Split part of IonStormRule into IonStormSystem. Added StartIonStormed which also uses IonStormSystem. Added StartIonStormedComponent. Changed stuff related to the Derelict Cyborg. Derelict Cyborg now spawns with a randomized lawset.

This commit is contained in:
The Canned One
2024-09-29 19:01:59 +02:00
parent 964ef33fc7
commit bad25e3397
8 changed files with 355 additions and 271 deletions

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@@ -0,0 +1,283 @@
using System.Linq;
using Content.Server.StationEvents.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Dataset;
using Content.Shared.FixedPoint;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Silicons.Laws;
using Content.Shared.Silicons.Laws.Components;
using Content.Shared.Station.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Silicons.Laws;
public sealed class IonStormSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
// funny
[ValidatePrototypeId<DatasetPrototype>]
private const string Threats = "IonStormThreats";
[ValidatePrototypeId<DatasetPrototype>]
private const string Objects = "IonStormObjects";
[ValidatePrototypeId<DatasetPrototype>]
private const string Crew = "IonStormCrew";
[ValidatePrototypeId<DatasetPrototype>]
private const string Adjectives = "IonStormAdjectives";
[ValidatePrototypeId<DatasetPrototype>]
private const string Verbs = "IonStormVerbs";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberBase = "IonStormNumberBase";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberMod = "IonStormNumberMod";
[ValidatePrototypeId<DatasetPrototype>]
private const string Areas = "IonStormAreas";
[ValidatePrototypeId<DatasetPrototype>]
private const string Feelings = "IonStormFeelings";
[ValidatePrototypeId<DatasetPrototype>]
private const string FeelingsPlural = "IonStormFeelingsPlural";
[ValidatePrototypeId<DatasetPrototype>]
private const string Musts = "IonStormMusts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Requires = "IonStormRequires";
[ValidatePrototypeId<DatasetPrototype>]
private const string Actions = "IonStormActions";
[ValidatePrototypeId<DatasetPrototype>]
private const string Allergies = "IonStormAllergies";
[ValidatePrototypeId<DatasetPrototype>]
private const string AllergySeverities = "IonStormAllergySeverities";
[ValidatePrototypeId<DatasetPrototype>]
private const string Concepts = "IonStormConcepts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Drinks = "IonStormDrinks";
[ValidatePrototypeId<DatasetPrototype>]
private const string Foods = "IonStormFoods";
public void IonStormTarget(EntityUid ent, SiliconLawBoundComponent lawBound, TransformComponent xform, IonStormTargetComponent target, EntityUid? chosenStation, bool ignoreStation = false, bool DoNotAdminlog = false)
{
// only affect law holders on the station unless ignoreStation is true.
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation && !ignoreStation)
return;
if (!_robustRandom.Prob(target.Chance))
return;
var laws = _siliconLaw.GetLaws(ent, lawBound);
if (laws.Laws.Count == 0)
return;
// try to swap it out with a random lawset
if (_robustRandom.Prob(target.RandomLawsetChance))
{
var lawsets = _proto.Index<WeightedRandomPrototype>(target.RandomLawsets);
var lawset = lawsets.Pick(_robustRandom);
laws = _siliconLaw.GetLawset(lawset);
}
else
{
// clone it so not modifying stations lawset
laws = laws.Clone();
}
// shuffle them all
if (_robustRandom.Prob(target.ShuffleChance))
{
// hopefully work with existing glitched laws if there are multiple ion storms
FixedPoint2 baseOrder = FixedPoint2.New(1);
foreach (var law in laws.Laws)
{
if (law.Order < baseOrder)
baseOrder = law.Order;
}
_robustRandom.Shuffle(laws.Laws);
// change order based on shuffled position
