#nullable enable
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Items
{
internal static class ThrowHelper
{
///
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
///
///
/// Will use the vector's magnitude as the strength of the impulse
internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
if (physicsComponent.BodyType == BodyType.Static)
{
Logger.Warning("Tried to throw entity {entity} but can't throw static bodies!");
return;
}
if (entity.HasComponent())
{
Logger.Warning("Throwing not supported for mobs!");
return;
}
if (entity.HasComponent())
{
entity.EnsureComponent().Thrower = user;
if (user != null)
EntitySystem.Get().ThrownInteraction(user, entity);
}
physicsComponent.ApplyLinearImpulse(direction);
}
}
}