Files
wwdpublic/Content.Shared/Throwing/ThrownItemSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# 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

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

182 lines
7.5 KiB
C#

using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Body.Systems;
using Content.Shared.Database;
using Content.Shared.Gravity;
using Content.Shared.Physics;
using Content.Shared.Movement.Pulling.Events;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Content.Shared.Throwing
{
/// <summary>
/// Handles throwing landing and collisions.
/// </summary>
public sealed class ThrownItemSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedBodySystem _body = default!;
private const string ThrowingFixture = "throw-fixture";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ThrownItemComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ThrownItemComponent, PhysicsSleepEvent>(OnSleep);
SubscribeLocalEvent<ThrownItemComponent, StartCollideEvent>(HandleCollision);
SubscribeLocalEvent<ThrownItemComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<ThrownItemComponent, ThrownEvent>(ThrowItem);
SubscribeLocalEvent<PullStartedMessage>(HandlePullStarted);
}
private void OnMapInit(EntityUid uid, ThrownItemComponent component, MapInitEvent args)
{
component.ThrownTime ??= _gameTiming.CurTime;
}
private void ThrowItem(EntityUid uid, ThrownItemComponent component, ref ThrownEvent @event)
{
if (!EntityManager.TryGetComponent(uid, out FixturesComponent? fixturesComponent) ||
fixturesComponent.Fixtures.Count != 1 ||
!TryComp<PhysicsComponent>(uid, out var body))
{
return;
}
var fixture = fixturesComponent.Fixtures.Values.First();
var shape = fixture.Shape;
_fixtures.TryCreateFixture(uid, shape, ThrowingFixture, hard: false, collisionMask: (int) CollisionGroup.ThrownItem, manager: fixturesComponent, body: body);
}
private void HandleCollision(EntityUid uid, ThrownItemComponent component, ref StartCollideEvent args)
{
if (!args.OtherFixture.Hard)
return;
if (args.OtherEntity == component.Thrower)
return;
// WD EDIT START
if (component.Processed.Contains(args.OtherEntity))
return;
// WD EDIT END
ThrowCollideInteraction(component, args.OurEntity, args.OtherEntity);
component.Processed.Add(args.OtherEntity); // WD EDIT
}
private void PreventCollision(EntityUid uid, ThrownItemComponent component, ref PreventCollideEvent args)
{
if (args.OtherEntity == component.Thrower)
{
args.Cancelled = true;
}
}
private void OnSleep(EntityUid uid, ThrownItemComponent thrownItem, ref PhysicsSleepEvent @event)
{
StopThrow(uid, thrownItem);
}
private void HandlePullStarted(PullStartedMessage message)
{
// TODO: this isn't directed so things have to be done the bad way
if (EntityManager.TryGetComponent(message.PulledUid, out ThrownItemComponent? thrownItemComponent))
StopThrow(message.PulledUid, thrownItemComponent);
}
public void StopThrow(EntityUid uid, ThrownItemComponent thrownItemComponent)
{
if (TryComp<PhysicsComponent>(uid, out var physics))
{
_physics.SetBodyStatus(uid, physics, BodyStatus.OnGround);
if (physics.Awake)
_broadphase.RegenerateContacts(uid, physics);
}
if (EntityManager.TryGetComponent(uid, out FixturesComponent? manager))
{
var fixture = _fixtures.GetFixtureOrNull(uid, ThrowingFixture, manager: manager);
if (fixture != null)
{
_fixtures.DestroyFixture(uid, ThrowingFixture, fixture, manager: manager);
}
}
EntityManager.EventBus.RaiseLocalEvent(uid, new StopThrowEvent { User = thrownItemComponent.Thrower }, true);
EntityManager.RemoveComponent<ThrownItemComponent>(uid);
thrownItemComponent.Processed.Clear(); // WD EDIT
}
public void LandComponent(EntityUid uid, ThrownItemComponent thrownItem, PhysicsComponent physics, bool playSound)
{
if (thrownItem.Landed || thrownItem.Deleted || _gravity.IsWeightless(uid) || Deleted(uid))
return;
thrownItem.Landed = true;
// Assume it's uninteresting if it has no thrower. For now anyway.
if (thrownItem.Thrower is not null)
_adminLogger.Add(LogType.Landed, LogImpact.Low, $"{ToPrettyString(uid):entity} thrown by {ToPrettyString(thrownItem.Thrower.Value):thrower} landed.");
_broadphase.RegenerateContacts(uid, physics);
var landEvent = new LandEvent(thrownItem.Thrower, playSound);
RaiseLocalEvent(uid, ref landEvent);
}
/// <summary>
/// Raises collision events on the thrown and target entities.
/// </summary>
public void ThrowCollideInteraction(ThrownItemComponent component, EntityUid thrown, EntityUid target)
{
if (HasComp<ThrownItemImmuneComponent>(target))
return;
if (component.Thrower is not null)
_adminLogger.Add(LogType.ThrowHit, LogImpact.Low,
$"{ToPrettyString(thrown):thrown} thrown by {ToPrettyString(component.Thrower.Value):thrower} hit {ToPrettyString(target):target}.");
var targetPart = _body.GetRandomBodyPart(target);
if (component.Thrower is not null)// Nyano - Summary: Gotta check if there was a thrower.
RaiseLocalEvent(target, new ThrowHitByEvent(component.Thrower.Value, thrown, target, component, targetPart), true); // Nyano - Summary: Gotta update for who threw it.
else
RaiseLocalEvent(target, new ThrowHitByEvent(null, thrown, target, component, targetPart), true); // Nyano - Summary: No thrower.
RaiseLocalEvent(thrown, new ThrowDoHitEvent(thrown, target, component, targetPart), true);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ThrownItemComponent, PhysicsComponent>();
while (query.MoveNext(out var uid, out var thrown, out var physics))
{
if (thrown.LandTime <= _gameTiming.CurTime)
{
LandComponent(uid, thrown, physics, thrown.PlayLandSound);
}
var stopThrowTime = thrown.LandTime ?? thrown.ThrownTime;
if (stopThrowTime <= _gameTiming.CurTime)
{
StopThrow(uid, thrown);
}
}
}
}
}