Rename Faction to NpcFaction (#18079)

This commit is contained in:
Leon Friedrich
2023-07-17 15:51:52 +12:00
committed by GitHub
parent f8c94bd76c
commit 541eb417e3
37 changed files with 108 additions and 109 deletions

View File

@@ -483,7 +483,7 @@ public sealed partial class NPCSteeringSystem
var objectRadius = 0.25f;
var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
var ourVelocity = body.LinearVelocity;
var factionQuery = GetEntityQuery<FactionComponent>();
var factionQuery = GetEntityQuery<NpcFactionMemberComponent>();
factionQuery.TryGetComponent(uid, out var ourFaction);
foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Dynamic))
@@ -496,7 +496,7 @@ public sealed partial class NPCSteeringSystem
(mask & otherBody.CollisionLayer) == 0x0 &&
(layer & otherBody.CollisionMask) == 0x0 ||
!factionQuery.TryGetComponent(ent, out var otherFaction) ||
!_faction.IsEntityFriendly(uid, ent, ourFaction, otherFaction) ||
!_npcFaction.IsEntityFriendly(uid, ent, ourFaction, otherFaction) ||
// Use <= 0 so we ignore stationary friends in case.
Vector2.Dot(otherBody.LinearVelocity, ourVelocity) <= 0f)
{

View File

@@ -53,7 +53,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly DoorSystem _doors = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FactionSystem _faction = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;

View File

@@ -26,7 +26,7 @@ public sealed class NPCUtilitySystem : EntitySystem
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FactionSystem _faction = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly FoodSystem _food = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
@@ -264,7 +264,7 @@ public sealed class NPCUtilitySystem : EntitySystem
break;
case NearbyHostilesQuery:
foreach (var ent in _faction.GetNearbyHostiles(owner, vision))
foreach (var ent in _npcFaction.GetNearbyHostiles(owner, vision))
{
entities.Add(ent);
}

View File

@@ -7,7 +7,7 @@ namespace Content.Server.NPC.Systems;
/// <summary>
/// Outlines faction relationships with each other.
/// </summary>
public sealed class FactionSystem : EntitySystem
public sealed class NpcFactionSystem : EntitySystem
{
[Dependency] private readonly FactionExceptionSystem _factionException = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
@@ -24,7 +24,7 @@ public sealed class FactionSystem : EntitySystem
{
base.Initialize();
_sawmill = Logger.GetSawmill("faction");
SubscribeLocalEvent<FactionComponent, ComponentStartup>(OnFactionStartup);
SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
_protoManager.PrototypesReloaded += OnProtoReload;
RefreshFactions();
}
@@ -37,33 +37,33 @@ public sealed class FactionSystem : EntitySystem
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (!obj.ByType.ContainsKey(typeof(FactionPrototype)))
if (!obj.ByType.ContainsKey(typeof(NpcFactionPrototype)))
return;
RefreshFactions();
}
private void OnFactionStartup(EntityUid uid, FactionComponent component, ComponentStartup args)
private void OnFactionStartup(EntityUid uid, NpcFactionMemberComponent memberComponent, ComponentStartup args)
{
RefreshFactions(component);
RefreshFactions(memberComponent);
}
/// <summary>
/// Refreshes the cached factions for this component.
/// </summary>
private void RefreshFactions(FactionComponent component)
private void RefreshFactions(NpcFactionMemberComponent memberComponent)
{
component.FriendlyFactions.Clear();
component.HostileFactions.Clear();
memberComponent.FriendlyFactions.Clear();
memberComponent.HostileFactions.Clear();
foreach (var faction in component.Factions)
foreach (var faction in memberComponent.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);
memberComponent.FriendlyFactions.UnionWith(factionData.Friendly);
memberComponent.HostileFactions.UnionWith(factionData.Hostile);
}
}
@@ -72,13 +72,13 @@ public sealed class FactionSystem : EntitySystem
/// </summary>
public void AddFaction(EntityUid uid, string faction, bool dirty = true)
{
if (!_protoManager.HasIndex<FactionPrototype>(faction))
if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
{
_sawmill.Error($"Unable to find faction {faction}");
return;
}
var comp = EnsureComp<FactionComponent>(uid);
var comp = EnsureComp<NpcFactionMemberComponent>(uid);
if (!comp.Factions.Add(faction))
return;
@@ -93,13 +93,13 @@ public sealed class FactionSystem : EntitySystem
/// </summary>
public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
{
if (!_protoManager.HasIndex<FactionPrototype>(faction))
if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
{
_sawmill.Error($"Unable to find faction {faction}");
return;
}
if (!TryComp<FactionComponent>(uid, out var component))
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
return;
if (!component.Factions.Remove(faction))
@@ -111,7 +111,7 @@ public sealed class FactionSystem : EntitySystem
}
}
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, FactionComponent? component = null)
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
{
if (!Resolve(entity, ref component, false))
return Array.Empty<EntityUid>();
@@ -126,7 +126,7 @@ public sealed class FactionSystem : EntitySystem
return hostiles;
}
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, FactionComponent? component = null)
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
{
if (!Resolve(entity, ref component, false))
return Array.Empty<EntityUid>();
@@ -141,7 +141,7 @@ public sealed class FactionSystem : EntitySystem
if (!xformQuery.TryGetComponent(entity, out var entityXform))
yield break;
foreach (var comp in _lookup.GetComponentsInRange<FactionComponent>(entityXform.MapPosition, range))
foreach (var comp in _lookup.GetComponentsInRange<NpcFactionMemberComponent>(entityXform.MapPosition, range))
{
if (comp.Owner == entity)
continue;
@@ -153,7 +153,7 @@ public sealed class FactionSystem : EntitySystem
}
}
public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, FactionComponent? factionA = null, FactionComponent? factionB = null)
public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, NpcFactionMemberComponent? factionA = null, NpcFactionMemberComponent? factionB = null)
{
if (!Resolve(uidA, ref factionA, false) || !Resolve(uidB, ref factionB, false))
return false;
@@ -166,7 +166,7 @@ public sealed class FactionSystem : EntitySystem
return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
}
public bool IsFactionFriendly(string target, EntityUid with, FactionComponent? factionWith = null)
public bool IsFactionFriendly(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
{
if (!Resolve(with, ref factionWith, false))
return false;
@@ -180,7 +180,7 @@ public sealed class FactionSystem : EntitySystem
return _factions[target].Hostile.Contains(with) && _factions[with].Hostile.Contains(target);
}
public bool IsFactionHostile(string target, EntityUid with, FactionComponent? factionWith = null)
public bool IsFactionHostile(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
{
if (!Resolve(with, ref factionWith, false))
return false;
@@ -220,7 +220,7 @@ public sealed class FactionSystem : EntitySystem
{
_factions.Clear();
foreach (var faction in _protoManager.EnumeratePrototypes<FactionPrototype>())
foreach (var faction in _protoManager.EnumeratePrototypes<NpcFactionPrototype>())
{
_factions[faction.ID] = new FactionData()
{
@@ -229,7 +229,7 @@ public sealed class FactionSystem : EntitySystem
};
}
foreach (var comp in EntityQuery<FactionComponent>(true))
foreach (var comp in EntityQuery<NpcFactionMemberComponent>(true))
{
comp.FriendlyFactions.Clear();
comp.HostileFactions.Clear();