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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
241 lines
10 KiB
C#
241 lines
10 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.Database;
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using Content.Shared.Friction;
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using Content.Shared.Gravity;
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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.Timing;
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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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/// <summary>
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/// Speed cap on rotation in case of click-spam.
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/// </summary>
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public const float ThrowAngularCap = 3f * MathF.PI;
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public const float PushbackDefault = 2f;
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/// <summary>
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/// The minimum amount of time an entity needs to be thrown before the timer can be run.
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/// Anything below this threshold never enters the air.
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/// </summary>
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public const float MinFlyTime = 0.15f;
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public const float FlyTimePercentage = 0.8f;
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private float _frictionModifier;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = 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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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = 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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{
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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);
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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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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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{
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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);
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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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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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{
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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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if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
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{
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Log.Warning($"Tried to throw entity {ToPrettyString(uid)} but can't throw {physics.BodyType} bodies!");
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return;
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}
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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 * TileFrictionController.DefaultFriction;
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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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if (flyTime < MinFlyTime)
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flyTime = 0f;
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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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var throwEvent = new ThrownEvent(user, uid);
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RaiseLocalEvent(uid, ref throwEvent, true);
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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}");
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// if compensateFriction==true compensate for the distance the item will slide over the floor after landing by reducing the throw speed accordingly.
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// else let the item land on the cursor and from where it slides a little further.
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// This is an exact formula we get from exponentially decaying velocity after landing.
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// If someone changes how tile friction works at some point, this will have to be adjusted.
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var throwSpeed = compensateFriction ? direction.Length() / (flyTime + 1 / tileFriction) : baseThrowSpeed;
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var impulseVector = direction.Normalized() * throwSpeed * physics.Mass;
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_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
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if (comp.LandTime == null || comp.LandTime <= TimeSpan.Zero)
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{
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_thrownSystem.LandComponent(uid, comp, physics, playSound);
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}
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else
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{
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_physics.SetBodyStatus(uid, physics, BodyStatus.InAir);
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}
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if (user == null)
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return;
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if (recoil)
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_recoil.KickCamera(user.Value, -direction * 0.04f);
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// Give thrower an impulse in the other direction
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if (pushbackRatio != 0.0f &&
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physics.Mass > 0f &&
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TryComp(user.Value, out PhysicsComponent? userPhysics) &&
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_gravity.IsWeightless(user.Value, userPhysics))
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{
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var msg = new ThrowPushbackAttemptEvent();
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RaiseLocalEvent(uid, msg);
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const float massLimit = 5f;
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if (!msg.Cancelled)
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_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(massLimit, physics.Mass), body: userPhysics);
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}
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}
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}
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