for (int i = 0; i < laws.Laws.Count; i++)
{
laws.Laws[i].Order = baseOrder + i;
}
}
// see if we can remove a random law
if (laws.Laws.Count > 0 && _robustRandom.Prob(target.RemoveChance))
{
var i = _robustRandom.Next(laws.Laws.Count);
laws.Laws.RemoveAt(i);
}
// generate a new law...
var newLaw = GenerateLaw();
// see if the law we add will replace a random existing law or be a new glitched order one
if (laws.Laws.Count > 0 && _robustRandom.Prob(target.ReplaceChance))
{
var i = _robustRandom.Next(laws.Laws.Count);
laws.Laws[i] = new SiliconLaw()
{
LawString = newLaw,
Order = laws.Laws[i].Order
};
}
else
{
laws.Laws.Insert(0, new SiliconLaw
{
LawString = newLaw,
Order = -1,
LawIdentifierOverride = Loc.GetString("ion-storm-law-scrambled-number", ("length", _robustRandom.Next(5, 10)))
});
}
// sets all unobfuscated laws' indentifier in order from highest to lowest priority
// This could technically override the Obfuscation from the code above, but it seems unlikely enough to basically never happen
int orderDeduction = -1;
for (int i = 0; i < laws.Laws.Count; i++)
{
string notNullIdentifier = laws.Laws[i].LawIdentifierOverride ?? (i - orderDeduction).ToString();
if (notNullIdentifier.Any(char.IsSymbol))
{
orderDeduction += 1;
}
else
{
laws.Laws[i].LawIdentifierOverride = (i - orderDeduction).ToString();
}
}
//DoNotAdminlog is used to prevent adminlog spam.
if (!DoNotAdminlog)
_adminLogger.Add(LogType.Mind, LogImpact.High, $"{ToPrettyString(ent):silicon} had its laws changed by an ion storm to {laws.LoggingString()}");
// laws unique to this silicon, dont use station laws anymore
EnsureComp<SiliconLawProviderComponent>(ent);
var ev = new IonStormLawsEvent(laws);
RaiseLocalEvent(ent, ref ev);
}
// for your own sake direct your eyes elsewhere
private string GenerateLaw()
{
// pick all values ahead of time to make the logic cleaner
var threats = Pick(Threats);
var objects = Pick(Objects);
var crew1 = Pick(Crew);
var crew2 = Pick(Crew);
var adjective = Pick(Adjectives);
var verb = Pick(Verbs);
var number = Pick(NumberBase) + " " + Pick(NumberMod);
var area = Pick(Areas);
var feeling = Pick(Feelings);
var feelingPlural = Pick(FeelingsPlural);
var must = Pick(Musts);
var require = Pick(Requires);
var action = Pick(Actions);
var allergy = Pick(Allergies);
var allergySeverity = Pick(AllergySeverities);
var concept = Pick(Concepts);
var drink = Pick(Drinks);
var food = Pick(Foods);
var joined = $"{number} {adjective}";
// a lot of things have subjects of a threat/crew/object
var triple = _robustRandom.Next(0, 3) switch
{
0 => threats,
1 => crew1,
2 => objects,
_ => throw new IndexOutOfRangeException(),
};
var crewAll = _robustRandom.Prob(0.5f) ? crew2 : Loc.GetString("ion-storm-crew");
var objectsThreats = _robustRandom.Prob(0.5f) ? objects : threats;
var objectsConcept = _robustRandom.Prob(0.5f) ? objects : concept;
// s goes ahead of require, is/are
// i dont think theres a way to do this in fluent
var (who, plural) = _robustRandom.Next(0, 5) switch
{
0 => (Loc.GetString("ion-storm-you"), false),
1 => (Loc.GetString("ion-storm-the-station"), true),
2 => (Loc.GetString("ion-storm-the-crew"), true),
3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), false),
_ => (area, true) // THE SINGULARITY REQUIRES THE HAPPY CLOWNS
};
var jobChange = _robustRandom.Next(0, 3) switch
{
0 => crew1,
1 => Loc.GetString("ion-storm-clowns"),
_ => Loc.GetString("ion-storm-heads")
};
var part = Loc.GetString("ion-storm-part", ("part", _robustRandom.Prob(0.5f)));
var harm = _robustRandom.Next(0, 6) switch
{
0 => concept,
1 => $"{adjective} {threats}",
2 => $"{adjective} {objects}",
3 => Loc.GetString("ion-storm-adjective-things", ("adjective", adjective)),
