Files
tbd-station-14/Content.Server/NPC/Systems/FactionSystem.cs
Moony e92a8fedab Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* 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>
2023-05-19 15:45:09 -05:00

263 lines
8.0 KiB
C#

using Content.Server.NPC.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Outlines faction relationships with each other.
/// </summary>
public sealed class FactionSystem : EntitySystem
{
[Dependency] private readonly FactionExceptionSystem _factionException = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
private ISawmill _sawmill = default!;
/// <summary>
/// To avoid prototype mutability we store an intermediary data class that gets used instead.
/// </summary>
private Dictionary<string, FactionData> _factions = new();
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("faction");
SubscribeLocalEvent<FactionComponent, ComponentStartup>(OnFactionStartup);
_protoManager.PrototypesReloaded += OnProtoReload;
RefreshFactions();
}
public override void Shutdown()
{
base.Shutdown();
_protoManager.PrototypesReloaded -= OnProtoReload;
}
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (!obj.ByType.ContainsKey(typeof(FactionPrototype)))
return;
RefreshFactions();
}
private void OnFactionStartup(EntityUid uid, FactionComponent component, ComponentStartup args)
{
RefreshFactions(component);
}
/// <summary>
/// Refreshes the cached factions for this component.
/// </summary>
private void RefreshFactions(FactionComponent component)
{
component.FriendlyFactions.Clear();
component.HostileFactions.Clear();
foreach (var faction in component.Factions)
{
// YAML Linter already yells about this
if (!_factions.TryGetValue(faction, out var factionData))
continue;
component.FriendlyFactions.UnionWith(factionData.Friendly);
component.HostileFactions.UnionWith(factionData.Hostile);
}
}
/// <summary>
/// Adds this entity to the particular faction.
/// </summary>
public void AddFaction(EntityUid uid, string faction, bool dirty = true)
{
if (!_protoManager.HasIndex<FactionPrototype>(faction))
{
_sawmill.Error($"Unable to find faction {faction}");
return;
}
var comp = EnsureComp<FactionComponent>(uid);
if (!comp.Factions.Add(faction))
return;
if (dirty)
{
RefreshFactions(comp);
}
}
/// <summary>
/// Removes this entity from the particular faction.
/// </summary>
public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
{
if (!_protoManager.HasIndex<FactionPrototype>(faction))
{
_sawmill.Error($"Unable to find faction {faction}");
return;
}
if (!TryComp<FactionComponent>(uid, out var component))
return;
if (!component.Factions.Remove(faction))
return;
if (dirty)
{
RefreshFactions(component);
}
}
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, FactionComponent? component = null)
{
if (!Resolve(entity, ref component, 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.Where(target => !_factionException.IsIgnored(factionException, target));
}
return hostiles;
}
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, FactionComponent? component = null)
{
if (!Resolve(entity, ref component, false))
return Array.Empty<EntityUid>();
return GetNearbyFactions(entity, range, component.FriendlyFactions);
}
private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<string> factions)
{
var xformQuery = GetEntityQuery<TransformComponent>();
if (!xformQuery.TryGetComponent(entity, out var entityXform))
yield break;
foreach (var comp in _lookup.GetComponentsInRange<FactionComponent>(entityXform.MapPosition, range))
{
if (comp.Owner == entity)
continue;
if (!factions.Overlaps(comp.Factions))
continue;
yield return comp.Owner;
}
}
public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, FactionComponent? factionA = null, FactionComponent? factionB = null)
{
if (!Resolve(uidA, ref factionA, false) || !Resolve(uidB, ref factionB, false))
return false;
return factionA.Factions.Overlaps(factionB.Factions) || factionA.FriendlyFactions.Overlaps(factionB.Factions);
}
public bool IsFactionFriendly(string target, string with)
{
return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
}
public bool IsFactionFriendly(string target, EntityUid with, FactionComponent? factionWith = null)
{
if (!Resolve(with, ref factionWith, false))
return false;
return factionWith.Factions.All(x => IsFactionFriendly(target, x)) ||
factionWith.FriendlyFactions.Contains(target);
}
public bool IsFactionHostile(string target, string with)
{
return _factions[target].Hostile.Contains(with) && _factions[with].Hostile.Contains(target);
}
public bool IsFactionHostile(string target, EntityUid with, FactionComponent? factionWith = null)
{
if (!Resolve(with, ref factionWith, false))
return false;
return factionWith.Factions.All(x => IsFactionHostile(target, x)) ||
factionWith.HostileFactions.Contains(target);
}
public bool IsFactionNeutral(string target, string with)
{
return !IsFactionFriendly(target, with) && !IsFactionHostile(target, with);
}
/// <summary>
/// Makes the source faction friendly to the target faction, 1-way.
/// </summary>
public void MakeFriendly(string source, string target)
{
if (!_factions.TryGetValue(source, out var sourceFaction))
{
_sawmill.Error($"Unable to find faction {source}");
return;
}
if (!_factions.ContainsKey(target))
{
_sawmill.Error($"Unable to find faction {target}");
return;
}
sourceFaction.Friendly.Add(target);
sourceFaction.Hostile.Remove(target);
RefreshFactions();
}
private void RefreshFactions()
{
_factions.Clear();
foreach (var faction in _protoManager.EnumeratePrototypes<FactionPrototype>())
{
_factions[faction.ID] = new FactionData()
{
Friendly = faction.Friendly.ToHashSet(),
Hostile = faction.Hostile.ToHashSet(),
};
}
foreach (var comp in EntityQuery<FactionComponent>(true))
{
comp.FriendlyFactions.Clear();
comp.HostileFactions.Clear();
RefreshFactions(comp);
}
}
/// <summary>
/// Makes the source faction hostile to the target faction, 1-way.
/// </summary>
public void MakeHostile(string source, string target)
{
if (!_factions.TryGetValue(source, out var sourceFaction))
{
_sawmill.Error($"Unable to find faction {source}");
return;
}
if (!_factions.ContainsKey(target))
{
_sawmill.Error($"Unable to find faction {target}");
return;
}
sourceFaction.Friendly.Remove(target);
sourceFaction.Hostile.Add(target);
RefreshFactions();
}
}