fish-station/Content.Shared/Throwing/ThrowingSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

291 lines
12 KiB
C#

using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Camera;
using Content.Shared.CCVar;
using Content.Shared.Construction.Components;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Database;
using Content.Shared.Friction;
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.Serialization;
using Robust.Shared.Timing;
// Sunrise-Start
using Content.Shared._Sunrise.Biocode;
// Sunrise-End
namespace Content.Shared.Throwing;
public sealed class ThrowingSystem : EntitySystem
{
public const float ThrowAngularImpulse = 5f;
public const float PushbackDefault = 2f;
public const float FlyTimePercentage = 0.8f;
private const float TileFrictionMod = 1.5f;
private float _frictionModifier;
private float _airDamping;
[Dependency] private readonly IGameTiming _gameTiming = 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!;
private EntityQuery<AnchorableComponent> _anchorableQuery;
public override void Initialize()
{
base.Initialize();
_anchorableQuery = GetEntityQuery<AnchorableComponent>();
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = 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,
ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
{
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 set to Unanchorable, if the entity has <see cref="AnchorableComponent"/> and is unanchorable, it will unanchor the thrown entity. If set to All, it will unanchor the entity regardless.</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,
ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
{
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 set to Unanchorable, if the entity has <see cref="AnchorableComponent"/> and is unanchorable, it will unanchor the thrown entity. If set to All, it will unanchor the entity regardless.</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,
ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
{
if (baseThrowSpeed <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero || friction < 0)
return;
// Sunrise-Start
if (user != null && HasComp<BiocodeComponent>(uid))
{
var ev = new AttemptThrowBiocodeEvent(uid, user);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
}
// Sunrise-End
// Unanchor the entity if applicable
if (unanchor == ThrowingUnanchorStrength.All ||
unanchor == ThrowingUnanchorStrength.Unanchorable &&
_anchorableQuery.TryComp(uid, out var anchorableComponent) &&
(anchorableComponent.Flags & AnchorableFlags.Unanchorable) != 0)
_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 * TileFrictionMod;
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);
}
}
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.
// This doesn't actually compensate for air friction, but it's low enough it shouldn't matter.
var throwSpeed = compensateFriction ? direction.Length() / (flyTime + 1 / tileFriction) : baseThrowSpeed;
var impulseVector = direction.Normalized() * throwSpeed * physics.Mass;
_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
var thrownEvent = new ThrownEvent(user, uid);
RaiseLocalEvent(uid, ref thrownEvent, true);
if (user != null)
{
var throwEvent = new ThrowEvent(user, uid);
RaiseLocalEvent(user.Value, ref throwEvent, true);
}
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))
return;
var msg = new ThrowPushbackAttemptEvent();
RaiseLocalEvent(uid, msg);
if (msg.Cancelled)
return;
var pushEv = new ThrowerImpulseEvent();
RaiseLocalEvent(user.Value, ref pushEv);
const float massLimit = 5f;
if (pushEv.Push)
_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(massLimit, physics.Mass), body: userPhysics);
}
}
/// <summary>
/// If a throwing action should attempt to unanchor anchored entities.
/// </summary>
[Serializable, NetSerializable]
public enum ThrowingUnanchorStrength : byte
{
/// <summary>
/// No entites will be unanchored.
/// </summary>
None,
/// <summary>
/// Only entities that can be unanchored (e.g. via wrench) will be unanchored.
/// </summary>
Unanchorable,
/// <summary>
/// All entities will be unanchored.
/// </summary>
All,
}