4 => crew1,
_ => Loc.GetString("ion-storm-x-and-y", ("x", crew1), ("y", crew2))
};
if (plural) feeling = feelingPlural;
var subjects = _robustRandom.Prob(0.5f) ? objectsThreats : Loc.GetString("ion-storm-people");
// message logic!!!
return _robustRandom.Next(0, 36) switch
{
0 => Loc.GetString("ion-storm-law-on-station", ("joined", joined), ("subjects", triple)),
1 => Loc.GetString("ion-storm-law-no-shuttle", ("joined", joined), ("subjects", triple)),
2 => Loc.GetString("ion-storm-law-crew-are", ("who", crewAll), ("joined", joined), ("subjects", objectsThreats)),
3 => Loc.GetString("ion-storm-law-subjects-harmful", ("adjective", adjective), ("subjects", triple)),
4 => Loc.GetString("ion-storm-law-must-harmful", ("must", must)),
5 => Loc.GetString("ion-storm-law-thing-harmful", ("thing", _robustRandom.Prob(0.5f) ? concept : action)),
6 => Loc.GetString("ion-storm-law-job-harmful", ("adjective", adjective), ("job", crew1)),
7 => Loc.GetString("ion-storm-law-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
8 => Loc.GetString("ion-storm-law-not-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
9 => Loc.GetString("ion-storm-law-requires", ("who", who), ("plural", plural), ("thing", _robustRandom.Prob(0.5f) ? concept : require)),
10 => Loc.GetString("ion-storm-law-requires-subjects", ("who", who), ("plural", plural), ("joined", joined), ("subjects", triple)),
11 => Loc.GetString("ion-storm-law-allergic", ("who", who), ("plural", plural), ("severity", allergySeverity), ("allergy", _robustRandom.Prob(0.5f) ? concept : allergy)),
12 => Loc.GetString("ion-storm-law-allergic-subjects", ("who", who), ("plural", plural), ("severity", allergySeverity), ("adjective", adjective), ("subjects", _robustRandom.Prob(0.5f) ? objects : crew1)),
13 => Loc.GetString("ion-storm-law-feeling", ("who", who), ("feeling", feeling), ("concept", concept)),
14 => Loc.GetString("ion-storm-law-feeling-subjects", ("who", who), ("feeling", feeling), ("joined", joined), ("subjects", triple)),
15 => Loc.GetString("ion-storm-law-you-are", ("concept", concept)),
16 => Loc.GetString("ion-storm-law-you-are-subjects", ("joined", joined), ("subjects", triple)),
17 => Loc.GetString("ion-storm-law-you-must-always", ("must", must)),
18 => Loc.GetString("ion-storm-law-you-must-never", ("must", must)),
19 => Loc.GetString("ion-storm-law-eat", ("who", crewAll), ("adjective", adjective), ("food", _robustRandom.Prob(0.5f) ? food : triple)),
20 => Loc.GetString("ion-storm-law-drink", ("who", crewAll), ("adjective", adjective), ("drink", drink)),
22 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
23 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
24 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
25 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
26 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
27 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
28 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
29 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", subjects), ("part", part)),
30 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
31 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
32 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
33 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
34 => Loc.GetString("ion-storm-law-protect", ("who", harm)),
_ => Loc.GetString("ion-storm-law-concept-verb", ("concept", concept), ("verb", verb), ("subjects", triple))
};
}
/// <summary>
/// Picks a random value from an ion storm dataset.
/// All ion storm datasets start with IonStorm.
/// </summary>
private string Pick(string name)
{
var dataset = _proto.Index<DatasetPrototype>(name);
return _robustRandom.Pick(dataset.Values);
}
}

