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:
@@ -100,12 +100,10 @@ namespace Content.Client.Entry
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_prototypeManager.RegisterIgnore("seed"); // Seeds prototypes are server-only.
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_prototypeManager.RegisterIgnore("objective");
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_prototypeManager.RegisterIgnore("holiday");
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_prototypeManager.RegisterIgnore("aiFaction");
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_prototypeManager.RegisterIgnore("htnCompound");
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_prototypeManager.RegisterIgnore("htnPrimitive");
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_prototypeManager.RegisterIgnore("gameMap");
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_prototypeManager.RegisterIgnore("gameMapPool");
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_prototypeManager.RegisterIgnore("npcFaction");
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_prototypeManager.RegisterIgnore("lobbyBackground");
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_prototypeManager.RegisterIgnore("advertisementsPack");
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_prototypeManager.RegisterIgnore("gamePreset");
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@@ -1,3 +1,4 @@
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using Content.Shared.NPC.Prototypes;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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@@ -57,5 +58,12 @@ namespace Content.Server.Dragon
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{
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Params = AudioParams.Default.WithVolume(3f),
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};
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/// <summary>
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/// NPC faction to re-add after being zombified.
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/// Prevents zombie dragon from being attacked by its own carp.
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/// </summary>
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[DataField]
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public ProtoId<NpcFactionPrototype> Faction = "Dragon";
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}
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}
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@@ -10,6 +10,8 @@ using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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@@ -24,6 +26,7 @@ public sealed partial class DragonSystem : EntitySystem
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDef = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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@@ -55,6 +58,7 @@ public sealed partial class DragonSystem : EntitySystem
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SubscribeLocalEvent<DragonComponent, RefreshMovementSpeedModifiersEvent>(OnDragonMove);
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SubscribeLocalEvent<DragonComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<DragonComponent, GenericAntagCreatedEvent>(OnCreated);
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SubscribeLocalEvent<DragonComponent, EntityZombifiedEvent>(OnZombified);
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}
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public override void Update(float frameTime)
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@@ -202,6 +206,12 @@ public sealed partial class DragonSystem : EntitySystem
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}, mind);
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}
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private void OnZombified(Entity<DragonComponent> ent, ref EntityZombifiedEvent args)
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{
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// prevent carp attacking zombie dragon
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_faction.AddFaction(ent.Owner, ent.Comp.Faction);
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}
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private void Roar(EntityUid uid, DragonComponent comp)
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{
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if (comp.SoundRoar != null)
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@@ -1,23 +0,0 @@
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using Content.Server.Friends.Systems;
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namespace Content.Server.Friends.Components;
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/// <summary>
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/// Pet something to become friends with it (use in hand, press Z)
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/// Uses FactionExceptionComponent behind the scenes
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/// </summary>
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[RegisterComponent, Access(typeof(PettableFriendSystem))]
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public sealed partial class PettableFriendComponent : Component
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{
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/// <summary>
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/// Localized popup sent when petting for the first time
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/// </summary>
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[DataField("successString", required: true), ViewVariables(VVAccess.ReadWrite)]
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public string SuccessString = string.Empty;
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/// <summary>
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/// Localized popup sent when petting multiple times
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/// </summary>
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[DataField("failureString", required: true), ViewVariables(VVAccess.ReadWrite)]
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public string FailureString = string.Empty;
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}
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@@ -1,50 +0,0 @@
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using Content.Server.Friends.Components;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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namespace Content.Server.Friends.Systems;
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public sealed class PettableFriendSystem : EntitySystem
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{
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[Dependency] private readonly NpcFactionSystem _factionException = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PettableFriendComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<PettableFriendComponent, GotRehydratedEvent>(OnRehydrated);
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}
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private void OnUseInHand(EntityUid uid, PettableFriendComponent comp, UseInHandEvent args)
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{
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var user = args.User;
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if (args.Handled || !TryComp<FactionExceptionComponent>(uid, out var factionException))
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return;
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if (_factionException.IsIgnored(uid, user, factionException))
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{
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_popup.PopupEntity(Loc.GetString(comp.FailureString, ("target", uid)), user, user);
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return;
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}
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// you have made a new friend :)
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_popup.PopupEntity(Loc.GetString(comp.SuccessString, ("target", uid)), user, user);
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_factionException.IgnoreEntity(uid, user, factionException);
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args.Handled = true;
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}
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private void OnRehydrated(EntityUid uid, PettableFriendComponent _, ref GotRehydratedEvent args)
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{
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// can only pet before hydrating, after that the fish cannot be negotiated with
