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## 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>
273 lines
8.5 KiB
C#
273 lines
8.5 KiB
C#
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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/// part of psionics rework was making this a partial class. Should've already been handled upstream, based on the linter.
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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($"Unable to find faction {faction}");
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return;
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}
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var comp = EnsureComp<NpcFactionMemberComponent>(uid);
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if (!comp.Factions.Add(faction))
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return;
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if (dirty)
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{
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RefreshFactions(comp);
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}
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}
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/// <summary>
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/// Removes this entity from the particular faction.
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/// </summary>
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public void RemoveFaction(EntityUid uid, string faction, bool dirty = true)
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{
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if (!_protoManager.HasIndex<NpcFactionPrototype>(faction))
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{
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Log.Error($"Unable to find faction {faction}");
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return;
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}
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if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
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return;
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if (!component.Factions.Remove(faction))
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return;
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if (dirty)
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{
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RefreshFactions(component);
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}
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}
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/// <summary>
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/// Remove this entity from all factions.
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/// </summary>
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public void ClearFactions(EntityUid uid, bool dirty = true)
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{
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if (!TryComp<NpcFactionMemberComponent>(uid, out var component))
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return;
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component.Factions.Clear();
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if (dirty)
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RefreshFactions(component);
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}
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public IEnumerable<EntityUid> GetNearbyHostiles(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
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{
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if (!Resolve(entity, ref component, false))
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return Array.Empty<EntityUid>();
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var hostiles = GetNearbyFactions(entity, range, component.HostileFactions);
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if (TryComp<FactionExceptionComponent>(entity, out var factionException))
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{
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// ignore anything from enemy faction that we are explicitly friendly towards
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return hostiles
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.Union(GetHostiles(entity, factionException))
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.Where(target => !IsIgnored(entity, target, factionException));
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}
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return hostiles;
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}
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[PublicAPI]
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public IEnumerable<EntityUid> GetNearbyFriendlies(EntityUid entity, float range, NpcFactionMemberComponent? component = null)
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{
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if (!Resolve(entity, ref component, false))
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return Array.Empty<EntityUid>();
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return GetNearbyFactions(entity, range, component.FriendlyFactions);
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}
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private IEnumerable<EntityUid> GetNearbyFactions(EntityUid entity, float range, HashSet<string> factions)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(entity, out var entityXform))
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yield break;
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foreach (var ent in _lookup.GetEntitiesInRange<NpcFactionMemberComponent>(entityXform.MapPosition, range))
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{
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if (ent.Owner == entity)
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continue;
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if (!factions.Overlaps(ent.Comp.Factions))
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continue;
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yield return ent.Owner;
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}
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}
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public bool IsEntityFriendly(EntityUid uidA, EntityUid uidB, NpcFactionMemberComponent? factionA = null, NpcFactionMemberComponent? factionB = null)
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{
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if (!Resolve(uidA, ref factionA, false) || !Resolve(uidB, ref factionB, false))
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return false;
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return factionA.Factions.Overlaps(factionB.Factions) || factionA.FriendlyFactions.Overlaps(factionB.Factions);
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}
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public bool IsFactionFriendly(string target, string with)
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{
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return _factions[target].Friendly.Contains(with) && _factions[with].Friendly.Contains(target);
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}
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public bool IsFactionFriendly(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
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{
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if (!Resolve(with, ref factionWith, false))
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return false;
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return factionWith.Factions.All(x => IsFactionFriendly(target, x)) ||
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factionWith.FriendlyFactions.Contains(target);
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}
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public bool IsFactionHostile(string target, string with)
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{
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return _factions[target].Hostile.Contains(with) && _factions[with].Hostile.Contains(target);
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}
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public bool IsFactionHostile(string target, EntityUid with, NpcFactionMemberComponent? factionWith = null)
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{
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if (!Resolve(with, ref factionWith, false))
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return false;
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return factionWith.Factions.All(x => IsFactionHostile(target, x)) ||
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factionWith.HostileFactions.Contains(target);
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}
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public bool IsFactionNeutral(string target, string with)
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{
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return !IsFactionFriendly(target, with) && !IsFactionHostile(target, with);
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}
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/// <summary>
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/// Makes the source faction friendly to the target faction, 1-way.
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/// </summary>
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public void MakeFriendly(string source, string target)
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{
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if (!_factions.TryGetValue(source, out var sourceFaction))
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{
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Log.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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Log.Error($"Unable to find faction {target}");
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return;
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}
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sourceFaction.Friendly.Add(target);
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sourceFaction.Hostile.Remove(target);
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RefreshFactions();
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}
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private void RefreshFactions()
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{
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_factions = _protoManager.EnumeratePrototypes<NpcFactionPrototype>().ToFrozenDictionary(
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faction => faction.ID,
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faction => new FactionData
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{
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Friendly = faction.Friendly.ToHashSet(),
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Hostile = faction.Hostile.ToHashSet()
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});
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foreach (var comp in EntityQuery<NpcFactionMemberComponent>(true))
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{
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comp.FriendlyFactions.Clear();
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comp.HostileFactions.Clear();
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RefreshFactions(comp);
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}
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}
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/// <summary>
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/// Makes the source faction hostile to the target faction, 1-way.
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/// </summary>
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public void MakeHostile(string source, string target)
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{
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if (!_factions.TryGetValue(source, out var sourceFaction))
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{
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Log.Error($"Unable to find faction {source}");
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return;
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}
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if (!_factions.ContainsKey(target))
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{
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Log.Error($"Unable to find faction {target}");
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return;
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}
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sourceFaction.Friendly.Remove(target);
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sourceFaction.Hostile.Add(target);
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RefreshFactions();
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}
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}
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