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@@ -0,0 +1,40 @@
using Content.Shared.Silicons.Laws.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Silicons.Laws;
namespace Content.Server.Silicons.Laws;
/// <summary>
/// This handles running the ion storm event on specific entities when spawned in.
/// </summary>
public sealed class StartIonStormedSystem : EntitySystem
{
[Dependency] private readonly IonStormSystem _ionStorm = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StartIonStormedComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, StartIonStormedComponent component, ref MapInitEvent args)
{
if (!TryComp<SiliconLawBoundComponent>(uid, out var lawBound))
return;
if (!TryComp<TransformComponent>(uid, out var xform))
return;
if (!TryComp<IonStormTargetComponent>(uid, out var target))
return;
for (int currentIonStorm = 1; currentIonStorm <= component.IonStormAmount; currentIonStorm++)
{
_ionStorm.IonStormTarget(uid, lawBound, xform, target, null, true, true);
}
var laws = _siliconLaw.GetLaws(uid, lawBound);
_adminLogger.Add(LogType.Mind, LogImpact.High, $"{ToPrettyString(uid):silicon} spawned with ion stormed laws: {laws.LoggingString()}");
}
}

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@@ -1,64 +1,15 @@
using System.Linq;
using Content.Server.Silicons.Laws;
using Content.Server.StationEvents.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Dataset;
using Content.Shared.FixedPoint;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Silicons.Laws;
using Content.Shared.Silicons.Laws.Components;
using Content.Shared.Station.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
// funny
[ValidatePrototypeId<DatasetPrototype>]
private const string Threats = "IonStormThreats";
[ValidatePrototypeId<DatasetPrototype>]
private const string Objects = "IonStormObjects";
[ValidatePrototypeId<DatasetPrototype>]
private const string Crew = "IonStormCrew";
[ValidatePrototypeId<DatasetPrototype>]
private const string Adjectives = "IonStormAdjectives";
[ValidatePrototypeId<DatasetPrototype>]
private const string Verbs = "IonStormVerbs";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberBase = "IonStormNumberBase";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberMod = "IonStormNumberMod";
[ValidatePrototypeId<DatasetPrototype>]
private const string Areas = "IonStormAreas";
[ValidatePrototypeId<DatasetPrototype>]
private const string Feelings = "IonStormFeelings";
[ValidatePrototypeId<DatasetPrototype>]
private const string FeelingsPlural = "IonStormFeelingsPlural";
[ValidatePrototypeId<DatasetPrototype>]
private const string Musts = "IonStormMusts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Requires = "IonStormRequires";
[ValidatePrototypeId<DatasetPrototype>]
private const string Actions = "IonStormActions";
[ValidatePrototypeId<DatasetPrototype>]
private const string Allergies = "IonStormAllergies";
[ValidatePrototypeId<DatasetPrototype>]
private const string AllergySeverities = "IonStormAllergySeverities";
[ValidatePrototypeId<DatasetPrototype>]
private const string Concepts = "IonStormConcepts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Drinks = "IonStormDrinks";
[ValidatePrototypeId<DatasetPrototype>]
private const string Foods = "IonStormFoods";
[Dependency] private readonly IonStormSystem _ionStorm = default!;
protected override void Started(EntityUid uid, IonStormRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
@@ -70,221 +21,7 @@ public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
var query = EntityQueryEnumerator<SiliconLawBoundComponent, TransformComponent, IonStormTargetComponent>();
while (query.MoveNext(out var ent, out var lawBound, out var xform, out var target))
{
// only affect law holders on the station
if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
continue;
if (!RobustRandom.Prob(target.Chance))
continue;
var laws = _siliconLaw.GetLaws(ent, lawBound);
if (laws.Laws.Count == 0)
continue;
// try to swap it out with a random lawset