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if (!TryComp<FactionExceptionComponent>(uid, out var comp))
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return;
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var targetComp = AddComp<FactionExceptionComponent>(args.Target);
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_factionException.IgnoreEntities(args.Target, comp.Ignored, targetComp);
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}
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}
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@@ -1,8 +1,8 @@
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using Content.Server.Maps;
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using Content.Server.NPC.Components;
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using Content.Server.RoundEnd;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Dataset;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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@@ -1,5 +1,5 @@
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using Content.Server.NPC.Components;
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using Content.Shared.Dataset;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Random;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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@@ -7,8 +7,6 @@ using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Humanoid;
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using Content.Server.Mind;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Nuke;
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using Content.Server.NukeOps;
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using Content.Server.Popups;
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@@ -30,6 +28,8 @@ using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Preferences;
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@@ -474,7 +474,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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{
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if (!_npcFaction.IsFactionHostile(component.Faction, eligibleUid, member))
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if (!_npcFaction.IsFactionHostile(component.Faction, (eligibleUid, member)))
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continue;
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eligible.Add((eligibleUid, eligibleComp, member));
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@@ -4,8 +4,6 @@ using Content.Server.Administration.Commands;
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using Content.Server.Cargo.Systems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Preferences.Managers;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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@@ -14,6 +12,8 @@ using Content.Shared.CCVar;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Mind;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.GameObjects;
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@@ -4,8 +4,6 @@ using Content.Server.EUI;
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using Content.Server.Flash;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Popups;
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using Content.Server.Revolutionary;
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using Content.Server.Revolutionary.Components;
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@@ -23,6 +21,8 @@ using Content.Shared.Mindshield.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Revolutionary.Components;
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using Content.Shared.Roles;
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using Content.Shared.Stunnable;
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@@ -1,7 +1,6 @@
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using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.NPC.Systems;
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using Content.Server.Objectives;
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using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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@@ -10,6 +9,7 @@ using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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@@ -1,16 +0,0 @@
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using Content.Server.NPC.Systems;
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namespace Content.Server.NPC.Components;
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/// <summary>
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/// This is used for tracking entities stored in <see cref="FactionExceptionComponent"/>
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/// </summary>
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[RegisterComponent, Access(typeof(NpcFactionSystem))]
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public sealed partial class FactionExceptionTrackerComponent : Component
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{
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/// <summary>
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/// entities with <see cref="FactionExceptionComponent"/> that are tracking this entity.
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/// </summary>
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[DataField("entities")]
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public HashSet<EntityUid> Entities = new();
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}
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@@ -1,29 +0,0 @@
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using Content.Server.NPC.Systems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.NPC.Components
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{
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[RegisterComponent]
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[Access(typeof(NpcFactionSystem))]
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public sealed partial class NpcFactionMemberComponent : Component
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{
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/// <summary>
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/// Factions this entity is a part of.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite),
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DataField("factions", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<NpcFactionPrototype>))]
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public HashSet<string> Factions = new();
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/// <summary>
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/// Cached friendly factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> FriendlyFactions = new();
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/// <summary>
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/// Cached hostile factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> HostileFactions = new();
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}
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}
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@@ -1,22 +0,0 @@
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.NPC.Components
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{
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/// <summary>
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/// Contains data about this faction's relations with other factions.
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/// </summary>
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[Prototype("npcFaction")]
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public sealed partial class NpcFactionPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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[ViewVariables(VVAccess.ReadWrite), DataField("friendly", customTypeSerializer:typeof(PrototypeIdListSerializer<NpcFactionPrototype>))]
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public List<string> Friendly = new();
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[ViewVariables(VVAccess.ReadWrite), DataField("hostile", customTypeSerializer:typeof(PrototypeIdListSerializer<NpcFactionPrototype>))]
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public List<string> Hostile = new();
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}
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}
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@@ -1,13 +0,0 @@
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namespace Content.Server.NPC;
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/// <summary>
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/// Cached data for the faction prototype. Can be modified at runtime.
