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:
283
Content.Server/Silicons/Laws/IonStormSystem.cs
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283
Content.Server/Silicons/Laws/IonStormSystem.cs
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@@ -0,0 +1,283 @@
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using System.Linq;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Silicons.Laws;
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using Content.Shared.Silicons.Laws.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Silicons.Laws;
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public sealed class IonStormSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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// funny
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Threats = "IonStormThreats";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Objects = "IonStormObjects";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Crew = "IonStormCrew";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Adjectives = "IonStormAdjectives";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Verbs = "IonStormVerbs";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberBase = "IonStormNumberBase";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberMod = "IonStormNumberMod";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Areas = "IonStormAreas";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Feelings = "IonStormFeelings";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string FeelingsPlural = "IonStormFeelingsPlural";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Musts = "IonStormMusts";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Requires = "IonStormRequires";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Actions = "IonStormActions";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Allergies = "IonStormAllergies";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string AllergySeverities = "IonStormAllergySeverities";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Concepts = "IonStormConcepts";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Drinks = "IonStormDrinks";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Foods = "IonStormFoods";
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public void IonStormTarget(EntityUid ent, SiliconLawBoundComponent lawBound, TransformComponent xform, IonStormTargetComponent target, EntityUid? chosenStation, bool ignoreStation = false, bool DoNotAdminlog = false)
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{
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// only affect law holders on the station unless ignoreStation is true.
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if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation && !ignoreStation)
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return;
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if (!_robustRandom.Prob(target.Chance))
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return;
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var laws = _siliconLaw.GetLaws(ent, lawBound);
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if (laws.Laws.Count == 0)
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return;
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// try to swap it out with a random lawset
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if (_robustRandom.Prob(target.RandomLawsetChance))
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{
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var lawsets = _proto.Index<WeightedRandomPrototype>(target.RandomLawsets);
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var lawset = lawsets.Pick(_robustRandom);
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laws = _siliconLaw.GetLawset(lawset);
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}
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else
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{
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// clone it so not modifying stations lawset
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laws = laws.Clone();
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}
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// shuffle them all
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if (_robustRandom.Prob(target.ShuffleChance))
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{
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// hopefully work with existing glitched laws if there are multiple ion storms
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FixedPoint2 baseOrder = FixedPoint2.New(1);
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foreach (var law in laws.Laws)
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{
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if (law.Order < baseOrder)
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baseOrder = law.Order;
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}
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_robustRandom.Shuffle(laws.Laws);
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// change order based on shuffled position
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for (int i = 0; i < laws.Laws.Count; i++)
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{
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laws.Laws[i].Order = baseOrder + i;
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}
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}
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// see if we can remove a random law
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if (laws.Laws.Count > 0 && _robustRandom.Prob(target.RemoveChance))
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{
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var i = _robustRandom.Next(laws.Laws.Count);
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laws.Laws.RemoveAt(i);
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}
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// generate a new law...
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var newLaw = GenerateLaw();
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// see if the law we add will replace a random existing law or be a new glitched order one
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if (laws.Laws.Count > 0 && _robustRandom.Prob(target.ReplaceChance))
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{
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var i = _robustRandom.Next(laws.Laws.Count);
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laws.Laws[i] = new SiliconLaw()
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{
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LawString = newLaw,
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Order = laws.Laws[i].Order
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};
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}
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else
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{
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laws.Laws.Insert(0, new SiliconLaw
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{
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LawString = newLaw,
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Order = -1,
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LawIdentifierOverride = Loc.GetString("ion-storm-law-scrambled-number", ("length", _robustRandom.Next(5, 10)))
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});
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}
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// sets all unobfuscated laws' indentifier in order from highest to lowest priority
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// This could technically override the Obfuscation from the code above, but it seems unlikely enough to basically never happen
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int orderDeduction = -1;
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for (int i = 0; i < laws.Laws.Count; i++)
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{
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string notNullIdentifier = laws.Laws[i].LawIdentifierOverride ?? (i - orderDeduction).ToString();
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if (notNullIdentifier.Any(char.IsSymbol))
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{
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orderDeduction += 1;
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}
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else
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{
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laws.Laws[i].LawIdentifierOverride = (i - orderDeduction).ToString();
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}
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}
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//DoNotAdminlog is used to prevent adminlog spam.
