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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@@ -275,8 +275,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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if (entity.Deleted ||
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_lastKnownPositions.ContainsKey(entity) ||
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!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(entity, collidableComponent))
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!entity.TryGetComponent(out IPhysicsComponent physics) ||
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!PathfindingNode.IsRelevant(entity, physics))
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{
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return;
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}
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@@ -286,7 +286,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.AddEntity(entity, collidableComponent);
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node.AddEntity(entity, physics);
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_lastKnownPositions.Add(entity, node);
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}
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@@ -314,8 +314,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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// If we've moved to space or the likes then remove us.
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if (moveEvent.Sender.Deleted ||
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!moveEvent.Sender.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(moveEvent.Sender, collidableComponent))
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!moveEvent.Sender.TryGetComponent(out IPhysicsComponent physics) ||
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!PathfindingNode.IsRelevant(moveEvent.Sender, physics))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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@@ -350,7 +350,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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_lastKnownPositions[moveEvent.Sender] = newNode;
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oldNode.RemoveEntity(moveEvent.Sender);
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newNode.AddEntity(moveEvent.Sender, collidableComponent);
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newNode.AddEntity(moveEvent.Sender, physics);
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}
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private void QueueCollisionChangeMessage(CollisionChangeMessage collisionMessage)
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@@ -371,8 +371,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public bool CanTraverse(IEntity entity, PathfindingNode node)
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{
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if (entity.TryGetComponent(out ICollidableComponent collidableComponent) &&
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(collidableComponent.CollisionMask & node.BlockedCollisionMask) != 0)
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if (entity.TryGetComponent(out IPhysicsComponent physics) &&
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(physics.CollisionMask & node.BlockedCollisionMask) != 0)
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{
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return false;
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}
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