(uid, ref throwEvent, true);
- if (user != null)
- _adminLogger.Add(LogType.Throw, LogImpact.Low, $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity}");
- // if compensateFriction==true compensate for the distance the item will slide over the floor after landing by reducing the throw speed accordingly.
- // else let the item land on the cursor and from where it slides a little further.
- // This is an exact formula we get from exponentially decaying velocity after landing.
- // If someone changes how tile friction works at some point, this will have to be adjusted.
- var throwSpeed = compensateFriction ? direction.Length() / (flyTime + 1 / tileFriction) : baseThrowSpeed;
- var impulseVector = direction.Normalized() * throwSpeed * physics.Mass;
- _physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
- if (comp.LandTime == null || comp.LandTime <= TimeSpan.Zero)
- {
- _thrownSystem.LandComponent(uid, comp, physics, playSound);
- }
- else
- {
- _physics.SetBodyStatus(uid, physics, BodyStatus.InAir);
- }
- if (user == null)
- return;
- if (recoil)
- _recoil.KickCamera(user.Value, -direction * 0.04f);
- // Give thrower an impulse in the other direction
- if (pushbackRatio != 0.0f &&
- physics.Mass > 0f &&
- TryComp(user.Value, out PhysicsComponent? userPhysics) &&
- _gravity.IsWeightless(user.Value, userPhysics))
- {
- var msg = new ThrowPushbackAttemptEvent();
- RaiseLocalEvent(uid, msg);
- const float massLimit = 5f;
- if (!msg.Cancelled)
- _physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(massLimit, physics.Mass), body: userPhysics);
- }
- }
- }
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