Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
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@@ -55,8 +55,8 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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base.Initialize();
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// This component requires a collidable component.
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Owner.EnsureComponent<CollidableComponent>();
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// This component requires a physics component.
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Owner.EnsureComponent<PhysicsComponent>();
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EntitySystem.Get<AiSystem>().ProcessorInitialize(this);
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}
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@@ -46,9 +46,9 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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base.Initialize();
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if (!Owner.EnsureComponent(out CollidableComponent _))
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if (!Owner.EnsureComponent(out PhysicsComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(CollidableComponent)}");
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
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}
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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@@ -178,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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@@ -220,7 +220,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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@@ -69,15 +69,15 @@ namespace Content.Server.GameObjects.Components.Movement
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_entityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
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{
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//TODO: Switch to shuttle component
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if (!gridEntity.TryGetComponent(out ICollidableComponent? collidable))
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if (!gridEntity.TryGetComponent(out IPhysicsComponent? physics))
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{
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collidable = gridEntity.AddComponent<CollidableComponent>();
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collidable.Mass = 1;
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collidable.CanCollide = true;
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collidable.PhysicsShapes.Add(new PhysShapeGrid(grid));
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physics = gridEntity.AddComponent<PhysicsComponent>();
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physics.Mass = 1;
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physics.CanCollide = true;
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physics.PhysicsShapes.Add(new PhysShapeGrid(grid));
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}
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var controller = collidable.EnsureController<ShuttleController>();
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var controller = physics.EnsureController<ShuttleController>();
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controller.Push(CalcNewVelocity(direction, enabled), CurrentWalkSpeed);
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}
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}
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