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 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;