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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@@ -417,9 +417,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
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var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
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var collisionMask = 0;
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if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
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if (entity.TryGetComponent(out IPhysicsComponent physics))
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{
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collisionMask = collidableComponent.CollisionMask;
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collisionMask = physics.CollisionMask;
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}
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var access = AccessReader.FindAccessTags(entity);
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@@ -603,10 +603,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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return Vector2.Zero;
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}
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if (target.TryGetComponent(out ICollidableComponent collidable))
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if (target.TryGetComponent(out IPhysicsComponent physics))
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{
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var targetDistance = (targetPos.Position - entityPos.Position);
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targetPos = targetPos.Offset(collidable.LinearVelocity * targetDistance);
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targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
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}
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return (targetPos.Position - entityPos.Position).Normalized;
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@@ -621,7 +621,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <returns></returns>
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out ICollidableComponent collidableComponent))
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if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysicsComponent physics))
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{
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return Vector2.Zero;
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}
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@@ -629,7 +629,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// We'll check tile-by-tile
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// Rewriting this frequently so not many comments as they'll go stale
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// I realise this is bad so please rewrite it ;-;
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var entityCollisionMask = collidableComponent.CollisionMask;
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var entityCollisionMask = physics.CollisionMask;
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var avoidanceVector = Vector2.Zero;
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var checkTiles = new HashSet<TileRef>();
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var avoidTiles = new HashSet<TileRef>();
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@@ -662,8 +662,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// if we're moving in the same direction then ignore
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// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
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// i.e. towards the right
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if (physicsEntity.TryGetComponent(out ICollidableComponent collidable) &&
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Vector2.Dot(collidable.LinearVelocity, direction) > 0)
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if (physicsEntity.TryGetComponent(out IPhysicsComponent otherPhysics) &&
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Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
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{
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continue;
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}
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