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>
This commit is contained in:
277
Content.Shared/NPC/Systems/NpcFactionSystem.cs
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277
Content.Shared/NPC/Systems/NpcFactionSystem.cs
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Prototypes;
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using Robust.Shared.Prototypes;
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using System.Collections.Frozen;
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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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/// Outlines faction relationships with each other.
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/// </summary>
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public sealed partial class NpcFactionSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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/// <summary>
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/// To avoid prototype mutability we store an intermediary data class that gets used instead.
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/// </summary>
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private FrozenDictionary<string, FactionData> _factions = FrozenDictionary<string, FactionData>.Empty;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
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InitializeException();
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RefreshFactions();
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}
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private void OnProtoReload(PrototypesReloadedEventArgs obj)
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{
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if (obj.WasModified<NpcFactionPrototype>())
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RefreshFactions();
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}
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private void OnFactionStartup(Entity<NpcFactionMemberComponent> ent, ref ComponentStartup args)
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{
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RefreshFactions(ent);
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}
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/// <summary>
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/// Refreshes the cached factions for this component.
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/// </summary>
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private void RefreshFactions(Entity<NpcFactionMemberComponent> ent)
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{
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ent.Comp.FriendlyFactions.Clear();
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ent.Comp.HostileFactions.Clear();
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foreach (var faction in ent.Comp.Factions)
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{
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// YAML Linter already yells about this, don't need to log an error here
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if (!_factions.TryGetValue(faction, out var factionData))
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continue;
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ent.Comp.FriendlyFactions.UnionWith(factionData.Friendly);
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ent.Comp.HostileFactions.UnionWith(factionData.Hostile);
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}
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}
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/// <summary>
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/// Returns whether an entity is a member of a faction.
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/// </summary>
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public bool IsMember(Entity<NpcFactionMemberComponent?> ent, string faction)
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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.Factions.Contains(faction);
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}
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/// <summary>
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/// Adds this entity to the particular faction.
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/// </summary>
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public void AddFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
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{
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if (!_proto.HasIndex<NpcFactionPrototype>(faction))
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{
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Log.Error($"Unable to find faction {faction}");
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return;
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}
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ent.Comp ??= EnsureComp<NpcFactionMemberComponent>(ent);
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if (!ent.Comp.Factions.Add(faction))
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return;
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if (dirty)
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RefreshFactions((ent, ent.Comp));
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}
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/// <summary>
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/// Removes this entity from the particular faction.
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/// </summary>
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public void RemoveFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
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{
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if (!_proto.HasIndex<NpcFactionPrototype>(faction))
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{
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Log.Error($"Unable to find faction {faction}");
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return;
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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.Factions.Remove(faction))
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return;
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if (dirty)
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RefreshFactions((ent, ent.Comp));
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}
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/// <summary>
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/// Remove this entity from all factions.
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/// </summary>
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public void ClearFactions(Entity<NpcFactionMemberComponent?> ent, bool dirty = true)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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ent.Comp.Factions.Clear();
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if (dirty)
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RefreshFactions((ent, ent.Comp));
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}
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public IEnumerable<EntityUid> GetNearbyHostiles(Entity<NpcFactionMemberComponent?, FactionExceptionComponent?> ent, float range)
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{
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if (!Resolve(ent, ref ent.Comp1, false))
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return Array.Empty<EntityUid>();
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var hostiles = GetNearbyFactions(ent, range, ent.Comp1.HostileFactions)
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// ignore mobs that have both hostile faction and the same faction,
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// otherwise having multiple factions is strictly negative
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.Where(target => !IsEntityFriendly((ent, ent.Comp1), target));
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if (!Resolve(ent, ref ent.Comp2, false))
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return hostiles;
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// ignore anything from enemy faction that we are explicitly friendly towards
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var faction = (ent.Owner, ent.Comp2);
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return hostiles
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.Union(GetHostiles(faction))
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.Where(target => !IsIgnored(faction, target));
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}
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public IEnumerable<EntityUid> GetNearbyFriendlies(Entity<NpcFactionMemberComponent?> ent, float range)
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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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return GetNearbyFactions(ent, range, ent.Comp.FriendlyFactions);
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}
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private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<ProtoId<NpcFactionPrototype>> factions)
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{
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var xform = Transform(entity);
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foreach (var ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(_xform.GetMapCoordinates((entity, xform)), range))
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{
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if (ent.Owner == entity)
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continue;
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if (!factions.Overlaps(ent.Comp.Factions))
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continue;
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yield return ent.Owner;
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}
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}
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/// <remarks>
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/// 1-way and purely faction based, ignores faction exception.
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/// </remarks>
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public bool IsEntityFriendly(Entity<NpcFactionMemberComponent?> ent, Entity<NpcFactionMemberComponent?> other)
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{
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if (!Resolve(ent, ref ent.Comp, false) || !Resolve(other, ref other.Comp, false))
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return false;
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return ent.Comp.Factions.Overlaps(other.Comp.Factions) || ent.Comp.FriendlyFactions.Overlaps(other.Comp.Factions);
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}
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public bool IsFactionFriendly(string target, string with)
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{
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return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
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}
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public bool IsFactionFriendly(string target, Entity<NpcFactionMemberComponent?> with)
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{
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if (!Resolve(with, ref with.Comp, false))
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return false;
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return with.Comp.Factions.All(x => IsFactionFriendly(target, x)) ||
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with.Comp.FriendlyFactions.Contains(target);
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}
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public bool IsFactionHostile(string target, string with)
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{
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return _factions[target].Hostile.Contains(with) && _factions[with].Hostile.Contains(target);
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}
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public bool IsFactionHostile(string target, Entity<NpcFactionMemberComponent?> with)
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{
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if (!Resolve(with, ref with.Comp, false))
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return false;
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return with.Comp.Factions.All(x => IsFactionHostile(target, x)) ||
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with.Comp.HostileFactions.Contains(target);
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}
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public bool IsFactionNeutral(string target, string with)
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{
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return !IsFactionFriendly(target, with) && !IsFactionHostile(target, with);
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}
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/// <summary>
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/// Makes the source faction friendly to the target faction, 1-way.
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/// </summary>
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public void MakeFriendly(string source, string target)
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{
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if (!_factions.TryGetValue(source, out var sourceFaction))
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{
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Log.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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Log.Error($"Unable to find faction {target}");
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return;
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}
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sourceFaction.Friendly.Add(target);
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sourceFaction.Hostile.Remove(target);
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RefreshFactions();
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}
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/// <summary>
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/// Makes the source faction hostile to the target faction, 1-way.
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/// </summary>
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public void MakeHostile(string source, string target)
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{
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if (!_factions.TryGetValue(source, out var sourceFaction))
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{
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Log.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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Log.Error($"Unable to find faction {target}");
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return;
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}
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sourceFaction.Friendly.Remove(target);
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sourceFaction.Hostile.Add(target);
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RefreshFactions();
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}
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private void RefreshFactions()
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{
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_factions = _proto.EnumeratePrototypes<NpcFactionPrototype>().ToFrozenDictionary(
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faction => faction.ID,
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faction => new FactionData
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{
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Friendly = faction.Friendly.ToHashSet(),
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Hostile = faction.Hostile.ToHashSet()
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});
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var query = AllEntityQuery<NpcFactionMemberComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.FriendlyFactions.Clear();
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comp.HostileFactions.Clear();
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RefreshFactions((uid, comp));
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}
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}
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}
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