Move faction exception and everything it needs to shared (#25154)
* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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135
Content.Shared/NPC/Systems/NpcFactionSystem.Exception.cs
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135
Content.Shared/NPC/Systems/NpcFactionSystem.Exception.cs
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using Content.Shared.NPC.Components;
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using System.Linq;
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namespace Content.Shared.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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/// Also makes it attack some entities even if they are in neutral factions (retaliation).
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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(Entity<FactionExceptionComponent> ent, ref ComponentShutdown args)
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{
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foreach (var uid in ent.Comp.Hostiles)
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{
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if (_trackerQuery.TryGetComponent(uid, out var tracker))
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tracker.Entities.Remove(ent);
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}
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foreach (var uid in ent.Comp.Ignored)
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{
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if (_trackerQuery.TryGetComponent(uid, out var tracker))
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tracker.Entities.Remove(ent);
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}
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}
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private void OnTrackerShutdown(Entity<FactionExceptionTrackerComponent> ent, ref ComponentShutdown args)
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{
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foreach (var uid in ent.Comp.Entities)
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{
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if (!_exceptionQuery.TryGetComponent(uid, out var exception))
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continue;
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exception.Ignored.Remove(ent);
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exception.Hostiles.Remove(ent);
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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(Entity<FactionExceptionComponent?> ent, EntityUid target)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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return ent.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(Entity<FactionExceptionComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return Array.Empty<EntityUid>();
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// evil c#
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return ent.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(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
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{
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ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
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ent.Comp.Ignored.Add(target);
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target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
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target.Comp.Entities.Add(ent);
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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(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> ignored)
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{
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ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
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foreach (var ignore in ignored)
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{
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IgnoreEntity(ent, ignore);
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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(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
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{
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ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
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ent.Comp.Hostiles.Add(target);
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target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
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target.Comp.Entities.Add(ent);
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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(Entity<FactionExceptionComponent?> ent, EntityUid target)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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if (!ent.Comp.Hostiles.Remove(target) || !_trackerQuery.TryGetComponent(target, out var tracker))
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return;
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tracker.Entities.Remove(ent);
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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(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> entities)
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{
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ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
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foreach (var uid in entities)
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{
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AggroEntity(ent, uid);
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}
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}
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}
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