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if (!DoNotAdminlog)
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_adminLogger.Add(LogType.Mind, LogImpact.High, $"{ToPrettyString(ent):silicon} had its laws changed by an ion storm to {laws.LoggingString()}");
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// laws unique to this silicon, dont use station laws anymore
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EnsureComp<SiliconLawProviderComponent>(ent);
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var ev = new IonStormLawsEvent(laws);
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RaiseLocalEvent(ent, ref ev);
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}
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// for your own sake direct your eyes elsewhere
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private string GenerateLaw()
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{
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// pick all values ahead of time to make the logic cleaner
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var threats = Pick(Threats);
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var objects = Pick(Objects);
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var crew1 = Pick(Crew);
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var crew2 = Pick(Crew);
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var adjective = Pick(Adjectives);
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var verb = Pick(Verbs);
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var number = Pick(NumberBase) + " " + Pick(NumberMod);
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var area = Pick(Areas);
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var feeling = Pick(Feelings);
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var feelingPlural = Pick(FeelingsPlural);
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var must = Pick(Musts);
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var require = Pick(Requires);
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var action = Pick(Actions);
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var allergy = Pick(Allergies);
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var allergySeverity = Pick(AllergySeverities);
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var concept = Pick(Concepts);
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var drink = Pick(Drinks);
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var food = Pick(Foods);
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var joined = $"{number} {adjective}";
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// a lot of things have subjects of a threat/crew/object
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var triple = _robustRandom.Next(0, 3) switch
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{
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0 => threats,
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1 => crew1,
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2 => objects,
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_ => throw new IndexOutOfRangeException(),
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};
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var crewAll = _robustRandom.Prob(0.5f) ? crew2 : Loc.GetString("ion-storm-crew");
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var objectsThreats = _robustRandom.Prob(0.5f) ? objects : threats;
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var objectsConcept = _robustRandom.Prob(0.5f) ? objects : concept;
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// s goes ahead of require, is/are
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// i dont think theres a way to do this in fluent
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var (who, plural) = _robustRandom.Next(0, 5) switch
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{
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0 => (Loc.GetString("ion-storm-you"), false),
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1 => (Loc.GetString("ion-storm-the-station"), true),
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2 => (Loc.GetString("ion-storm-the-crew"), true),
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3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), false),
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_ => (area, true) // THE SINGULARITY REQUIRES THE HAPPY CLOWNS
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};
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var jobChange = _robustRandom.Next(0, 3) switch
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{
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0 => crew1,
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1 => Loc.GetString("ion-storm-clowns"),
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_ => Loc.GetString("ion-storm-heads")
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};
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var part = Loc.GetString("ion-storm-part", ("part", _robustRandom.Prob(0.5f)));
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var harm = _robustRandom.Next(0, 6) switch
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{
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0 => concept,
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1 => $"{adjective} {threats}",
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2 => $"{adjective} {objects}",
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3 => Loc.GetString("ion-storm-adjective-things", ("adjective", adjective)),
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4 => crew1,
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_ => Loc.GetString("ion-storm-x-and-y", ("x", crew1), ("y", crew2))
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};
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if (plural) feeling = feelingPlural;
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var subjects = _robustRandom.Prob(0.5f) ? objectsThreats : Loc.GetString("ion-storm-people");
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// message logic!!!
