Move faction exception and everything it needs to shared (#25154)
* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,23 +0,0 @@
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using Content.Server.NPC.Systems;
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namespace Content.Server.NPC.Components;
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/// <summary>
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/// Prevents an NPC from attacking ignored entities from enemy factions.
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/// Can be added to if pettable, see PettableFriendComponent.
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/// </summary>
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[RegisterComponent, Access(typeof(NpcFactionSystem))]
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public sealed partial class FactionExceptionComponent : Component
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{
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/// <summary>
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/// Collection of entities that this NPC will refuse to attack
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/// </summary>
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[DataField("ignored")]
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public HashSet<EntityUid> Ignored = new();
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/// <summary>
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/// Collection of entities that this NPC will attack, regardless of faction.
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/// </summary>
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[DataField("hostiles")]
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public HashSet<EntityUid> Hostiles = new();
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}
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@@ -1,16 +0,0 @@
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using Content.Server.NPC.Systems;
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namespace Content.Server.NPC.Components;
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/// <summary>
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/// This is used for tracking entities stored in <see cref="FactionExceptionComponent"/>
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/// </summary>
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[RegisterComponent, Access(typeof(NpcFactionSystem))]
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public sealed partial class FactionExceptionTrackerComponent : Component
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{
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/// <summary>
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/// entities with <see cref="FactionExceptionComponent"/> that are tracking this entity.
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/// </summary>
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[DataField("entities")]
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public HashSet<EntityUid> Entities = new();
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}
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@@ -1,29 +0,0 @@
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using Content.Server.NPC.Systems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.NPC.Components
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{
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[RegisterComponent]
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[Access(typeof(NpcFactionSystem))]
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public sealed partial class NpcFactionMemberComponent : Component
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{
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/// <summary>
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/// Factions this entity is a part of.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite),
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DataField("factions", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<NpcFactionPrototype>))]
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public HashSet<string> Factions = new();
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/// <summary>
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/// Cached friendly factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> FriendlyFactions = new();
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/// <summary>
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/// Cached hostile factions.
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/// </summary>
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[ViewVariables]
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public readonly HashSet<string> HostileFactions = new();
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}
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}
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@@ -1,22 +0,0 @@
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.NPC.Components
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{
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/// <summary>
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/// Contains data about this faction's relations with other factions.
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/// </summary>
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[Prototype("npcFaction")]
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public sealed partial class NpcFactionPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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[ViewVariables(VVAccess.ReadWrite), DataField("friendly", customTypeSerializer:typeof(PrototypeIdListSerializer<NpcFactionPrototype>))]
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public List<string> Friendly = new();
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[ViewVariables(VVAccess.ReadWrite), DataField("hostile", customTypeSerializer:typeof(PrototypeIdListSerializer<NpcFactionPrototype>))]
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public List<string> Hostile = new();
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}
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}
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@@ -1,13 +0,0 @@
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namespace Content.Server.NPC;
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/// <summary>
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/// Cached data for the faction prototype. Can be modified at runtime.
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/// </summary>
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public sealed class FactionData
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{
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[ViewVariables]
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public HashSet<string> Friendly = new();
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[ViewVariables]
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public HashSet<string> Hostile = new();
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}
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@@ -1,7 +1,9 @@
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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@@ -22,37 +24,35 @@ public sealed class NPCRetaliationSystem : EntitySystem
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SubscribeLocalEvent<NPCRetaliationComponent, DisarmedEvent>(OnDisarmed);
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}
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private void OnDamageChanged(EntityUid uid, NPCRetaliationComponent component, DamageChangedEvent args)
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private void OnDamageChanged(Entity<NPCRetaliationComponent> ent, ref DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (args.Origin is not { } origin)
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if (args.Origin is not {} origin)
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return;
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TryRetaliate(uid, origin, component);
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TryRetaliate(ent, origin);
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}
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private void OnDisarmed(EntityUid uid, NPCRetaliationComponent component, DisarmedEvent args)
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private void OnDisarmed(Entity<NPCRetaliationComponent> ent, ref DisarmedEvent args)
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{
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TryRetaliate(uid, args.Source, component);
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TryRetaliate(ent, args.Source);
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}
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public bool TryRetaliate(EntityUid uid, EntityUid target, NPCRetaliationComponent? component = null)
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public bool TryRetaliate(Entity<NPCRetaliationComponent> ent, EntityUid target)
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{
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if (!Resolve(uid, ref component))
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return false;
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// don't retaliate against inanimate objects.
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if (!HasComp<MobStateComponent>(target))
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return false;
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if (_npcFaction.IsEntityFriendly(uid, target))
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// don't retaliate against the same faction
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if (_npcFaction.IsEntityFriendly(ent.Owner, target))
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return false;
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_npcFaction.AggroEntity(uid, target);
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if (component.AttackMemoryLength is { } memoryLength)
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component.AttackMemories[target] = _timing.CurTime + memoryLength;
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_npcFaction.AggroEntity(ent.Owner, target);
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if (ent.Comp.AttackMemoryLength is {} memoryLength)
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ent.Comp.AttackMemories[target] = _timing.CurTime + memoryLength;
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return true;
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}
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@@ -64,12 +64,14 @@ public sealed class NPCRetaliationSystem : EntitySystem
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var query = EntityQueryEnumerator<NPCRetaliationComponent, FactionExceptionComponent>();
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while (query.MoveNext(out var uid, out var retaliationComponent, out var factionException))
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{
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// TODO: can probably reuse this allocation and clear it
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foreach (var entity in new ValueList<EntityUid>(retaliationComponent.AttackMemories.Keys))
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{
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if (!TerminatingOrDeleted(entity) && _timing.CurTime < retaliationComponent.AttackMemories[entity])
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continue;
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_npcFaction.DeAggroEntity(uid, entity, factionException);
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_npcFaction.DeAggroEntity((uid, factionException), entity);
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// TODO: should probably remove the AttackMemory, thats the whole point of the ValueList right??