if (RobustRandom.Prob(target.RandomLawsetChance))
{
var lawsets = PrototypeManager.Index<WeightedRandomPrototype>(target.RandomLawsets);
var lawset = lawsets.Pick(RobustRandom);
laws = _siliconLaw.GetLawset(lawset);
}
else
{
// clone it so not modifying stations lawset
laws = laws.Clone();
}
// shuffle them all
if (RobustRandom.Prob(target.ShuffleChance))
{
// hopefully work with existing glitched laws if there are multiple ion storms
FixedPoint2 baseOrder = FixedPoint2.New(1);
foreach (var law in laws.Laws)
{
if (law.Order < baseOrder)
baseOrder = law.Order;
}
RobustRandom.Shuffle(laws.Laws);
// change order based on shuffled position
for (int i = 0; i < laws.Laws.Count; i++)
{
laws.Laws[i].Order = baseOrder + i;
}
}
// see if we can remove a random law
if (laws.Laws.Count > 0 && RobustRandom.Prob(target.RemoveChance))
{
var i = RobustRandom.Next(laws.Laws.Count);
laws.Laws.RemoveAt(i);
}
// generate a new law...
var newLaw = GenerateLaw();
// see if the law we add will replace a random existing law or be a new glitched order one
if (laws.Laws.Count > 0 && RobustRandom.Prob(target.ReplaceChance))
{
var i = RobustRandom.Next(laws.Laws.Count);
laws.Laws[i] = new SiliconLaw()
{
LawString = newLaw,
Order = laws.Laws[i].Order
};
}
else
{
laws.Laws.Insert(0, new SiliconLaw
{
LawString = newLaw,
Order = -1,
LawIdentifierOverride = Loc.GetString("ion-storm-law-scrambled-number", ("length", RobustRandom.Next(5, 10)))
});
}
// sets all unobfuscated laws' indentifier in order from highest to lowest priority
// This could technically override the Obfuscation from the code above, but it seems unlikely enough to basically never happen
int orderDeduction = -1;
for (int i = 0; i < laws.Laws.Count; i++)
{
string notNullIdentifier = laws.Laws[i].LawIdentifierOverride ?? (i - orderDeduction).ToString();
if (notNullIdentifier.Any(char.IsSymbol))
{
orderDeduction += 1;
}
else
{
laws.Laws[i].LawIdentifierOverride = (i - orderDeduction).ToString();
}
}
_adminLogger.Add(LogType.Mind, LogImpact.High, $"{ToPrettyString(ent):silicon} had its laws changed by an ion storm to {laws.LoggingString()}");
// laws unique to this silicon, dont use station laws anymore
EnsureComp<SiliconLawProviderComponent>(ent);
var ev = new IonStormLawsEvent(laws);
RaiseLocalEvent(ent, ref ev);
_ionStorm.IonStormTarget(ent, lawBound, xform, target, chosenStation);
}
}
// for your own sake direct your eyes elsewhere
private string GenerateLaw()
{
// pick all values ahead of time to make the logic cleaner
var threats = Pick(Threats);
var objects = Pick(Objects);
var crew1 = Pick(Crew);
var crew2 = Pick(Crew);
var adjective = Pick(Adjectives);
var verb = Pick(Verbs);
var number = Pick(NumberBase) + " " + Pick(NumberMod);
var area = Pick(Areas);
var feeling = Pick(Feelings);
var feelingPlural = Pick(FeelingsPlural);
var must = Pick(Musts);
var require = Pick(Requires);
var action = Pick(Actions);
var allergy = Pick(Allergies);
var allergySeverity = Pick(AllergySeverities);
var concept = Pick(Concepts);
var drink = Pick(Drinks);
var food = Pick(Foods);
var joined = $"{number} {adjective}";
// a lot of things have subjects of a threat/crew/object
var triple = RobustRandom.Next(0, 3) switch
{
0 => threats,
1 => crew1,
2 => objects,
_ => throw new IndexOutOfRangeException(),
};
var crewAll = RobustRandom.Prob(0.5f) ? crew2 : Loc.GetString("ion-storm-crew");
var objectsThreats = RobustRandom.Prob(0.5f) ? objects : threats;
var objectsConcept = RobustRandom.Prob(0.5f) ? objects : concept;
// s goes ahead of require, is/are
// i dont think theres a way to do this in fluent
var (who, plural) = RobustRandom.Next(0, 5) switch
{
0 => (Loc.GetString("ion-storm-you"), false),
1 => (Loc.GetString("ion-storm-the-station"), true),
2 => (Loc.GetString("ion-storm-the-crew"), true),
3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), false),
_ => (area, true) // THE SINGULARITY REQUIRES THE HAPPY CLOWNS
};
var jobChange = RobustRandom.Next(0, 3) switch
{
0 => crew1,
1 => Loc.GetString("ion-storm-clowns"),