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/// </summary>
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public sealed class FactionData
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{
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[ViewVariables]
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public HashSet<string> Friendly = new();
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[ViewVariables]
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public HashSet<string> Hostile = new();
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}
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@@ -1,7 +1,9 @@
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using Content.Server.NPC.Components;
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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 Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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@@ -22,7 +24,7 @@ public sealed class NPCRetaliationSystem : EntitySystem
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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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private void OnDamageChanged(Entity<NPCRetaliationComponent> ent, ref DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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@@ -30,29 +32,27 @@ public sealed class NPCRetaliationSystem : EntitySystem
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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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TryRetaliate(ent, origin);
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}
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private void OnDisarmed(EntityUid uid, NPCRetaliationComponent component, DisarmedEvent args)
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private void OnDisarmed(Entity<NPCRetaliationComponent> ent, ref DisarmedEvent args)
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{
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TryRetaliate(uid, args.Source, component);
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TryRetaliate(ent, args.Source);
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}
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public bool TryRetaliate(EntityUid uid, EntityUid target, NPCRetaliationComponent? component = null)
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public bool TryRetaliate(Entity<NPCRetaliationComponent> ent, EntityUid target)
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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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// don't retaliate against the same faction
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if (_npcFaction.IsEntityFriendly(ent.Owner, 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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component.AttackMemories[target] = _timing.CurTime + memoryLength;
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_npcFaction.AggroEntity(ent.Owner, target);
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if (ent.Comp.AttackMemoryLength is {} memoryLength)
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ent.Comp.AttackMemories[target] = _timing.CurTime + memoryLength;
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return true;
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}
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@@ -64,12 +64,14 @@ public sealed class NPCRetaliationSystem : EntitySystem
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var query = EntityQueryEnumerator<NPCRetaliationComponent, FactionExceptionComponent>();
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while (query.MoveNext(out var uid, out var retaliationComponent, out var factionException))
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{
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// TODO: can probably reuse this allocation and clear it
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foreach (var entity in new ValueList<EntityUid>(retaliationComponent.AttackMemories.Keys))
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{
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if (!TerminatingOrDeleted(entity) && _timing.CurTime < retaliationComponent.AttackMemories[entity])
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continue;
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_npcFaction.DeAggroEntity(uid, entity, factionException);
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_npcFaction.DeAggroEntity((uid, factionException), entity);
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// TODO: should probably remove the AttackMemory, thats the whole point of the ValueList right??
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||||
}
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||||
}
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||||
}
|
||||
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||||
@@ -582,7 +582,7 @@ public sealed partial class NPCSteeringSystem
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||||
(mask & otherBody.CollisionLayer) == 0x0 &&
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||||
(layer & otherBody.CollisionMask) == 0x0 ||
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||||
!_factionQuery.TryGetComponent(ent, out var otherFaction) ||
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||||
!_npcFaction.IsEntityFriendly(uid, ent, ourFaction, otherFaction) ||
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!_npcFaction.IsEntityFriendly((uid, ourFaction), (ent, otherFaction)) ||
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// Use <= 0 so we ignore stationary friends in case.
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||||
Vector2.Dot(otherBody.LinearVelocity, ourVelocity) <= 0f)
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||||
{
|
||||
|
||||
@@ -13,6 +13,8 @@ using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC.Components;
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||||
using Content.Shared.NPC.Systems;
|
||||
using Content.Shared.NPC.Events;
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||||
using Content.Shared.Physics;
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||||
using Content.Shared.Weapons.Melee;
|
||||
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||||
@@ -12,6 +12,7 @@ using Content.Shared.Fluids.Components;
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||||
using Content.Shared.Hands.Components;
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||||
using Content.Shared.Inventory;
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||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Content.Shared.Nutrition.Components;
|
||||
using Content.Shared.Tools.Systems;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
|
||||
@@ -1,130 +0,0 @@
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||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -25,6 +25,8 @@ using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.NPC.Components;
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Content.Shared.Nutrition.AnimalHusbandry;
|
||||
using Content.Shared.Nutrition.Components;
|
||||
using Content.Shared.Popups;
|
||||
@@ -215,11 +217,7 @@ namespace Content.Server.Zombies
|
||||
_damageable.SetAllDamage(target, damageablecomp, 0);
|
||||
_mobState.ChangeMobState(target, MobState.Alive);
|
||||
|
||||
var factionComp = EnsureComp<NpcFactionMemberComponent>(target);
|
||||
foreach (var id in new List<string>(factionComp.Factions))
|
||||
{
|
||||
_faction.RemoveFaction(target, id);
|
||||
}
|
||||
_faction.ClearFactions(target, dirty: false);
|
||||
_faction.AddFaction(target, "Zombie");
|
||||
|
||||
//gives it the funny "Zombie ___" name.
