Files
wwdpublic/Content.Server/NPC/Systems/NpcFactionSystem.cs
SimpleStation14 cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## Mirror of PR #26216: [Unify `Content`'s `EntitySystem`
logging](https://github.com/space-wizards/space-station-14/pull/26216)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `eeaea6c25b496106eb741e93738f2ab8503949ba`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-17 20:05:08 UTC

---

PR changed 13 files with 43 additions and 82 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Log things via `Log` with generated sawmill name rather than an
explicitly set one for all Content `EntitySystem`s, except the ones with
`Rule`s. In all cases the explicit `_sawmill` was redundant.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> - Bringing consistency to logs (all logs originating from
`EntitySystem` should be recognizible in the logs `system.something`).
> - Logs' sawmills match system class name to assist with debugging.
> - Less likelihood of someone building a new `EntitySystem` to
copy-paste the unnecessary `_sawmill` and instaed use the appropriate
inherited `Log` instead.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This addresses **_just_** `Content`'s `EntitySystem`s.
> 
> `GameRuleSystem` **and all classes inheriting from it are excluded.**
I want to include both the calling system name and the rule name in the
sawmill name - this however requires engine changes. I thus opted to cut
out that part and made this a `Content`-only PR.
> 
> Also, even with the rule changes, the `GameRule`s themselves will be
excluded pending antag refactor, because currently they are a _hot-hot_
mess and I'm sure it's preferable by everyone for me to wait for it to
cool down before introducing merge conflicts unnecessarily.
> 
> Log Sawmill changes:
> **System class | current master sawmill | this PR's sawmill**
> `VaporSystem.cs`: `vapor` -> `system.vapor`
> `DeviceListSystem.cs`: `devicelist` -> `system.device_list`
> `ForensicScannerSystem.cs`: `forensic.scanner` ->
`system.forensic_scanner`
> `MappingSystem.cs`: `autosave` -> `system.mapping`
> `MechSystem.cs`: `mech` -> `system.mech`
> `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation`
> `NpcFactionSystem.cs`: `faction` -> `system.npc_faction`
> `EmergencyShuttleSystem.cs`: `shuttle.emergency` ->
`system.emergency_shuttle`
> `EventManagerSystem.cs`: `events` -> `system.event_manager`
> `VendingMachineSystem.cs`: `vending` -> `system.vending_machine`
> `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly`
> `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link`
> `ThirstSystem.cs`: `thirst` -> `system.thirst`
> 
> Manually tested most (all that I had doubts about) and confirmed that
`LagCompensationSystem`'s `Log.Level` is getting correctly set like
this.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log sawmill name changes. Any analyzers/other software that processes
logs needs to be adjusted to new sawmills. Full list of changes in PR -
section Technical details.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:43:39 -04:00

273 lines
8.5 KiB
C#

using System.Collections.Frozen;
using System.Linq;
using Content.Server.NPC.Components;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Server.NPC.Systems;
/// <summary>
/// Outlines faction relationships with each other.
/// part of psionics rework was making this a partial class. Should've already been handled upstream, based on the linter.
/// </summary>
public sealed partial class NpcFactionSystem : EntitySystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IPrototypeManager _protoManager = 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(EntityUid uid, NpcFactionMemberComponent memberComponent, ComponentStartup args)
{
RefreshFactions(memberComponent);
}
/// <summary>
/// Refreshes the cached factions for this component.
/// </summary>
private void RefreshFactions(NpcFactionMemberComponent memberComponent)
{
memberComponent.FriendlyFactions.Clear();
memberComponent.HostileFactions.Clear();
foreach (var faction in memberComponent.Factions)
{
// YAML Linter already yells about this
if (!_factions.TryGetValue(faction, out var factionData))
continue;
memberComponent.FriendlyFactions.UnionWith(factionData.Friendly);
memberComponent.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<NpcFactionPrototype>(faction))
{
Log.Error($"Unable to find faction {faction}");
return;
}
var comp = EnsureComp<NpcFactionMemberComponent>(uid);
if (!comp.Factions.Add(faction))
return;
if (dirty)
{
RefreshFactions(comp);
}
}
/// <summary>
/// Removes this entity from the particular faction.
/// </summary>
public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
{
if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
{
Log.Error($"Unable to find faction {faction}");
return;
}
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
return;
if (!component.Factions.Remove(faction))
return;
if (dirty)
{
RefreshFactions(component);
}
}
/// <summary>
/// Remove this entity from all factions.
/// </summary>
public void ClearFactions(EntityUid uid, bool dirty = true)
{
if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
return;
component.Factions.Clear();
if (dirty)
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();
}
}