Physics Shapes (#306)
* Removed BoundingBoxComponent. * Updated prototypes to use refactored CollidableComponent. * Renamed ICollidable to IPhysBody. Moved ICollidable to the Shared/Physics namespace. * Migrated more yaml files to use PhysShapes. * Updated YAML to use the new list-of-bodies system. * Updated the new prototypes. * Update submodule * Update submodule again, whoops
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committed by
Pieter-Jan Briers
parent
5aafe89d95
commit
9353a060f2
@@ -5,6 +5,7 @@ using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Physics;
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using Robust.Server.AI;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -12,6 +13,7 @@ using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Utility;
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namespace Content.Server.AI
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@@ -122,8 +124,8 @@ namespace Content.Server.AI
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var entWorldPos = SelfEntity.Transform.WorldPosition;
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if (SelfEntity.TryGetComponent<BoundingBoxComponent>(out var bounds))
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entWorldPos = bounds.WorldAABB.Center;
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if (SelfEntity.TryGetComponent<CollidableComponent>(out var bounds))
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entWorldPos = ((IPhysBody) bounds).WorldAABB.Center;
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var rngState = GenSeed();
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for (var i = 0; i < 3; i++) // you get 3 chances to find a place to walk
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