Add mob retaliation (#19901)

This commit is contained in:
Nemanja
2023-10-06 20:56:18 -04:00
committed by GitHub
parent 45234b25b6
commit 02df8cd263
10 changed files with 339 additions and 47 deletions

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@@ -1,33 +0,0 @@
using Content.Server.NPC.Components;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Prevents an NPC from attacking some entities from an enemy faction.
/// </summary>
public sealed class FactionExceptionSystem : EntitySystem
{
/// <summary>
/// Returns whether the entity from an enemy faction won't be attacked
/// </summary>
public bool IsIgnored(FactionExceptionComponent comp, EntityUid target)
{
return comp.Ignored.Contains(target);
}
/// <summary>
/// Prevents an entity from an enemy faction from being attacked
/// </summary>
public void IgnoreEntity(FactionExceptionComponent comp, EntityUid target)
{
comp.Ignored.Add(target);
}
/// <summary>
/// Prevents a list of entities from an enemy faction from being attacked
/// </summary>
public void IgnoreEntities(FactionExceptionComponent comp, IEnumerable<EntityUid> ignored)
{
comp.Ignored.UnionWith(ignored);
}
}

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@@ -0,0 +1,90 @@
using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Mobs.Components;
using Robust.Shared.Collections;
using Robust.Shared.Timing;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Handles NPC which become aggressive after being attacked.
/// </summary>
public sealed class NPCRetaliationSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
private readonly HashSet<EntityUid> _deAggroQueue = new();
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<NPCRetaliationComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<NPCRetaliationComponent, DisarmedEvent>(OnDisarmed);
}
private void OnDamageChanged(EntityUid uid, NPCRetaliationComponent component, DamageChangedEvent args)
{
if (!args.DamageIncreased)
return;
if (args.Origin is not { } origin)
return;
TryRetaliate(uid, origin, component);
}
private void OnDisarmed(EntityUid uid, NPCRetaliationComponent component, DisarmedEvent args)
{
TryRetaliate(uid, args.Source, component);
}
public bool TryRetaliate(EntityUid uid, EntityUid target, NPCRetaliationComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
// don't retaliate against inanimate objects.
if (!HasComp<MobStateComponent>(target))
return false;
if (_npcFaction.IsEntityFriendly(uid, target))
return false;
_npcFaction.AggroEntity(uid, target);
if (component.AttackMemoryLength is { } memoryLength)
{
component.AttackMemories[target] = _timing.CurTime + memoryLength;
}
return true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<NPCRetaliationComponent, FactionExceptionComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var comp, out var factionException, out var metaData))
{
_deAggroQueue.Clear();
foreach (var ent in new ValueList<EntityUid>(comp.AttackMemories.Keys))
{
if (_timing.CurTime < comp.AttackMemories[ent])
continue;
if (TerminatingOrDeleted(ent, metaData))
_deAggroQueue.Add(ent);
_deAggroQueue.Add(ent);
}
foreach (var ent in _deAggroQueue)
{
_npcFaction.DeAggroEntity(uid, ent, factionException);
}
}
}
}

