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;