* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
263 lines
8.0 KiB
C#
263 lines
8.0 KiB
C#
using Content.Server.NPC.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Server.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 class FactionSystem : EntitySystem
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{
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[Dependency] private readonly FactionExceptionSystem _factionException = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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private ISawmill _sawmill = 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 Dictionary<string, FactionData> _factions = new();
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("faction");
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SubscribeLocalEvent<FactionComponent, ComponentStartup>(OnFactionStartup);
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_protoManager.PrototypesReloaded += OnProtoReload;
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RefreshFactions();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_protoManager.PrototypesReloaded -= OnProtoReload;
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}
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private void OnProtoReload(PrototypesReloadedEventArgs obj)
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{
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if (!obj.ByType.ContainsKey(typeof(FactionPrototype)))
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return;
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RefreshFactions();
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}
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private void OnFactionStartup(EntityUid uid, FactionComponent component, ComponentStartup args)
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{
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RefreshFactions(component);
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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(FactionComponent component)
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{
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component.FriendlyFactions.Clear();
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component.HostileFactions.Clear();
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foreach (var faction in component.Factions)
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{
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// YAML Linter already yells about this
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if (!_factions.TryGetValue(faction, out var factionData))
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continue;
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component.FriendlyFactions.UnionWith(factionData.Friendly);
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component.HostileFactions.UnionWith(factionData.Hostile);
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}
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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(EntityUid uid, string faction, bool dirty = true)
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{
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if (!_protoManager.HasIndex<FactionPrototype>(faction))
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{
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_sawmill.Error($"Unable to find faction {faction}");
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return;
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}
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var comp = EnsureComp<FactionComponent>(uid);
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if (!comp.Factions.Add(faction))
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return;
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if (dirty)
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{
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RefreshFactions(comp);
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}
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}
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/// <summary>
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/// Removes this entity from the particular faction.
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/// </summary>
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public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
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{
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if (!_protoManager.HasIndex<FactionPrototype>(faction))
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{
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_sawmill.Error($"Unable to find faction {faction}");
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return;
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}
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if (!TryComp<FactionComponent>(uid, out var component))
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return;
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if (!component.Factions.Remove(faction))
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return;
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if (dirty)
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{
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RefreshFactions(component);
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}
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}
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public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, FactionComponent? component = null)
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{
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if (!Resolve(entity, ref component, false))
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return Array.Empty<EntityUid>();
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var hostiles = GetNearbyFactions(entity, range, component.HostileFactions);
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if (TryComp<FactionExceptionComponent>(entity, out var factionException))
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{
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// ignore anything from enemy faction that we are explicitly friendly towards
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return hostiles.Where(target => !_factionException.IsIgnored(factionException, target));
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}
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return hostiles;
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}
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public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, FactionComponent? component = null)
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{
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if (!Resolve(entity, ref component, false))
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return Array.Empty<EntityUid>();
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return GetNearbyFactions(entity, range, component.FriendlyFactions);
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}
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private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<string> factions)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(entity, out var entityXform))
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yield break;
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foreach (var comp in _lookup.GetComponentsInRange<FactionComponent>(entityXform.MapPosition, range))
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{
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if (comp.Owner == entity)
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continue;
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if (!factions.Overlaps(comp.Factions))
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continue;
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yield return comp.Owner;
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}
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}
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public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, FactionComponent? factionA = null, FactionComponent? factionB = null)
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{
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if (!Resolve(uidA, ref factionA, false) || !Resolve(uidB, ref factionB, false))
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return false;
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return factionA.Factions.Overlaps(factionB.Factions) || factionA.FriendlyFactions.Overlaps(factionB.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, EntityUid with, FactionComponent? factionWith = null)
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{
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if (!Resolve(with, ref factionWith, false))
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return false;
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return factionWith.Factions.All(x => IsFactionFriendly(target, x)) ||
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factionWith.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, EntityUid with, FactionComponent? factionWith = null)
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{
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if (!Resolve(with, ref factionWith, false))
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return false;
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return factionWith.Factions.All(x => IsFactionHostile(target, x)) ||
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factionWith.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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_sawmill.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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_sawmill.Error($"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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private void RefreshFactions()
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{
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_factions.Clear();
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foreach (var faction in _protoManager.EnumeratePrototypes<FactionPrototype>())
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{
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_factions[faction.ID] = 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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}
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foreach (var comp in EntityQuery<FactionComponent>(true))
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{
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comp.FriendlyFactions.Clear();
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comp.HostileFactions.Clear();
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RefreshFactions(comp);
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}
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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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_sawmill.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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_sawmill.Error($"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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}
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