|
||||
|
||||
24
Content.Shared/Friends/Components/PettableFriendComponent.cs
Normal file
24
Content.Shared/Friends/Components/PettableFriendComponent.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using Content.Shared.Friends.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Friends.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Pet something to become friends with it (use in hand, press Z)
|
||||
/// Requires this entity to have FactionExceptionComponent to work.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(PettableFriendSystem))]
|
||||
public sealed partial class PettableFriendComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Localized popup sent when petting for the first time
|
||||
/// </summary>
|
||||
[DataField(required: true)]
|
||||
public LocId SuccessString = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Localized popup sent when petting multiple times
|
||||
/// </summary>
|
||||
[DataField(required: true)]
|
||||
public LocId FailureString = string.Empty;
|
||||
}
|
||||
62
Content.Shared/Friends/Systems/PettableFriendSystem.cs
Normal file
62
Content.Shared/Friends/Systems/PettableFriendSystem.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Friends.Components;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.NPC.Components;
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Friends.Systems;
|
||||
|
||||
public sealed class PettableFriendSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly NpcFactionSystem _factionException = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
||||
[Dependency] private readonly UseDelaySystem _useDelay = default!;
|
||||
|
||||
private EntityQuery<FactionExceptionComponent> _exceptionQuery;
|
||||
private EntityQuery<UseDelayComponent> _useDelayQuery;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_exceptionQuery = GetEntityQuery<FactionExceptionComponent>();
|
||||
_useDelayQuery = GetEntityQuery<UseDelayComponent>();
|
||||
|
||||
SubscribeLocalEvent<PettableFriendComponent, UseInHandEvent>(OnUseInHand);
|
||||
SubscribeLocalEvent<PettableFriendComponent, GotRehydratedEvent>(OnRehydrated);
|
||||
}
|
||||
|
||||
private void OnUseInHand(Entity<PettableFriendComponent> ent, ref UseInHandEvent args)
|
||||
{
|
||||
var (uid, comp) = ent;
|
||||
var user = args.User;
|
||||
if (args.Handled || !_exceptionQuery.TryGetComponent(uid, out var exceptionComp))
|
||||
return;
|
||||
|
||||
if (_useDelayQuery.TryGetComponent(uid, out var useDelay) && !_useDelay.TryResetDelay((uid, useDelay), true))
|
||||
return;
|
||||
|
||||
var exception = (uid, exceptionComp);
|
||||
if (_factionException.IsIgnored(exception, user))
|
||||
{
|
||||
_popup.PopupClient(Loc.GetString(comp.FailureString, ("target", uid)), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// you have made a new friend :)
|
||||
_popup.PopupClient(Loc.GetString(comp.SuccessString, ("target", uid)), user, user);
|
||||
_factionException.IgnoreEntity(exception, user);
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private void OnRehydrated(Entity<PettableFriendComponent> ent, ref GotRehydratedEvent args)
|
||||
{
|
||||
// can only pet before hydrating, after that the fish cannot be negotiated with
|
||||
if (!TryComp<FactionExceptionComponent>(ent, out var comp))
|
||||
return;
|
||||
|
||||
_factionException.IgnoreEntities(args.Target, comp.Ignored);
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,24 @@
|
||||
using Content.Server.NPC.Systems;
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Server.NPC.Components;
|
||||
namespace Content.Shared.NPC.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Prevents an NPC from attacking ignored entities from enemy factions.
|
||||
/// Can be added to if pettable, see PettableFriendComponent.
|
||||
/// </summary>
|
||||
[RegisterComponent, Access(typeof(NpcFactionSystem))]
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem))]
|
||||
public sealed partial class FactionExceptionComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Collection of entities that this NPC will refuse to attack
|
||||
/// </summary>
|
||||
[DataField("ignored")]
|
||||
[DataField]
|
||||
public HashSet<EntityUid> Ignored = new();
|
||||
|
||||
/// <summary>
|
||||
/// Collection of entities that this NPC will attack, regardless of faction.