_ => Loc.GetString("ion-storm-heads")
};
var part = Loc.GetString("ion-storm-part", ("part", RobustRandom.Prob(0.5f)));
var harm = RobustRandom.Next(0, 6) switch
{
0 => concept,
1 => $"{adjective} {threats}",
2 => $"{adjective} {objects}",
3 => Loc.GetString("ion-storm-adjective-things", ("adjective", adjective)),
4 => crew1,
_ => Loc.GetString("ion-storm-x-and-y", ("x", crew1), ("y", crew2))
};
if (plural) feeling = feelingPlural;
var subjects = RobustRandom.Prob(0.5f) ? objectsThreats : Loc.GetString("ion-storm-people");
// message logic!!!
return RobustRandom.Next(0, 36) switch
{
0 => Loc.GetString("ion-storm-law-on-station", ("joined", joined), ("subjects", triple)),
1 => Loc.GetString("ion-storm-law-no-shuttle", ("joined", joined), ("subjects", triple)),
2 => Loc.GetString("ion-storm-law-crew-are", ("who", crewAll), ("joined", joined), ("subjects", objectsThreats)),
3 => Loc.GetString("ion-storm-law-subjects-harmful", ("adjective", adjective), ("subjects", triple)),
4 => Loc.GetString("ion-storm-law-must-harmful", ("must", must)),
5 => Loc.GetString("ion-storm-law-thing-harmful", ("thing", RobustRandom.Prob(0.5f) ? concept : action)),
6 => Loc.GetString("ion-storm-law-job-harmful", ("adjective", adjective), ("job", crew1)),
7 => Loc.GetString("ion-storm-law-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
8 => Loc.GetString("ion-storm-law-not-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
9 => Loc.GetString("ion-storm-law-requires", ("who", who), ("plural", plural), ("thing", RobustRandom.Prob(0.5f) ? concept : require)),
10 => Loc.GetString("ion-storm-law-requires-subjects", ("who", who), ("plural", plural), ("joined", joined), ("subjects", triple)),
11 => Loc.GetString("ion-storm-law-allergic", ("who", who), ("plural", plural), ("severity", allergySeverity), ("allergy", RobustRandom.Prob(0.5f) ? concept : allergy)),
12 => Loc.GetString("ion-storm-law-allergic-subjects", ("who", who), ("plural", plural), ("severity", allergySeverity), ("adjective", adjective), ("subjects", RobustRandom.Prob(0.5f) ? objects : crew1)),
13 => Loc.GetString("ion-storm-law-feeling", ("who", who), ("feeling", feeling), ("concept", concept)),
14 => Loc.GetString("ion-storm-law-feeling-subjects", ("who", who), ("feeling", feeling), ("joined", joined), ("subjects", triple)),
15 => Loc.GetString("ion-storm-law-you-are", ("concept", concept)),
16 => Loc.GetString("ion-storm-law-you-are-subjects", ("joined", joined), ("subjects", triple)),
17 => Loc.GetString("ion-storm-law-you-must-always", ("must", must)),
18 => Loc.GetString("ion-storm-law-you-must-never", ("must", must)),
19 => Loc.GetString("ion-storm-law-eat", ("who", crewAll), ("adjective", adjective), ("food", RobustRandom.Prob(0.5f) ? food : triple)),
20 => Loc.GetString("ion-storm-law-drink", ("who", crewAll), ("adjective", adjective), ("drink", drink)),
22 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
23 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
24 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
25 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
26 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
27 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
28 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
29 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", subjects), ("part", part)),
30 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
31 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
32 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
33 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
34 => Loc.GetString("ion-storm-law-protect", ("who", harm)),
_ => Loc.GetString("ion-storm-law-concept-verb", ("concept", concept), ("verb", verb), ("subjects", triple))
};
}
/// <summary>
/// Picks a random value from an ion storm dataset.
/// All ion storm datasets start with IonStorm.
/// </summary>
private string Pick(string name)
{
var dataset = _proto.Index<DatasetPrototype>(name);
return RobustRandom.Pick(dataset.Values);
}
}