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@@ -0,0 +1,130 @@
using System.Linq;
using Content.Server.NPC.Components;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Prevents an NPC from attacking some entities from an enemy faction.
/// </summary>
public sealed partial class NpcFactionSystem
{
private EntityQuery<FactionExceptionComponent> _exceptionQuery;
private EntityQuery<FactionExceptionTrackerComponent> _trackerQuery;
public void InitializeException()
{
_exceptionQuery = GetEntityQuery<FactionExceptionComponent>();
_trackerQuery = GetEntityQuery<FactionExceptionTrackerComponent>();
SubscribeLocalEvent<FactionExceptionComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<FactionExceptionTrackerComponent, ComponentShutdown>(OnTrackerShutdown);
}
private void OnShutdown(EntityUid uid, FactionExceptionComponent component, ComponentShutdown args)
{
foreach (var ent in component.Hostiles)
{
if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
continue;
trackerComponent.Entities.Remove(uid);
}
foreach (var ent in component.Ignored)
{
if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
continue;
trackerComponent.Entities.Remove(uid);
}
}
private void OnTrackerShutdown(EntityUid uid, FactionExceptionTrackerComponent component, ComponentShutdown args)
{
foreach (var ent in component.Entities)
{
if (!_exceptionQuery.TryGetComponent(ent, out var exceptionComponent))
continue;
exceptionComponent.Ignored.Remove(uid);
exceptionComponent.Hostiles.Remove(uid);
}
}
/// <summary>
/// Returns whether the entity from an enemy faction won't be attacked
/// </summary>
public bool IsIgnored(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return false;
return comp.Ignored.Contains(target);
}
/// <summary>
/// Returns the specific hostile entities for a given entity.
/// </summary>
public IEnumerable<EntityUid> GetHostiles(EntityUid uid, FactionExceptionComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return Array.Empty<EntityUid>();
return comp.Hostiles;
}
/// <summary>
/// Prevents an entity from an enemy faction from being attacked
/// </summary>
public void IgnoreEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
{
comp ??= EnsureComp<FactionExceptionComponent>(uid);
comp.Ignored.Add(target);
EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
}
/// <summary>
/// Prevents a list of entities from an enemy faction from being attacked
/// </summary>
public void IgnoreEntities(EntityUid uid, IEnumerable<EntityUid> ignored, FactionExceptionComponent? comp = null)
{
comp ??= EnsureComp<FactionExceptionComponent>(uid);
foreach (var ignore in ignored)
{
IgnoreEntity(uid, ignore, comp);
}
}
/// <summary>
/// Makes an entity always be considered hostile.
/// </summary>
public void AggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
{
comp ??= EnsureComp<FactionExceptionComponent>(uid);
comp.Hostiles.Add(target);
EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
}
/// <summary>
/// Makes an entity no longer be considered hostile, if it was.
/// Doesn't apply to regular faction hostilities.
/// </summary>
public void DeAggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return;
if (!comp.Hostiles.Remove(target) || !_trackerQuery.TryGetComponent(target, out var tracker))
return;
tracker.Entities.Remove(uid);
}
/// <summary>
/// Makes a list of entities no longer be considered hostile, if it was.
/// Doesn't apply to regular faction hostilities.
/// </summary>
public void AggroEntities(EntityUid uid, IEnumerable<EntityUid> entities, FactionExceptionComponent? comp = null)
{
comp ??= EnsureComp<FactionExceptionComponent>(uid);
foreach (var ent in entities)
{
AggroEntity(uid, ent, comp);
}
}
}

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@@ -1,15 +1,15 @@
using Content.Server.NPC.Components;
using Robust.Shared.Prototypes;
using System.Linq;
using JetBrains.Annotations;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Outlines faction relationships with each other.
/// </summary>
public sealed class NpcFactionSystem : EntitySystem
public sealed partial class NpcFactionSystem : EntitySystem
{
[Dependency] private readonly FactionExceptionSystem _factionException = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
@@ -26,6 +26,8 @@ public sealed class NpcFactionSystem : EntitySystem
_sawmill = Logger.GetSawmill("faction");
SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
_protoManager.PrototypesReloaded += OnProtoReload;
InitializeException();
RefreshFactions();
}
@@ -134,12 +136,15 @@ public sealed class NpcFactionSystem : EntitySystem
if (TryComp<FactionExceptionComponent>(entity, out var factionException))
{
// ignore anything from enemy faction that we are explicitly friendly towards
return hostiles.Where(target => !_factionException.IsIgnored(factionException, target));
return hostiles
.Union(GetHostiles(entity, factionException))
.Where(target => !IsIgnored(entity, target, factionException));
}
return hostiles;
}
[PublicAPI]
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
{
if (!Resolve(entity, ref component, false))