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}
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}
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}
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@@ -582,7 +582,7 @@ public sealed partial class NPCSteeringSystem
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(mask & otherBody.CollisionLayer) == 0x0 &&
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(layer & otherBody.CollisionMask) == 0x0 ||
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!_factionQuery.TryGetComponent(ent, out var otherFaction) ||
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!_npcFaction.IsEntityFriendly(uid, ent, ourFaction, otherFaction) ||
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!_npcFaction.IsEntityFriendly((uid, ourFaction), (ent, otherFaction)) ||
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// Use <= 0 so we ignore stationary friends in case.
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Vector2.Dot(otherBody.LinearVelocity, ourVelocity) <= 0f)
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{
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@@ -13,6 +13,8 @@ using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.NPC.Events;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Melee;
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@@ -12,6 +12,7 @@ using Content.Shared.Fluids.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Tools.Systems;
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using Content.Shared.Weapons.Melee;
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@@ -1,130 +0,0 @@
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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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@@ -1,271 +0,0 @@
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using System.Collections.Frozen;
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using System.Linq;
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using Content.Server.NPC.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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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 partial class NpcFactionSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = 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 FrozenDictionary<string, FactionData> _factions = FrozenDictionary<string, FactionData>.Empty;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NpcFactionMemberComponent, ComponentStartup>(OnFactionStartup);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
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InitializeException();
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RefreshFactions();
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}
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private void OnProtoReload(PrototypesReloadedEventArgs obj)
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{
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if (obj.WasModified<NpcFactionPrototype>())
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RefreshFactions();
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}
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private void OnFactionStartup(EntityUid uid, NpcFactionMemberComponent memberComponent, ComponentStartup args)
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{
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RefreshFactions(memberComponent);
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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(NpcFactionMemberComponent memberComponent)
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{
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memberComponent.FriendlyFactions.Clear();
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memberComponent.HostileFactions.Clear();
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foreach (var faction in memberComponent.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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memberComponent.FriendlyFactions.UnionWith(factionData.Friendly);
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memberComponent.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<NpcFactionPrototype>(faction))
|
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{
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Log.Error($"Unable to find faction {faction}");
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return;
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}
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var comp = EnsureComp<NpcFactionMemberComponent>(uid);
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if (!comp.Factions.Add(faction))
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return;
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||||
|
||||
if (dirty)
|
||||
{
|
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RefreshFactions(comp);
|
||||
}
|
||||
}
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||||
|
||||
/// <summary>
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||||
/// Removes this entity from the particular faction.
|
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/// </summary>
|
||||
public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
|
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{
|
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if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
|
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{
|
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Log.Error($"Unable to find faction {faction}");
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return;
|
||||
}
|
||||
|
||||
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
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return;
|
||||
|
||||
if (!component.Factions.Remove(faction))
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return;
|
||||
|
||||
if (dirty)
|
||||
{
|
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RefreshFactions(component);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove this entity from all factions.
|
||||
/// </summary>
|
||||
public void ClearFactions(EntityUid uid, bool dirty = true)
|
||||
{
|
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if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
|
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return;
|
||||
|
||||
component.Factions.Clear();
|
||||
|
||||
if (dirty)
|
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RefreshFactions(component);
|
||||
}
|
||||
|
||||
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, NpcFactionMemberComponent? 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
|
||||
.Union(GetHostiles(entity, factionException))
|
||||
.Where(target => !IsIgnored(entity, target, factionException));
|
||||
}
|
||||
|
||||
return hostiles;
|
||||
}
|
||||
|
||||
[PublicAPI]
|
||||
public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? 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 ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(entityXform.MapPosition, range))
|
||||
{
|
||||
if (ent.Owner == entity)
|
||||
continue;
|
||||
|
||||
if (!factions.Overlaps(ent.Comp.Factions))
|
||||
continue;
|
||||
|
||||
yield return ent.Owner;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
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, NpcFactionMemberComponent? 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, NpcFactionMemberComponent? 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))
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
private void RefreshFactions()
|
||||
{
|
||||
|
||||
_factions = _protoManager.EnumeratePrototypes<NpcFactionPrototype>().ToFrozenDictionary(
|
||||
faction => faction.ID,
|
||||
faction => new FactionData
|
||||
{
|
||||
Friendly = faction.Friendly.ToHashSet(),
|
||||
Hostile = faction.Hostile.ToHashSet()
|
||||
|
||||
});
|
||||
|
||||
foreach (var comp in EntityQuery<NpcFactionMemberComponent>(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))
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user