|
||||
/// </summary>
|
||||
[DataField("hostiles")]
|
||||
[DataField]
|
||||
public HashSet<EntityUid> Hostiles = new();
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.NPC.Components;
|
||||
|
||||
/// <summary>
|
||||
/// This is used for tracking entities stored in <see cref="FactionExceptionComponent"/>.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem))]
|
||||
public sealed partial class FactionExceptionTrackerComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Entities with <see cref="FactionExceptionComponent"/> that are tracking this entity.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public HashSet<EntityUid> Entities = new();
|
||||
}
|
||||
28
Content.Shared/NPC/Components/NpcFactionMemberComponent.cs
Normal file
28
Content.Shared/NPC/Components/NpcFactionMemberComponent.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using Content.Shared.NPC.Prototypes;
|
||||
using Content.Shared.NPC.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.NPC.Components;
|
||||
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(NpcFactionSystem))]
|
||||
public sealed partial class NpcFactionMemberComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Factions this entity is a part of.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public HashSet<ProtoId<NpcFactionPrototype>> Factions = new();
|
||||
|
||||
/// <summary>
|
||||
/// Cached friendly factions.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public readonly HashSet<ProtoId<NpcFactionPrototype>> FriendlyFactions = new();
|
||||
|
||||
/// <summary>
|
||||
/// Cached hostile factions.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public readonly HashSet<ProtoId<NpcFactionPrototype>> HostileFactions = new();
|
||||
}
|
||||
32
Content.Shared/NPC/Prototypes/NpcFactionPrototype.cs
Normal file
32
Content.Shared/NPC/Prototypes/NpcFactionPrototype.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.NPC.Prototypes;
|
||||
|
||||
/// <summary>
|
||||
/// Contains data about this faction's relations with other factions.
|
||||
/// </summary>
|
||||
[Prototype("npcFaction")]
|
||||
public sealed partial class NpcFactionPrototype : IPrototype
|
||||
{
|
||||
[ViewVariables]
|
||||
[IdDataField]
|
||||
public string ID { get; private set; } = default!;
|
||||
|
||||
[DataField]
|
||||
public List<ProtoId<NpcFactionPrototype>> Friendly = new();
|
||||
|
||||
[DataField]
|
||||
public List<ProtoId<NpcFactionPrototype>> Hostile = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cached data for the faction prototype. Is modified at runtime, whereas the prototype is not.
|
||||
/// </summary>
|
||||
public record struct FactionData
|
||||
{
|
||||
[ViewVariables]
|
||||
public HashSet<ProtoId<NpcFactionPrototype>> Friendly;
|
||||
|
||||
[ViewVariables]
|
||||
public HashSet<ProtoId<NpcFactionPrototype>> Hostile;
|
||||
}
|
||||
135
Content.Shared/NPC/Systems/NpcFactionSystem.Exception.cs
Normal file
135
Content.Shared/NPC/Systems/NpcFactionSystem.Exception.cs
Normal file
@@ -0,0 +1,135 @@
|
||||
using Content.Shared.NPC.Components;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Shared.NPC.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// Prevents an NPC from attacking some entities from an enemy faction.
|
||||
/// Also makes it attack some entities even if they are in neutral factions (retaliation).
|
||||
/// </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(Entity<FactionExceptionComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
foreach (var uid in ent.Comp.Hostiles)
|
||||
{
|
||||
if (_trackerQuery.TryGetComponent(uid, out var tracker))
|
||||
tracker.Entities.Remove(ent);
|
||||
}
|
||||
|
||||
foreach (var uid in ent.Comp.Ignored)
|
||||
{
|
||||
if (_trackerQuery.TryGetComponent(uid, out var tracker))
|
||||
tracker.Entities.Remove(ent);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTrackerShutdown(Entity<FactionExceptionTrackerComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
foreach (var uid in ent.Comp.Entities)
|
||||
{
|
||||
if (!_exceptionQuery.TryGetComponent(uid, out var exception))
|
||||
continue;
|
||||
|
||||
exception.Ignored.Remove(ent);
|
||||
exception.Hostiles.Remove(ent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether the entity from an enemy faction won't be attacked
|
||||
/// </summary>
|
||||
public bool IsIgnored(Entity<FactionExceptionComponent?> ent, EntityUid target)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return false;
|
||||
|
||||
return ent.Comp.Ignored.Contains(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the specific hostile entities for a given entity.
|
||||
/// </summary>
|
||||
public IEnumerable<EntityUid> GetHostiles(Entity<FactionExceptionComponent?> ent)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return Array.Empty<EntityUid>();
|
||||
|
||||
// evil c#
|
||||
return ent.Comp!.Hostiles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents an entity from an enemy faction from being attacked
|
||||
/// </summary>
|
||||
public void IgnoreEntity(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
|
||||
{
|
||||
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
|
||||
ent.Comp.Ignored.Add(target);
|
||||
target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
|
||||
target.Comp.Entities.Add(ent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents a list of entities from an enemy faction from being attacked
|
||||
/// </summary>
|
||||
public void IgnoreEntities(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> ignored)
|
||||
{
|
||||
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
|
||||
foreach (var ignore in ignored)
|
||||
{
|
||||
IgnoreEntity(ent, ignore);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an entity always be considered hostile.
