# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
291 lines
12 KiB
C#
291 lines
12 KiB
C#
using System.Numerics;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Camera;
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using Content.Shared.CCVar;
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using Content.Shared.Construction.Components;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Database;
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using Content.Shared.Friction;
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using Content.Shared.Projectiles;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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// Sunrise-Start
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using Content.Shared._Sunrise.Biocode;
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// Sunrise-End
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namespace Content.Shared.Throwing;
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public sealed class ThrowingSystem : EntitySystem
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{
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public const float ThrowAngularImpulse = 5f;
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public const float PushbackDefault = 2f;
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public const float FlyTimePercentage = 0.8f;
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private const float TileFrictionMod = 1.5f;
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private float _frictionModifier;
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private float _airDamping;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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private EntityQuery<AnchorableComponent> _anchorableQuery;
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public override void Initialize()
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{
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base.Initialize();
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_anchorableQuery = GetEntityQuery<AnchorableComponent>();
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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}
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public void TryThrow(
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EntityUid uid,
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EntityCoordinates coordinates,
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float baseThrowSpeed = 10.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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float? friction = null,
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bool compensateFriction = false,
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bool recoil = true,
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bool animated = true,
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bool playSound = true,
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bool doSpin = true,
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ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
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{
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var thrownPos = _transform.GetMapCoordinates(uid);
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var mapPos = _transform.ToMapCoordinates(coordinates);
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if (mapPos.MapId != thrownPos.MapId)
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return;
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TryThrow(uid, mapPos.Position - thrownPos.Position, baseThrowSpeed, user, pushbackRatio, friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
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}
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="uid">The entity being thrown.</param>
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</param>
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/// <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>
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/// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
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/// <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>
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/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
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/// <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>
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public void TryThrow(EntityUid uid,
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Vector2 direction,
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float baseThrowSpeed = 10.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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float? friction = null,
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bool compensateFriction = false,
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bool recoil = true,
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bool animated = true,
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bool playSound = true,
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bool doSpin = true,
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ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
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{
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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if (!physicsQuery.TryGetComponent(uid, out var physics))
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return;
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var projectileQuery = GetEntityQuery<ProjectileComponent>();
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TryThrow(
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uid,
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direction,
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physics,
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Transform(uid),
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projectileQuery,
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baseThrowSpeed,
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user,
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pushbackRatio,
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friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
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}
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/// <summary>
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/// Tries to throw the entity if it has a physics component, otherwise does nothing.
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/// </summary>
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/// <param name="uid">The entity being thrown.</param>
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</param>
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/// <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>
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/// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
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/// <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>
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/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
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/// <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>
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public void TryThrow(EntityUid uid,
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Vector2 direction,
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PhysicsComponent physics,
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TransformComponent transform,
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EntityQuery<ProjectileComponent> projectileQuery,
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float baseThrowSpeed = 10.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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float? friction = null,
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bool compensateFriction = false,
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bool recoil = true,
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bool animated = true,
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bool playSound = true,
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bool doSpin = true,
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ThrowingUnanchorStrength unanchor = ThrowingUnanchorStrength.None)
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{
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if (baseThrowSpeed <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero || friction < 0)
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return;
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// Sunrise-Start
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if (user != null && HasComp<BiocodeComponent>(uid))
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{
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var ev = new AttemptThrowBiocodeEvent(uid, user);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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}
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// Sunrise-End
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// Unanchor the entity if applicable
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if (unanchor == ThrowingUnanchorStrength.All ||
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unanchor == ThrowingUnanchorStrength.Unanchorable &&
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_anchorableQuery.TryComp(uid, out var anchorableComponent) &&
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(anchorableComponent.Flags & AnchorableFlags.Unanchorable) != 0)
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_transform.Unanchor(uid);
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if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
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return;
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// Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
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if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
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return;
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var comp = new ThrownItemComponent
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{
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Thrower = user,
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Animate = animated,
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};
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// if not given, get the default friction value for distance calculation
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var tileFriction = friction ?? _frictionModifier * TileFrictionMod;
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if (tileFriction == 0f)
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compensateFriction = false; // cannot calculate this if there is no friction
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// Set the time the item is supposed to be in the air so we can apply OnGround status.
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// This is a free parameter, but we should set it to something reasonable.
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var flyTime = direction.Length() / baseThrowSpeed;
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if (compensateFriction)
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flyTime *= FlyTimePercentage;
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comp.ThrownTime = _gameTiming.CurTime;
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comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime);
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comp.PlayLandSound = playSound;
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AddComp(uid, comp, true);
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ThrowingAngleComponent? throwingAngle = null;
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// Give it a l'il spin.
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if (doSpin)
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{
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if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
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{
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_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
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}
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else
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{
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Resolve(uid, ref throwingAngle, false);
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var gridRot = _transform.GetWorldRotation(transform.ParentUid);
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var angle = direction.ToWorldAngle() - gridRot;
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var offset = throwingAngle?.Angle ?? Angle.Zero;
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_transform.SetLocalRotation(uid, angle + offset);
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}
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}
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if (user != null)
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_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,
|
|
}
|