using System.Numerics; using Content.Shared.DoAfter; using Content.Shared.Gravity; using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Humanoid; using Content.Shared.Mobs.Systems; using Content.Shared.Standing; using Content.Shared.Throwing; using Robust.Shared.Physics.Components; using Robust.Shared.Random; namespace Content.Server.Standing; public sealed class StandingStateSystem : SharedStandingStateSystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly ThrowingSystem _throwingSystem = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedGravitySystem _gravity = default!; public override void Initialize() { base.Initialize(); SubscribeNetworkEvent(OnChangeState); SubscribeLocalEvent(FallOver); } private void OnChangeState(ChangeLayingDownEvent msg, EntitySessionEventArgs args) { if (args.SenderSession is not { AttachedEntity: { Valid: true } uid } || !Exists(uid) || !TryComp(args.SenderSession.AttachedEntity, out var standingStateComponent) || _gravity.IsWeightless(args.SenderSession.AttachedEntity.Value)) return; if (standingStateComponent.CurrentState == StandingState.Laying) TryStandUp(uid, standingStateComponent); else { Fall(uid); } } private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args) { var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero; var dropAngle = _random.NextFloat(0.8f, 1.2f); if (!TryComp(uid, out HandsComponent? handsComp)) return; var worldRotation = _transform.GetWorldRotation(uid).ToVec(); foreach (var hand in handsComp.Hands.Values) { if (hand.HeldEntity is not { } held) continue; if (!_handsSystem.TryDrop(uid, hand, checkActionBlocker: false, handsComp: handsComp)) continue; _throwingSystem.TryThrow( held, _random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50), 0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f), uid, 0); } } }