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

View File

@@ -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);
}
}
}
}