Converted everything to use collision and physics component interfaces.

This commit is contained in:
Acruid
2020-07-19 00:33:02 -07:00
parent ea94f4a182
commit c9374992a6
29 changed files with 75 additions and 75 deletions

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
@@ -148,7 +148,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var targetNode = _pathfindingSystem.GetNode(targetTile);
var collisionMask = 0;
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
{
collisionMask = collidableComponent.CollisionMask;
}

View File

@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Robust.Shared.GameObjects.Components;
@@ -27,7 +27,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
public static ReachableArgs GetArgs(IEntity entity)
{
var collisionMask = 0;
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
{
collisionMask = collidableComponent.CollisionMask;
}
@@ -38,4 +38,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
return new ReachableArgs(visionRadius, access, collisionMask);
}
}
}
}

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Access;
@@ -266,10 +266,10 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
return;
}
if (entity.TryGetComponent(out CollidableComponent collidableComponent) &&
if (entity.TryGetComponent(out ICollidableComponent collidableComponent) &&
(PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) != 0)
{
if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && !physicsComponent.Anchored)
if (entity.TryGetComponent(out IPhysicsComponent physicsComponent) && !physicsComponent.Anchored)
{
_physicsLayers.Add(entity.Uid, collidableComponent.CollisionLayer);
}

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Access;
@@ -358,7 +358,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public bool CanTraverse(IEntity entity, PathfindingNode node)
{
if (entity.TryGetComponent(out CollidableComponent collidableComponent) &&
if (entity.TryGetComponent(out ICollidableComponent collidableComponent) &&
(collidableComponent.CollisionMask & node.BlockedCollisionMask) != 0)
{
return false;

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
@@ -397,7 +397,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0;
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
{
collisionMask = collidableComponent.CollisionMask;
}
@@ -581,7 +581,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
return Vector2.Zero;
}
if (target.TryGetComponent(out PhysicsComponent physicsComponent))
if (target.TryGetComponent(out IPhysicsComponent physicsComponent))
{
var targetDistance = (targetPos.Position - entityPos.Position);
targetPos = targetPos.Offset(physicsComponent.LinearVelocity * targetDistance);
@@ -599,7 +599,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<EntityUid> ignoredTargets)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out CollidableComponent collidableComponent))
if (direction == Vector2.Zero || !entity.TryGetComponent(out ICollidableComponent collidableComponent))
{
return Vector2.Zero;
}
@@ -637,7 +637,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// if we're moving in the same direction then ignore
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
// i.e. towards the right
if (collisionEntity.TryGetComponent(out PhysicsComponent physicsComponent) &&
if (collisionEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
{
continue;

View File

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -66,8 +66,8 @@ namespace Content.Server.GameObjects.EntitySystems
}
var mover = entity.GetComponent<IMoverComponent>();
var physics = entity.GetComponent<PhysicsComponent>();
if (entity.TryGetComponent<CollidableComponent>(out var collider))
var physics = entity.GetComponent<IPhysicsComponent>();
if (entity.TryGetComponent<ICollidableComponent>(out var collider))
{
UpdateKinematics(entity.Transform, mover, physics, collider);
}
@@ -78,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
protected override void SetController(PhysicsComponent physics)
protected override void SetController(IPhysicsComponent physics)
{
physics.SetController<MoverController>();
}
@@ -98,7 +98,7 @@ namespace Content.Server.GameObjects.EntitySystems
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
}
if (ev.Entity.TryGetComponent(out PhysicsComponent physics))
if (ev.Entity.TryGetComponent(out IPhysicsComponent physics))
{
(physics.Controller as MoverController)?.StopMoving();
}