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- using Content.Shared.NPC.Components;
- using Content.Shared.NPC.Prototypes;
- using Robust.Shared.Prototypes;
- using System.Collections.Frozen;
- using System.Linq;
- namespace Content.Shared.NPC.Systems;
- /// <summary>
- /// Outlines faction relationships with each other.
- /// </summary>
- public sealed partial class NpcFactionSystem : EntitySystem
- {
- [Dependency] private readonly EntityLookupSystem _lookup = 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.
- /// </summary>
- private FrozenDictionary<string, FactionData> _factions = FrozenDictionary<string, FactionData>.Empty;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
- SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
- InitializeException();
- RefreshFactions();
- }
- private void OnProtoReload(PrototypesReloadedEventArgs obj)
- {
- if (obj.WasModified<NpcFactionPrototype>())
- RefreshFactions();
- }
- private void OnFactionStartup(Entity<NpcFactionMemberComponent> ent, ref ComponentStartup args)
- {
- RefreshFactions(ent);
- }
- /// <summary>
- /// Refreshes the cached factions for this component.
- /// </summary>
- private void RefreshFactions(Entity<NpcFactionMemberComponent> ent)
- {
- ent.Comp.FriendlyFactions.Clear();
- ent.Comp.HostileFactions.Clear();
- foreach (var faction in ent.Comp.Factions)
- {
- // YAML Linter already yells about this, don't need to log an error here
- if (!_factions.TryGetValue(faction, out var factionData))
- continue;
- ent.Comp.FriendlyFactions.UnionWith(factionData.Friendly);
- ent.Comp.HostileFactions.UnionWith(factionData.Hostile);
- }
- // Add additional factions if it is written in prototype
- if (ent.Comp.AddFriendlyFactions != null)
- {
- ent.Comp.FriendlyFactions.UnionWith(ent.Comp.AddFriendlyFactions);
- }
- if (ent.Comp.AddHostileFactions != null)
- {
- ent.Comp.HostileFactions.UnionWith(ent.Comp.AddHostileFactions);
- }
- }
- /// <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>
- /// Returns whether an entity is a member of any listed faction.
- /// If the list is empty this returns false.
- /// </summary>
- public bool IsMemberOfAny(Entity<NpcFactionMemberComponent?> ent, IEnumerable<ProtoId<NpcFactionPrototype>> factions)
- {
- if (!Resolve(ent, ref ent.Comp, false))
- return false;
- foreach (var faction in factions)
- {
- if (ent.Comp.Factions.Contains(faction))
- return true;
- }
- return false;
- }
- /// <summary>
- /// Adds this entity to the particular faction.
- /// </summary>
- public void AddFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
- {
- if (!_proto.HasIndex<NpcFactionPrototype>(faction))
- {
- Log.Error($"Unable to find faction {faction}");
- return;
- }
- ent.Comp ??= EnsureComp<NpcFactionMemberComponent>(ent);
- if (!ent.Comp.Factions.Add(faction))
- return;
- if (dirty)
- RefreshFactions((ent, ent.Comp));
- }
- /// <summary>
- /// Adds this entity to the particular faction.
- /// </summary>
- public void AddFactions(Entity<NpcFactionMemberComponent?> ent, HashSet<ProtoId<NpcFactionPrototype>> factions, bool dirty = true)
- {
- ent.Comp ??= EnsureComp<NpcFactionMemberComponent>(ent);
- foreach (var faction in factions)
- {
- if (!_proto.HasIndex(faction))
- {
- Log.Error($"Unable to find faction {faction}");
- continue;
- }
- ent.Comp.Factions.Add(faction);
- }
- if (dirty)
- RefreshFactions((ent, ent.Comp));
- }
- /// <summary>
- /// Removes this entity from the particular faction.
- /// </summary>
- public void RemoveFaction(Entity<NpcFactionMemberComponent?> ent, string faction, bool dirty = true)
- {
- if (!_proto.HasIndex<NpcFactionPrototype>(faction))
- {
- Log.Error($"Unable to find faction {faction}");
- return;
- }
- if (!Resolve(ent, ref ent.Comp, false))
- return;
- if (!ent.Comp.Factions.Remove(faction))
- return;
- if (dirty)
- RefreshFactions((ent, ent.Comp));
- }
- /// <summary>
- /// Remove this entity from all factions.
- /// </summary>
- public void ClearFactions(Entity<NpcFactionMemberComponent?> ent, bool dirty = true)
- {
- if (!Resolve(ent, ref ent.Comp, false))
- return;
- ent.Comp.Factions.Clear();
- if (dirty)
- RefreshFactions((ent, ent.Comp));
- }
- public IEnumerable<EntityUid> GetNearbyHostiles(Entity<NpcFactionMemberComponent?, FactionExceptionComponent?> ent, float range)
- {
- if (!Resolve(ent, ref ent.Comp1, false))
- return Array.Empty<EntityUid>();
- 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));
- }
- public IEnumerable<EntityUid> GetNearbyFriendlies(Entity<NpcFactionMemberComponent?> ent, float range)
- {
- if (!Resolve(ent, ref ent.Comp, false))
- return Array.Empty<EntityUid>();
- return GetNearbyFactions(ent, range, ent.Comp.FriendlyFactions);
- }
- private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<ProtoId<NpcFactionPrototype>> factions)
- {
- var xform = Transform(entity);
- foreach (var ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(_xform.GetMapCoordinates((entity, xform)), range))
- {
- if (ent.Owner == entity)
- continue;
- if (!factions.Overlaps(ent.Comp.Factions))
- continue;
- yield return ent.Owner;
- }
- }
- /// <remarks>
- /// 1-way and purely faction based, ignores faction exception.
- /// </remarks>
- public bool IsEntityFriendly(Entity<NpcFactionMemberComponent?> ent, Entity<NpcFactionMemberComponent?> other)
- {
- if (!Resolve(ent, ref ent.Comp, false) || !Resolve(other, ref other.Comp, false))
- return false;
- return ent.Comp.Factions.Overlaps(other.Comp.Factions) || ent.Comp.FriendlyFactions.Overlaps(other.Comp.Factions);
- }
- public bool IsFactionFriendly(string target, string with)
- {
- return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
- }
- public bool IsFactionFriendly(string target, Entity<NpcFactionMemberComponent?> with)
- {
- if (!Resolve(with, ref with.Comp, false))
- return false;
- return with.Comp.Factions.All(x => IsFactionFriendly(target, x)) ||
- with.Comp.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, Entity<NpcFactionMemberComponent?> with)
- {
- if (!Resolve(with, ref with.Comp, false))
- return false;
- return with.Comp.Factions.All(x => IsFactionHostile(target, x)) ||
- with.Comp.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))
- {
- Log.Error($"Unable to find faction {source}");
- return;
- }
- if (!_factions.ContainsKey(target))
- {
- Log.Error($"Unable to find faction {target}");
- return;
- }
- sourceFaction.Friendly.Add(target);
- sourceFaction.Hostile.Remove(target);
- RefreshFactions();
- }
- /// <summary>
- /// Makes the source faction hostile to the target faction, 1-way.
- /// </summary>
- public void MakeHostile(string source, string target)
- {
- if (!_factions.TryGetValue(source, out var sourceFaction))
- {
- Log.Error($"Unable to find faction {source}");
- return;
- }
- if (!_factions.ContainsKey(target))
- {
- Log.Error($"Unable to find faction {target}");
- return;
- }
- sourceFaction.Friendly.Remove(target);
- 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));
- }
- }
- }
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