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