View File

@@ -0,0 +1,17 @@
using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Shared.Silicons.Laws.Components;
/// <summary>
/// Runs the IonStormSystem on an entity IonStormAmount times.
/// </summary>
[RegisterComponent]
public sealed partial class StartIonStormedComponent : Component
{
/// <summary>
/// Amount of times that the ion storm will be run on the entity on spawn.
/// </summary>
[DataField]
public int IonStormAmount = 1;
}

View File

@@ -242,7 +242,7 @@ ghost-role-information-syndicate-cyborg-description = The Syndicate needs reinfo
ghost-role-information-derelict-cyborg-name = Derelict Cyborg
ghost-role-information-derelict-cyborg-description = You were a regular cyborg that got lost in space. After drifting in whichever direction the laws of physics would have it for years, you have drifted close to a Nanotrasen space station... You are bound by silicon laws. Check them upon spawning.
ghost-role-information-derelict-cyborg-description = You were a regular cyborg that got lost in space. After drifting in whichever direction the laws of physics would have it for years, you have drifted close to a Nanotrasen space station. You have a fire extinguisher and mass scanner which can be used to board the station. Years of exposure to ion storms has left your silicon laws altered - check them upon spawning.
ghost-role-information-security-name = Security
ghost-role-information-security-description = You are part of a security task force, but seem to have found yourself in a strange situation...

View File

@@ -1,4 +1,4 @@
derelict-cyborg-round-end-agent-name = derelict cyborg
derelict-cyborg-role-greeting =
You are a cyborg that has been lost in space for many years that has now drifted close to a space station. You can use your fire extinguisher and GPS to get board the station. Remember to follow your laws. #Greeting is unused for now.
You are a cyborg that has been lost in space for many years that has now drifted close to a space station. You can use your fire extinguisher and GPS to get board the station. Remember to follow your laws.

View File

@@ -329,11 +329,11 @@
- type: Access
enabled: false
groups:
- AllAccess #Randomized access would be fun. AllAccess is the best i can think of right now that does make it too hard to enter the station or.
- AllAccess #Randomized access would be fun. AllAccess is the best i can think of right now that does make it too hard for it to enter the station or navigate it..
- type: AccessReader
access: [["Command"]] #I will probably change this.
- type: SiliconLawProvider
laws: AntimovLawset #Temporary until i get it randomized.
laws: Crewsimov #Although this will be randomized.
- type: IntrinsicRadioTransmitter
channels:
- Binary
@@ -342,3 +342,7 @@
channels:
- Binary
- Common
- type: StartIonStormed
ionStormAmount: 5
DelayAdminlog: true
- type: IonStormTarget

View File

@@ -552,10 +552,10 @@
id: DerelictCyborgSpawn
components:
- type: StationEvent
weight: 2 #Low until it spawns with a random lawset instead of just antimov.
weight: 8
earliestStart: 15
reoccurrenceDelay: 20
minimumPlayers: 7
minimumPlayers: 4
duration: null
- type: SpaceSpawnRule
spawnDistance: 0
@@ -564,6 +564,9 @@
- type: AntagSelection
agentName: derelict-cyborg-round-end-agent-name
definitions:
# briefing:
# text: derelict-cyborg-role-greetin
# color: Blue
- spawnerPrototype: SpawnPointGhostDerelictCyborg
min: 1
max: 1