using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.StoryGen;
///
/// Provides functionality to generate a story from a .
///
public sealed partial class StoryGeneratorSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
///
/// Tries to generate a random story using the given template, picking a random word from the referenced
/// datasets for each variable and passing them into the localization system with template.
/// If is specified, the randomizer will be seeded with it for consistent story generation;
/// otherwise the variables will be randomized.
/// Fails if the template prototype cannot be loaded.
///
/// true if the template was loaded, otherwise false.
public bool TryGenerateStoryFromTemplate(ProtoId template, [NotNullWhen(true)] out string? story, int? seed = null)
{
// Get the story template prototype from the ID
if (!_protoMan.TryIndex(template, out var templateProto))
{
story = null;
return false;
}
// If given a seed, use it
if (seed != null)
_random.SetSeed(seed.Value);
// Pick values for all of the variables in the template
var variables = new ValueList<(string, object)>(templateProto.Variables.Count);
foreach (var (name, list) in templateProto.Variables)
{
// Get the prototype for the world list dataset
if (!_protoMan.TryIndex(list, out var listProto))
continue; // Missed one, but keep going with the rest of the story
// Pick a random word from the dataset and localize it
var chosenWord = Loc.GetString(_random.Pick(listProto.Values));
variables.Add((name, chosenWord));
}
// Pass the variables to the localization system and build the story
story = Loc.GetString(templateProto.LocId, variables.ToArray());
return true;
}
}