Add mob retaliation (#19901)
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@@ -1,33 +0,0 @@
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using Content.Server.NPC.Components;
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namespace Content.Server.NPC.Systems;
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/// <summary>
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/// Prevents an NPC from attacking some entities from an enemy faction.
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/// </summary>
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public sealed class FactionExceptionSystem : EntitySystem
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{
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/// <summary>
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/// Returns whether the entity from an enemy faction won't be attacked
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/// </summary>
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public bool IsIgnored(FactionExceptionComponent comp, EntityUid target)
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{
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return comp.Ignored.Contains(target);
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}
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/// <summary>
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/// Prevents an entity from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntity(FactionExceptionComponent comp, EntityUid target)
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{
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comp.Ignored.Add(target);
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}
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/// <summary>
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/// Prevents a list of entities from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntities(FactionExceptionComponent comp, IEnumerable<EntityUid> ignored)
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{
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comp.Ignored.UnionWith(ignored);
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}
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}
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90
Content.Server/NPC/Systems/NPCRetaliationSystem.cs
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90
Content.Server/NPC/Systems/NPCRetaliationSystem.cs
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@@ -0,0 +1,90 @@
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using Content.Server.NPC.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Server.NPC.Systems;
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/// <summary>
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/// Handles NPC which become aggressive after being attacked.
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/// </summary>
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public sealed class NPCRetaliationSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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private readonly HashSet<EntityUid> _deAggroQueue = new();
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<NPCRetaliationComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<NPCRetaliationComponent, DisarmedEvent>(OnDisarmed);
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}
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private void OnDamageChanged(EntityUid uid, NPCRetaliationComponent component, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (args.Origin is not { } origin)
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return;
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TryRetaliate(uid, origin, component);
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}
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private void OnDisarmed(EntityUid uid, NPCRetaliationComponent component, DisarmedEvent args)
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{
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TryRetaliate(uid, args.Source, component);
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}
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public bool TryRetaliate(EntityUid uid, EntityUid target, NPCRetaliationComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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// don't retaliate against inanimate objects.
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if (!HasComp<MobStateComponent>(target))
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return false;
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if (_npcFaction.IsEntityFriendly(uid, target))
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return false;
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_npcFaction.AggroEntity(uid, target);
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if (component.AttackMemoryLength is { } memoryLength)
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{
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component.AttackMemories[target] = _timing.CurTime + memoryLength;
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}
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return true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NPCRetaliationComponent, FactionExceptionComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var comp, out var factionException, out var metaData))
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{
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_deAggroQueue.Clear();
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foreach (var ent in new ValueList<EntityUid>(comp.AttackMemories.Keys))
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{
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if (_timing.CurTime < comp.AttackMemories[ent])
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continue;
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if (TerminatingOrDeleted(ent, metaData))
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_deAggroQueue.Add(ent);
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_deAggroQueue.Add(ent);
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}
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foreach (var ent in _deAggroQueue)
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{
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_npcFaction.DeAggroEntity(uid, ent, factionException);
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}
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}
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}
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}
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130
Content.Server/NPC/Systems/NpcFactionSystem.Exception.cs
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130
Content.Server/NPC/Systems/NpcFactionSystem.Exception.cs
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@@ -0,0 +1,130 @@
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using System.Linq;
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using Content.Server.NPC.Components;
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namespace Content.Server.NPC.Systems;
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/// <summary>
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/// Prevents an NPC from attacking some entities from an enemy faction.