|
||||
/// </summary>
|
||||
public void AggroEntity(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
|
||||
{
|
||||
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
|
||||
ent.Comp.Hostiles.Add(target);
|
||||
target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
|
||||
target.Comp.Entities.Add(ent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an entity no longer be considered hostile, if it was.
|
||||
/// Doesn't apply to regular faction hostilities.
|
||||
/// </summary>
|
||||
public void DeAggroEntity(Entity<FactionExceptionComponent?> ent, EntityUid target)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
if (!ent.Comp.Hostiles.Remove(target) || !_trackerQuery.TryGetComponent(target, out var tracker))
|
||||
return;
|
||||
|
||||
tracker.Entities.Remove(ent);
|
||||
}
|
||||
|
||||
/// <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(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> entities)
|
||||
{
|
||||
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
|
||||
foreach (var uid in entities)
|
||||
{
|
||||
AggroEntity(ent, uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,10 @@
|
||||
using Content.Shared.NPC.Components;
|
||||
using Content.Shared.NPC.Prototypes;
|
||||
using Robust.Shared.Prototypes;
|
||||
using System.Collections.Frozen;
|
||||
using System.Linq;
|
||||
using Content.Server.NPC.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.NPC.Systems;
|
||||
namespace Content.Shared.NPC.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// Outlines faction relationships with each other.
|
||||
@@ -12,7 +12,8 @@ namespace Content.Server.NPC.Systems;
|
||||
public sealed partial class NpcFactionSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _xform = default!;
|
||||
|
||||
/// <summary>
|
||||
/// To avoid prototype mutability we store an intermediary data class that gets used instead.
|
||||
@@ -36,122 +37,126 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
RefreshFactions();
|
||||
}
|
||||
|
||||
private void OnFactionStartup(EntityUid uid, NpcFactionMemberComponent memberComponent, ComponentStartup args)
|
||||
private void OnFactionStartup(Entity<NpcFactionMemberComponent> ent, ref ComponentStartup args)
|
||||
{
|
||||
RefreshFactions(memberComponent);
|
||||
RefreshFactions(ent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes the cached factions for this component.
|
||||
/// </summary>
|
||||
private void RefreshFactions(NpcFactionMemberComponent memberComponent)
|
||||
private void RefreshFactions(Entity<NpcFactionMemberComponent> ent)
|
||||
{
|
||||
memberComponent.FriendlyFactions.Clear();
|
||||
memberComponent.HostileFactions.Clear();
|
||||
ent.Comp.FriendlyFactions.Clear();
|
||||
ent.Comp.HostileFactions.Clear();
|
||||
|
||||
foreach (var faction in memberComponent.Factions)
|
||||
foreach (var faction in ent.Comp.Factions)
|
||||
{
|
||||
// YAML Linter already yells about this
|
||||
// YAML Linter already yells about this, don't need to log an error here
|
||||
if (!_factions.TryGetValue(faction, out var factionData))
|
||||
continue;
|
||||
|
||||
memberComponent.FriendlyFactions.UnionWith(factionData.Friendly);
|
||||
memberComponent.HostileFactions.UnionWith(factionData.Hostile);
|
||||
ent.Comp.FriendlyFactions.UnionWith(factionData.Friendly);
|
||||
ent.Comp.HostileFactions.UnionWith(factionData.Hostile);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether an entity is a member of a faction.
|
||||
/// </summary>
|
||||
public bool IsMember(Entity<NpcFactionMemberComponent?> ent, string faction)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return false;
|
||||
|
||||
return ent.Comp.Factions.Contains(faction);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds this entity to the particular faction.
|
||||
/// </summary>
|
||||
public void AddFaction(EntityUid uid, string faction, bool dirty = true)
|
||||
public void AddFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
|
||||
{
|
||||
if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
|
||||
if (!_proto.HasIndex<NpcFactionPrototype>(faction))
|
||||
{
|
||||
Log.Error($"Unable to find faction {faction}");
|
||||
return;
|
||||
}
|
||||
|
||||
var comp = EnsureComp<NpcFactionMemberComponent>(uid);
|
||||
if (!comp.Factions.Add(faction))
|
||||
ent.Comp ??= EnsureComp<NpcFactionMemberComponent>(ent);
|
||||
if (!ent.Comp.Factions.Add(faction))
|
||||
return;
|
||||
|
||||
if (dirty)
|
||||
{
|
||||
RefreshFactions(comp);
|
||||
}
|
||||
RefreshFactions((ent, ent.Comp));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes this entity from the particular faction.
