Re-organize all projects (#4166)
This commit is contained in:
@@ -1,9 +1,9 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Conveyor;
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using Content.Server.GameObjects.Components.Recycling;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Server.Conveyor;
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using Content.Server.Recycling.Components;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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@@ -1,16 +1,16 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.Actions;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Movement.Components;
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using Content.Server.Shuttle;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Inventory;
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using Content.Shared.Maps;
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using Content.Shared.Movement.Components;
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using Content.Shared.Physics.Controllers;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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@@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Pulling;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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@@ -1,6 +1,6 @@
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#nullable enable
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.Components.Singularity;
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using Content.Server.Ghost.Components;
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using Content.Server.Singularity.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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288
Content.Server/Physics/TestbedCommand.cs
Normal file
288
Content.Server/Physics/TestbedCommand.cs
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@@ -0,0 +1,288 @@
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.Physics;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Timing;
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#nullable enable
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namespace Content.Server.Physics
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{
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/*
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* I didn't use blueprints because this is way easier to iterate upon as I can shit out testbed upon testbed on new maps
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* and never have to leave my debugger.
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*/
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/// <summary>
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/// Copies of Box2D's physics testbed for debugging.
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/// </summary>
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[AdminCommand(AdminFlags.Mapping)]
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public class TestbedCommand : IConsoleCommand
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{
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public string Command => "testbed";
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public string Description => "Loads a physics testbed and teleports your player there";
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public string Help => $"{Command} <mapid> <test>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 2)
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{
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shell.WriteLine("Require 2 args for testbed!");
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return;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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if (!int.TryParse(args[0], out var mapInt))
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{
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shell.WriteLine($"Unable to parse map {args[0]}");
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return;
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}
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var mapId = new MapId(mapInt);
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if (!mapManager.MapExists(mapId))
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{
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shell.WriteLine("Unable to find map {mapId}");
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return;
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}
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if (shell.Player == null)
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{
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shell.WriteLine("No player found");
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return;
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}
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var player = (IPlayerSession) shell.Player;
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switch (args[1])
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{
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case "boxstack":
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SetupPlayer(mapId, shell, player, mapManager);
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CreateBoxStack(mapId);
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break;
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case "circlestack":
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SetupPlayer(mapId, shell, player, mapManager);
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CreateCircleStack(mapId);
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break;
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case "pyramid":
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SetupPlayer(mapId, shell, player, mapManager);
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CreatePyramid(mapId);
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break;
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default:
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shell.WriteLine($"testbed {args[0]} not found!");
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return;
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}
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shell.WriteLine($"Testbed on map {mapId}");
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}
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private void SetupPlayer(MapId mapId, IConsoleShell shell, IPlayerSession? player, IMapManager mapManager)
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{
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var pauseManager = IoCManager.Resolve<IPauseManager>();
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pauseManager.SetMapPaused(mapId, false);
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var map = EntitySystem.Get<SharedPhysicsSystem>().Maps[mapId].Gravity = new Vector2(0, -4.9f);
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return;
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}
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private void CreateBoxStack(MapId mapId)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ground = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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var columnCount = 1;
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var rowCount = 15;
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PolygonShape shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var box = entityManager.SpawnEntity(null,
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PolygonShape();
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shape.SetAsBox(0.5f, 0.5f);
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box.FixedRotation = false;
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// TODO: Need to detect shape and work out if we need to use fixedrotation
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var fixture = new Fixture(box, shape)
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{
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CollisionMask = (int) CollisionGroup.Impassable,
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CollisionLayer = (int) CollisionGroup.Impassable,
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Hard = true,
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};
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box.AddFixture(fixture);
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}
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}
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}
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private void CreateCircleStack(MapId mapId)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ground = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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var columnCount = 1;
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var rowCount = 15;
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PhysShapeCircle shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var box = entityManager.SpawnEntity(null,
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PhysShapeCircle {Radius = 0.5f};
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box.FixedRotation = false;
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// TODO: Need to detect shape and work out if we need to use fixedrotation
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var fixture = new Fixture(box, shape)
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{
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CollisionMask = (int) CollisionGroup.Impassable,
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CollisionLayer = (int) CollisionGroup.Impassable,
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Hard = true,
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};
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box.AddFixture(fixture);
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}
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}
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}
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private void CreatePyramid(MapId mapId)
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{
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const byte count = 20;
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// Setup ground
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ground = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-40, 0), new Vector2(40, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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// Setup boxes
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float a = 0.5f;
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PolygonShape shape = new();
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shape.SetAsBox(a, a);
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var x = new Vector2(-7.0f, 0.75f);
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Vector2 y;
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Vector2 deltaX = new Vector2(0.5625f, 1.25f);
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Vector2 deltaY = new Vector2(1.125f, 0.0f);
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for (var i = 0; i < count; ++i)
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{
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y = x;
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for (var j = i; j < count; ++j)
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{
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var box = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.Owner.Transform.WorldPosition = y;
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box.AddFixture(
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new Fixture(box, shape) {
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true,
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Mass = 5.0f,
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});
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y += deltaY;
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}
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x += deltaX;
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}
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}
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}
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}
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