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return _robustRandom.Next(0, 36) switch
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{
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0 => Loc.GetString("ion-storm-law-on-station", ("joined", joined), ("subjects", triple)),
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1 => Loc.GetString("ion-storm-law-no-shuttle", ("joined", joined), ("subjects", triple)),
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2 => Loc.GetString("ion-storm-law-crew-are", ("who", crewAll), ("joined", joined), ("subjects", objectsThreats)),
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3 => Loc.GetString("ion-storm-law-subjects-harmful", ("adjective", adjective), ("subjects", triple)),
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4 => Loc.GetString("ion-storm-law-must-harmful", ("must", must)),
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5 => Loc.GetString("ion-storm-law-thing-harmful", ("thing", _robustRandom.Prob(0.5f) ? concept : action)),
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6 => Loc.GetString("ion-storm-law-job-harmful", ("adjective", adjective), ("job", crew1)),
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7 => Loc.GetString("ion-storm-law-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
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8 => Loc.GetString("ion-storm-law-not-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
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9 => Loc.GetString("ion-storm-law-requires", ("who", who), ("plural", plural), ("thing", _robustRandom.Prob(0.5f) ? concept : require)),
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10 => Loc.GetString("ion-storm-law-requires-subjects", ("who", who), ("plural", plural), ("joined", joined), ("subjects", triple)),
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11 => Loc.GetString("ion-storm-law-allergic", ("who", who), ("plural", plural), ("severity", allergySeverity), ("allergy", _robustRandom.Prob(0.5f) ? concept : allergy)),
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12 => Loc.GetString("ion-storm-law-allergic-subjects", ("who", who), ("plural", plural), ("severity", allergySeverity), ("adjective", adjective), ("subjects", _robustRandom.Prob(0.5f) ? objects : crew1)),
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13 => Loc.GetString("ion-storm-law-feeling", ("who", who), ("feeling", feeling), ("concept", concept)),
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14 => Loc.GetString("ion-storm-law-feeling-subjects", ("who", who), ("feeling", feeling), ("joined", joined), ("subjects", triple)),
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15 => Loc.GetString("ion-storm-law-you-are", ("concept", concept)),
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16 => Loc.GetString("ion-storm-law-you-are-subjects", ("joined", joined), ("subjects", triple)),
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17 => Loc.GetString("ion-storm-law-you-must-always", ("must", must)),
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18 => Loc.GetString("ion-storm-law-you-must-never", ("must", must)),
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19 => Loc.GetString("ion-storm-law-eat", ("who", crewAll), ("adjective", adjective), ("food", _robustRandom.Prob(0.5f) ? food : triple)),
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20 => Loc.GetString("ion-storm-law-drink", ("who", crewAll), ("adjective", adjective), ("drink", drink)),
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22 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
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23 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
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24 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
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25 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
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26 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
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27 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
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28 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
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29 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", subjects), ("part", part)),
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30 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
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31 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
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32 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
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33 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
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34 => Loc.GetString("ion-storm-law-protect", ("who", harm)),
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_ => Loc.GetString("ion-storm-law-concept-verb", ("concept", concept), ("verb", verb), ("subjects", triple))
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};
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}
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/// <summary>
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/// Picks a random value from an ion storm dataset.
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/// All ion storm datasets start with IonStorm.
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/// </summary>
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private string Pick(string name)
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{
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var dataset = _proto.Index<DatasetPrototype>(name);
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return _robustRandom.Pick(dataset.Values);
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}
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}
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40
Content.Server/Silicons/Laws/StartIonStormedSystem.cs
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40
Content.Server/Silicons/Laws/StartIonStormedSystem.cs
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@@ -0,0 +1,40 @@
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using Content.Shared.Silicons.Laws.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Silicons.Laws;
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namespace Content.Server.Silicons.Laws;
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/// <summary>
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/// This handles running the ion storm event on specific entities when spawned in.
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/// </summary>
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public sealed class StartIonStormedSystem : EntitySystem
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{
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[Dependency] private readonly IonStormSystem _ionStorm = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StartIonStormedComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, StartIonStormedComponent component, ref MapInitEvent args)
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{
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if (!TryComp<SiliconLawBoundComponent>(uid, out var lawBound))
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return;
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if (!TryComp<TransformComponent>(uid, out var xform))
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return;
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if (!TryComp<IonStormTargetComponent>(uid, out var target))
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return;
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for (int currentIonStorm = 1; currentIonStorm <= component.IonStormAmount; currentIonStorm++)
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{
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_ionStorm.IonStormTarget(uid, lawBound, xform, target, null, true, true);
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}
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var laws = _siliconLaw.GetLaws(uid, lawBound);
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_adminLogger.Add(LogType.Mind, LogImpact.High, $"{ToPrettyString(uid):silicon} spawned with ion stormed laws: {laws.LoggingString()}");
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}
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}
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@@ -1,64 +1,15 @@
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using System.Linq;
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using Content.Server.Silicons.Laws;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Silicons.Laws;
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using Content.Shared.Silicons.Laws.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;
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// funny
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Threats = "IonStormThreats";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Objects = "IonStormObjects";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Crew = "IonStormCrew";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Adjectives = "IonStormAdjectives";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Verbs = "IonStormVerbs";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberBase = "IonStormNumberBase";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberMod = "IonStormNumberMod";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Areas = "IonStormAreas";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Feelings = "IonStormFeelings";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string FeelingsPlural = "IonStormFeelingsPlural";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Musts = "IonStormMusts";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Requires = "IonStormRequires";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Actions = "IonStormActions";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Allergies = "IonStormAllergies";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string AllergySeverities = "IonStormAllergySeverities";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Concepts = "IonStormConcepts";
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[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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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...
|
||||
|
||||
@@ -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.
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user