131 lines
4.5 KiB
C#
131 lines
4.5 KiB
C#
using System.Linq;
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using Content.Server.NPC.Components;
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namespace Content.Server.NPC.Systems;
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/// <summary>
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/// Prevents an NPC from attacking some entities from an enemy faction.
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/// </summary>
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public sealed partial class NpcFactionSystem
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{
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private EntityQuery<FactionExceptionComponent> _exceptionQuery;
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private EntityQuery<FactionExceptionTrackerComponent> _trackerQuery;
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public void InitializeException()
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{
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_exceptionQuery = GetEntityQuery<FactionExceptionComponent>();
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_trackerQuery = GetEntityQuery<FactionExceptionTrackerComponent>();
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SubscribeLocalEvent<FactionExceptionComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<FactionExceptionTrackerComponent, ComponentShutdown>(OnTrackerShutdown);
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}
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private void OnShutdown(EntityUid uid, FactionExceptionComponent component, ComponentShutdown args)
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{
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foreach (var ent in component.Hostiles)
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{
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if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
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continue;
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trackerComponent.Entities.Remove(uid);
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}
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foreach (var ent in component.Ignored)
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{
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if (!_trackerQuery.TryGetComponent(ent, out var trackerComponent))
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continue;
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trackerComponent.Entities.Remove(uid);
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}
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}
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private void OnTrackerShutdown(EntityUid uid, FactionExceptionTrackerComponent component, ComponentShutdown args)
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{
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foreach (var ent in component.Entities)
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{
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if (!_exceptionQuery.TryGetComponent(ent, out var exceptionComponent))
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continue;
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exceptionComponent.Ignored.Remove(uid);
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exceptionComponent.Hostiles.Remove(uid);
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}
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}
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/// <summary>
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/// Returns whether the entity from an enemy faction won't be attacked
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/// </summary>
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public bool IsIgnored(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return false;
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return comp.Ignored.Contains(target);
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}
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/// <summary>
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/// Returns the specific hostile entities for a given entity.
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/// </summary>
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public IEnumerable<EntityUid> GetHostiles(EntityUid uid, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return Array.Empty<EntityUid>();
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return comp.Hostiles;
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}
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/// <summary>
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/// Prevents an entity from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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comp.Ignored.Add(target);
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EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
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}
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/// <summary>
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/// Prevents a list of entities from an enemy faction from being attacked
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/// </summary>
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public void IgnoreEntities(EntityUid uid, IEnumerable<EntityUid> ignored, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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foreach (var ignore in ignored)
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{
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IgnoreEntity(uid, ignore, comp);
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}
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}
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/// <summary>
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/// Makes an entity always be considered hostile.
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/// </summary>
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public void AggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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comp.Hostiles.Add(target);
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EnsureComp<FactionExceptionTrackerComponent>(target).Entities.Add(uid);
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}
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/// <summary>
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/// Makes an entity no longer be considered hostile, if it was.
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/// Doesn't apply to regular faction hostilities.
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/// </summary>
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public void DeAggroEntity(EntityUid uid, EntityUid target, FactionExceptionComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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if (!comp.Hostiles.Remove(target) || !_trackerQuery.TryGetComponent(target, out var tracker))
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return;
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tracker.Entities.Remove(uid);
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}
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/// <summary>
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/// Makes a list of entities no longer be considered hostile, if it was.
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/// Doesn't apply to regular faction hostilities.
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/// </summary>
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public void AggroEntities(EntityUid uid, IEnumerable<EntityUid> entities, FactionExceptionComponent? comp = null)
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{
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comp ??= EnsureComp<FactionExceptionComponent>(uid);
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foreach (var ent in entities)
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{
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AggroEntity(uid, ent, comp);
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}
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}
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}
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