|
||||
/// </summary>
|
||||
public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
|
||||
public void RemoveFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
|
||||
{
|
||||
if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
|
||||
if (!_proto.HasIndex<NpcFactionPrototype>(faction))
|
||||
{
|
||||
Log.Error($"Unable to find faction {faction}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
if (!component.Factions.Remove(faction))
|
||||
if (!ent.Comp.Factions.Remove(faction))
|
||||
return;
|
||||
|
||||
if (dirty)
|
||||
{
|
||||
RefreshFactions(component);
|
||||
}
|
||||
RefreshFactions((ent, ent.Comp));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove this entity from all factions.
|
||||
/// </summary>
|
||||
public void ClearFactions(EntityUid uid, bool dirty = true)
|
||||
public void ClearFactions(Entity<NpcFactionMemberComponent?> ent, bool dirty = true)
|
||||
{
|
||||
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
component.Factions.Clear();
|
||||
ent.Comp.Factions.Clear();
|
||||
|
||||
if (dirty)
|
||||
RefreshFactions(component);
|
||||
RefreshFactions((ent, ent.Comp));
|
||||
}
|
||||
|
||||
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
|
||||
public IEnumerable<EntityUid> GetNearbyHostiles(Entity<NpcFactionMemberComponent?, FactionExceptionComponent?> ent, float range)
|
||||
{
|
||||
if (!Resolve(entity, ref component, false))
|
||||
if (!Resolve(ent, ref ent.Comp1, false))
|
||||
return Array.Empty<EntityUid>();
|
||||
|
||||
var hostiles = GetNearbyFactions(entity, range, component.HostileFactions);
|
||||
if (TryComp<FactionExceptionComponent>(entity, out var factionException))
|
||||
{
|
||||
// ignore anything from enemy faction that we are explicitly friendly towards
|
||||
return hostiles
|
||||
.Union(GetHostiles(entity, factionException))
|
||||
.Where(target => !IsIgnored(entity, target, factionException));
|
||||
}
|
||||
|
||||
var hostiles = GetNearbyFactions(ent, range, ent.Comp1.HostileFactions)
|
||||
// ignore mobs that have both hostile faction and the same faction,
|
||||
// otherwise having multiple factions is strictly negative
|
||||
.Where(target => !IsEntityFriendly((ent, ent.Comp1), target));
|
||||
if (!Resolve(ent, ref ent.Comp2, false))
|
||||
return hostiles;
|
||||
|
||||
// ignore anything from enemy faction that we are explicitly friendly towards
|
||||
var faction = (ent.Owner, ent.Comp2);
|
||||
return hostiles
|
||||
.Union(GetHostiles(faction))
|
||||
.Where(target => !IsIgnored(faction, target));
|
||||
}
|
||||
|
||||
[PublicAPI]
|
||||
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
|
||||
public IEnumerable<EntityUid> GetNearbyFriendlies(Entity<NpcFactionMemberComponent?> ent, float range)
|
||||
{
|
||||
if (!Resolve(entity, ref component, false))
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return Array.Empty<EntityUid>();
|
||||
|
||||
return GetNearbyFactions(entity, range, component.FriendlyFactions);
|
||||
return GetNearbyFactions(ent, range, ent.Comp.FriendlyFactions);
|
||||
}
|
||||
|
||||
private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<string> factions)
|
||||
private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<ProtoId<NpcFactionPrototype>> factions)
|
||||
{
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
|
||||
if (!xformQuery.TryGetComponent(entity, out var entityXform))
|
||||
yield break;
|
||||
|
||||
foreach (var ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(entityXform.MapPosition, range))
|
||||
var xform = Transform(entity);
|
||||
foreach (var ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(_xform.GetMapCoordinates((entity, xform)), range))
|
||||
{
|
||||
if (ent.Owner == entity)
|
||||
continue;
|
||||
@@ -163,12 +168,15 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, NpcFactionMemberComponent? factionA = null, NpcFactionMemberComponent? factionB = null)
|
||||
/// <remarks>
|
||||
/// 1-way and purely faction based, ignores faction exception.
