41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using Content.Server.NPC.Components;
|
|
|
|
namespace Content.Server.NPC.Systems;
|
|
|
|
public partial class NpcFactionSystem : EntitySystem
|
|
{
|
|
public void InitializeCore()
|
|
{
|
|
SubscribeLocalEvent<NpcFactionMemberComponent, GetNearbyHostilesEvent>(OnGetNearbyHostiles);
|
|
}
|
|
|
|
public bool ContainsFaction(EntityUid uid, string faction, NpcFactionMemberComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false))
|
|
return false;
|
|
|
|
return component.Factions.Contains(faction);
|
|
}
|
|
|
|
public void AddFriendlyEntity(EntityUid uid, EntityUid fEntity, NpcFactionMemberComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false))
|
|
return;
|
|
|
|
component.ExceptionalFriendlies.Add(fEntity);
|
|
}
|
|
|
|
private void OnGetNearbyHostiles(EntityUid uid, NpcFactionMemberComponent component, ref GetNearbyHostilesEvent args)
|
|
{
|
|
args.ExceptionalFriendlies.UnionWith(component.ExceptionalFriendlies);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when it's trying to determine which nearby entities are hostile.
|
|
/// </summary>
|
|
/// <param name="ExceptionalHostiles">Entities that will be counted as hostile regardless of faction. Overriden by friendlies.</param>
|
|
/// <param name="ExceptionalFriendlies">Entities that will be counted as friendly regardless of faction. Overrides hostiles. </param>
|
|
[ByRefEvent]
|
|
public readonly record struct GetNearbyHostilesEvent(HashSet<EntityUid> ExceptionalHostiles, HashSet<EntityUid> ExceptionalFriendlies);
|