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
This commit is contained in:
DrSmugleaf
2020-10-11 16:36:58 +02:00
committed by GitHub
parent 413ca9812d
commit b64cb24059
79 changed files with 292 additions and 268 deletions

View File

@@ -41,10 +41,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
GenerateMask();
}
public static bool IsRelevant(IEntity entity, ICollidableComponent collidableComponent)
public static bool IsRelevant(IEntity entity, IPhysicsComponent physicsComponent)
{
if (entity.Transform.GridID == GridId.Invalid ||
(PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
{
return false;
}
@@ -257,7 +257,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <param name="entity"></param>
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
/// TODO: Could probably optimise this slightly more.
public void AddEntity(IEntity entity, ICollidableComponent collidableComponent)
public void AddEntity(IEntity entity, IPhysicsComponent physicsComponent)
{
// If we're a door
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
@@ -274,15 +274,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return;
}
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) != 0);
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
if (!collidableComponent.Anchored)
if (!physicsComponent.Anchored)
{
_physicsLayers.Add(entity, collidableComponent.CollisionLayer);
_physicsLayers.Add(entity, physicsComponent.CollisionLayer);
}
else
{
_blockedCollidables.Add(entity, collidableComponent.CollisionLayer);
_blockedCollidables.Add(entity, physicsComponent.CollisionLayer);
GenerateMask();
ParentChunk.Dirty();
}