Merge physics rewrite
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Doors;
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@@ -17,7 +18,7 @@ namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class ServerDoorComponent : Component, IActivate
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public class ServerDoorComponent : Component, IActivate, ICollideBehavior
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{
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public override string Name => "Door";
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@@ -85,26 +86,16 @@ namespace Content.Server.GameObjects
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ActivateImpl(eventArgs);
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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base.HandleMessage(message, component);
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switch (message)
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if (State != DoorState.Closed)
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{
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case BumpedEntMsg msg:
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if (State != DoorState.Closed)
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{
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return;
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}
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// Only open when bumped by mobs.
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if (!msg.Entity.HasComponent(typeof(SpeciesComponent)))
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{
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return;
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}
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TryOpen(msg.Entity);
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break;
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return;
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}
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if (entity.HasComponent(typeof(SpeciesComponent)))
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{
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TryOpen(entity);
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}
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}
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@@ -155,7 +146,7 @@ namespace Content.Server.GameObjects
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Timer.Spawn(OpenTimeOne, async () =>
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{
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collidableComponent.IsHardCollidable = false;
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collidableComponent.CanCollide = false;
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await Timer.Delay(OpenTimeTwo, _cancellationTokenSource.Token);
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@@ -191,14 +182,14 @@ namespace Content.Server.GameObjects
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public bool Close()
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{
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if (collidableComponent.TryCollision(Vector2.Zero))
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if (collidableComponent.IsColliding(Vector2.Zero))
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{
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// Do nothing, somebody's in the door.
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return false;
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}
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State = DoorState.Closing;
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collidableComponent.IsHardCollidable = true;
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collidableComponent.CanCollide = true;
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OpenTimeCounter = 0;
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SetAppearance(DoorVisualState.Closing);
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