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/// </summary>
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public sealed partial class NpcFactionSystem
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{
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private EntityQuery<FactionExceptionComponent> _exceptionQuery;
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private EntityQuery<FactionExceptionTrackerComponent> _trackerQuery;
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public void InitializeException()
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{
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_exceptionQuery = GetEntityQuery<FactionExceptionComponent>();
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_trackerQuery = GetEntityQuery<FactionExceptionTrackerComponent>();
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SubscribeLocalEvent<FactionExceptionComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<FactionExceptionTrackerComponent, ComponentShutdown>(OnTrackerShutdown);
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}
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private void OnShutdown(EntityUid uid, FactionExceptionComponent component, ComponentShutdown args)
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{
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foreach (var ent in component.Hostiles)
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{
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if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
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continue;
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trackerComponent.Entities.Remove(uid);
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}
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foreach (var ent in component.Ignored)
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{
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if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
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continue;
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trackerComponent.Entities.Remove(uid);
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}
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}
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private void OnTrackerShutdown(EntityUid uid, FactionExceptionTrackerComponent component, ComponentShutdown args)
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{
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foreach (var ent in component.Entities)
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{
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if (!_exceptionQuery.TryGetComponent(ent, out var exceptionComponent))
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continue;
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exceptionComponent.Ignored.Remove(uid);
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exceptionComponent.Hostiles.Remove(uid);
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}
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}
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/// <summary>
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/// Returns whether the entity from an enemy faction won't be attacked
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/// </summary>
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public bool IsIgnored(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return false;
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return comp.Ignored.Contains(target);
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}
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/// <summary>
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/// Returns the specific hostile entities for a given entity.
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/// </summary>
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public IEnumerable<EntityUid> GetHostiles(EntityUid uid, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return Array.Empty<EntityUid>();
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return comp.Hostiles;
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}
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/// <summary>
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/// Prevents an entity from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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comp.Ignored.Add(target);
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EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
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}
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/// <summary>
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/// Prevents a list of entities from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntities(EntityUid uid, IEnumerable<EntityUid> ignored, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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foreach (var ignore in ignored)
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{
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IgnoreEntity(uid, ignore, comp);
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}
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}
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/// <summary>
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/// Makes an entity always be considered hostile.
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/// </summary>
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public void AggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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comp.Hostiles.Add(target);
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EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
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}
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/// <summary>
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/// Makes an entity no longer be considered hostile, if it was.
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/// Doesn't apply to regular faction hostilities.
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/// </summary>
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public void DeAggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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if (!comp.Hostiles.Remove(target) || !_trackerQuery.TryGetComponent(target, out var tracker))
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return;
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tracker.Entities.Remove(uid);
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}
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/// <summary>
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/// Makes a list of entities no longer be considered hostile, if it was.
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/// Doesn't apply to regular faction hostilities.
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/// </summary>
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public void AggroEntities(EntityUid uid, IEnumerable<EntityUid> entities, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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foreach (var ent in entities)
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{
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AggroEntity(uid, ent, comp);
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}
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}
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}
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@@ -1,15 +1,15 @@
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using Content.Server.NPC.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using JetBrains.Annotations;
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namespace Content.Server.NPC.Systems;
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/// <summary>
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/// Outlines faction relationships with each other.
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/// </summary>
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public sealed class NpcFactionSystem : EntitySystem
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public sealed partial class NpcFactionSystem : EntitySystem
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{
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[Dependency] private readonly FactionExceptionSystem _factionException = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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@@ -26,6 +26,8 @@ public sealed class NpcFactionSystem : EntitySystem
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_sawmill = Logger.GetSawmill("faction");
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SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
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_protoManager.PrototypesReloaded += OnProtoReload;
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InitializeException();
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RefreshFactions();
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}
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@@ -134,12 +136,15 @@ public sealed class NpcFactionSystem : EntitySystem
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if (TryComp<FactionExceptionComponent>(entity, out var factionException))
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{
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// ignore anything from enemy faction that we are explicitly friendly towards
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return hostiles.Where(target => !_factionException.IsIgnored(factionException, target));
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return hostiles
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.Union(GetHostiles(entity, factionException))
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.Where(target => !IsIgnored(entity, target, factionException));
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}
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return hostiles;
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}
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[PublicAPI]
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public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
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{
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if (!Resolve(entity, ref component, false))
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