|
||||
/// </remarks>
|
||||
public bool IsEntityFriendly(Entity<NpcFactionMemberComponent?> ent, Entity<NpcFactionMemberComponent?> other)
|
||||
{
|
||||
if (!Resolve(uidA, ref factionA, false) || !Resolve(uidB, ref factionB, false))
|
||||
if (!Resolve(ent, ref ent.Comp, false) || !Resolve(other, ref other.Comp, false))
|
||||
return false;
|
||||
|
||||
return factionA.Factions.Overlaps(factionB.Factions) || factionA.FriendlyFactions.Overlaps(factionB.Factions);
|
||||
return ent.Comp.Factions.Overlaps(other.Comp.Factions) || ent.Comp.FriendlyFactions.Overlaps(other.Comp.Factions);
|
||||
}
|
||||
|
||||
public bool IsFactionFriendly(string target, string with)
|
||||
@@ -176,13 +184,13 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
|
||||
}
|
||||
|
||||
public bool IsFactionFriendly(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
|
||||
public bool IsFactionFriendly(string target, Entity<NpcFactionMemberComponent?> with)
|
||||
{
|
||||
if (!Resolve(with, ref factionWith, false))
|
||||
if (!Resolve(with, ref with.Comp, false))
|
||||
return false;
|
||||
|
||||
return factionWith.Factions.All(x => IsFactionFriendly(target, x)) ||
|
||||
factionWith.FriendlyFactions.Contains(target);
|
||||
return with.Comp.Factions.All(x => IsFactionFriendly(target, x)) ||
|
||||
with.Comp.FriendlyFactions.Contains(target);
|
||||
}
|
||||
|
||||
public bool IsFactionHostile(string target, string with)
|
||||
@@ -190,13 +198,13 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
return _factions[target].Hostile.Contains(with) && _factions[with].Hostile.Contains(target);
|
||||
}
|
||||
|
||||
public bool IsFactionHostile(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
|
||||
public bool IsFactionHostile(string target, Entity<NpcFactionMemberComponent?> with)
|
||||
{
|
||||
if (!Resolve(with, ref factionWith, false))
|
||||
if (!Resolve(with, ref with.Comp, false))
|
||||
return false;
|
||||
|
||||
return factionWith.Factions.All(x => IsFactionHostile(target, x)) ||
|
||||
factionWith.HostileFactions.Contains(target);
|
||||
return with.Comp.Factions.All(x => IsFactionHostile(target, x)) ||
|
||||
with.Comp.HostileFactions.Contains(target);
|
||||
}
|
||||
|
||||
public bool IsFactionNeutral(string target, string with)
|
||||
@@ -226,26 +234,6 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
RefreshFactions();
|
||||
}
|
||||
|
||||
private void RefreshFactions()
|
||||
{
|
||||
|
||||
_factions = _protoManager.EnumeratePrototypes<NpcFactionPrototype>().ToFrozenDictionary(
|
||||
faction => faction.ID,
|
||||
faction => new FactionData
|
||||
{
|
||||
Friendly = faction.Friendly.ToHashSet(),
|
||||
Hostile = faction.Hostile.ToHashSet()
|
||||
|
||||
});
|
||||
|
||||
foreach (var comp in EntityQuery<NpcFactionMemberComponent>(true))
|
||||
{
|
||||
comp.FriendlyFactions.Clear();
|
||||
comp.HostileFactions.Clear();
|
||||
RefreshFactions(comp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes the source faction hostile to the target faction, 1-way.
|
||||
/// </summary>
|
||||
@@ -267,5 +255,23 @@ public sealed partial class NpcFactionSystem : EntitySystem
|
||||
sourceFaction.Hostile.Add(target);
|
||||
RefreshFactions();
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshFactions()
|
||||
{
|
||||
_factions = _proto.EnumeratePrototypes<NpcFactionPrototype>().ToFrozenDictionary(
|
||||
faction => faction.ID,
|
||||
faction => new FactionData
|
||||
{
|
||||
Friendly = faction.Friendly.ToHashSet(),
|
||||
Hostile = faction.Hostile.ToHashSet()
|
||||
});
|
||||
|
||||
var query = AllEntityQuery<NpcFactionMemberComponent>();
|
||||
while (query.MoveNext(out var uid, out var comp))
|
||||
{
|
||||
comp.FriendlyFactions.Clear();
|
||||
comp.HostileFactions.Clear();
|
||||
RefreshFactions((uid, comp));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user