CatStation/Content.Shared/NPC/Systems/NpcFactionSystem.Exception.cs
ArtisticRoomba 376f16504c
Content.Shared EntityQuery<T> dependency injection refactor (#43498)
* part 1

* second pass

* final fix

* last fix i swear

* an even bigger genius

* regex missed this

* should be all of em?

* oops

* yeah

* Revert "should be all of em?"

This reverts commit 4dd54d1b9a76977b4cf8d6008358e4dacdee6eb1.

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-04-11 21:30:36 +00:00

132 lines
4.4 KiB
C#

using Content.Shared.NPC.Components;
using System.Linq;
namespace Content.Shared.NPC.Systems;
/// <summary>
/// Prevents an NPC from attacking some entities from an enemy faction.
/// Also makes it attack some entities even if they are in neutral factions (retaliation).
/// </summary>
public sealed partial class NpcFactionSystem
{
[Dependency] private readonly EntityQuery<FactionExceptionComponent> _exceptionQuery = default!;
[Dependency] private readonly EntityQuery<FactionExceptionTrackerComponent> _trackerQuery = default!;
public void InitializeException()
{
SubscribeLocalEvent<FactionExceptionComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<FactionExceptionTrackerComponent, ComponentShutdown>(OnTrackerShutdown);
}
private void OnShutdown(Entity<FactionExceptionComponent> ent, ref ComponentShutdown args)
{
foreach (var uid in ent.Comp.Hostiles)
{
if (_trackerQuery.TryComp(uid, out var tracker))
tracker.Entities.Remove(ent);
}
foreach (var uid in ent.Comp.Ignored)
{
if (_trackerQuery.TryComp(uid, out var tracker))
tracker.Entities.Remove(ent);
}
}
private void OnTrackerShutdown(Entity<FactionExceptionTrackerComponent> ent, ref ComponentShutdown args)
{
foreach (var uid in ent.Comp.Entities)
{
if (!_exceptionQuery.TryComp(uid, out var exception))
continue;
exception.Ignored.Remove(ent);
exception.Hostiles.Remove(ent);
}
}
/// <summary>
/// Returns whether the entity from an enemy faction won't be attacked
/// </summary>
public bool IsIgnored(Entity<FactionExceptionComponent?> ent, EntityUid target)
{
if (!Resolve(ent, ref ent.Comp, false))
return false;
return ent.Comp.Ignored.Contains(target);
}
/// <summary>
/// Returns the specific hostile entities for a given entity.
/// </summary>
public IEnumerable<EntityUid> GetHostiles(Entity<FactionExceptionComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return Array.Empty<EntityUid>();
// evil c#
return ent.Comp!.Hostiles;
}
/// <summary>
/// Prevents an entity from an enemy faction from being attacked
/// </summary>
public void IgnoreEntity(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
{
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
ent.Comp.Ignored.Add(target);
target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
target.Comp.Entities.Add(ent);
}
/// <summary>
/// Prevents a list of entities from an enemy faction from being attacked
/// </summary>
public void IgnoreEntities(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> ignored)
{
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
foreach (var ignore in ignored)
{
IgnoreEntity(ent, ignore);
}
}
/// <summary>
/// Makes an entity always be considered hostile.
/// </summary>
public void AggroEntity(Entity<FactionExceptionComponent?> ent, Entity<FactionExceptionTrackerComponent?> target)
{
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
ent.Comp.Hostiles.Add(target);
target.Comp ??= EnsureComp<FactionExceptionTrackerComponent>(target);
target.Comp.Entities.Add(ent);
}
/// <summary>
/// Makes an entity no longer be considered hostile, if it was.
/// Doesn't apply to regular faction hostilities.
/// </summary>
public void DeAggroEntity(Entity<FactionExceptionComponent?> ent, EntityUid target)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
if (!ent.Comp.Hostiles.Remove(target) || !_trackerQuery.TryComp(target, out var tracker))
return;
tracker.Entities.Remove(ent);
}
/// <summary>
/// Makes a list of entities no longer be considered hostile, if it was.
/// Doesn't apply to regular faction hostilities.
/// </summary>
public void AggroEntities(Entity<FactionExceptionComponent?> ent, IEnumerable<EntityUid> entities)
{
ent.Comp ??= EnsureComp<FactionExceptionComponent>(ent);
foreach (var uid in entities)
{
AggroEntity(ent, uid);
}
}
}