Cleanup factions code (#11075)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-15 04:45:02 +10:00
committed by GitHub
parent 356a6b8d2e
commit 8871c445b8
34 changed files with 311 additions and 287 deletions

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@@ -1,123 +0,0 @@
using Content.Server.NPC.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Outlines faction relationships with each other for AI.
/// </summary>
public sealed class AiFactionTagSystem : EntitySystem
{
/*
* Currently factions are implicitly friendly if they are not hostile.
* This may change where specified friendly factions are listed. (e.g. to get number of friendlies in area).
*/
private readonly Dictionary<Faction, Faction> _hostileFactions = new();
public override void Initialize()
{
base.Initialize();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var faction in protoManager.EnumeratePrototypes<AiFactionPrototype>())
{
if (Enum.TryParse(faction.ID, out Faction @enum))
{
var parsedFaction = Faction.None;
foreach (var hostile in faction.Hostile)
{
if (Enum.TryParse(hostile, out Faction parsedHostile))
{
parsedFaction |= parsedHostile;
}
else
{
Logger.Error($"Unable to parse hostile faction {hostile} for {faction.ID}");
}
}
_hostileFactions[@enum] = parsedFaction;
}
else
{
Logger.Error($"Unable to parse AI faction {faction.ID}");
}
}
}
public Faction GetHostileFactions(Faction faction) => _hostileFactions.TryGetValue(faction, out var hostiles) ? hostiles : Faction.None;
public Faction GetFactions(EntityUid entity) =>
EntityManager.TryGetComponent(entity, out AiFactionTagComponent? factionTags)
? factionTags.Factions
: Faction.None;
public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range)
{
var ourFaction = GetFactions(entity);
var hostile = GetHostileFactions(ourFaction);
if (ourFaction == Faction.None || hostile == Faction.None)
{
yield break;
}
// TODO: Yes I know this system is shithouse
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(entity);
foreach (var component in EntityManager.EntityQuery<AiFactionTagComponent>(true))
{
if ((component.Factions & hostile) == 0)
continue;
if (!xformQuery.TryGetComponent(component.Owner, out var targetXform))
continue;
if (targetXform.MapID != xform.MapID)
continue;
if (!targetXform.Coordinates.InRange(EntityManager, xform.Coordinates, range))
continue;
yield return component.Owner;
}
}
public void MakeFriendly(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
return;
}
hostileFactions &= ~target;
_hostileFactions[source] = hostileFactions;
}
public void MakeHostile(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
{
_hostileFactions[source] = target;
return;
}
hostileFactions |= target;
_hostileFactions[source] = hostileFactions;
}
}
[Flags]
public enum Faction
{
None = 0,
Dragon = 1 << 0,
NanoTrasen = 1 << 1,
SimpleHostile = 1 << 2,
SimpleNeutral = 1 << 3,
Syndicate = 1 << 4,
Xeno = 1 << 5,
}
}

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@@ -0,0 +1,207 @@
using System.Linq;
using Content.Server.NPC.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.Systems
{
/// <summary>
/// Outlines faction relationships with each other.
/// </summary>
public sealed class FactionSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly EntityLookupSystem _lookup = 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)
{
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)
{
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>();
return GetNearbyFactions(entity, range, component.HostileFactions);
}
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;
}
}
/// <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();
}
}
}