* Implements bureaucratic error and random sentience. * Adds the Vent Critters event. * bug moment * forgot ignores. * undo something i included in the PR by mistake. * address review
64 lines
2.3 KiB
C#
64 lines
2.3 KiB
C#
using System.Linq;
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using Content.Server.Station;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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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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[UsedImplicitly]
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public sealed class BureaucraticError : StationEvent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string? StartAnnouncement =>
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Loc.GetString("station-event-bureaucratic-error-announcement");
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public override string Name => "BureaucraticError";
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public override string? StartAudio => "/Audio/Announcements/announce.ogg";
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public override int MinimumPlayers => 25;
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public override float Weight => WeightLow;
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public override int? MaxOccurrences => 2;
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protected override float EndAfter => 1f;
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public override void Startup()
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{
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base.Startup();
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var chosenStation = _random.Pick(EntitySystem.Get<StationSystem>().StationInfo.Values.ToList());
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var jobList = chosenStation.JobList.Keys.Where(x => !_prototypeManager.Index<JobPrototype>(x).IsHead).ToList();
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// Low chance to completely change up the late-join landscape by closing all positions except infinite slots.
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// Lower chance than the /tg/ equivalent of this event.
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if (_random.Prob(0.25f))
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{
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var chosenJob = _random.PickAndTake(jobList);
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chosenStation.AdjustJobAmount(chosenJob, -1); // INFINITE chaos.
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foreach (var job in jobList)
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{
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if (chosenStation.JobList[job] == -1)
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continue;
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chosenStation.AdjustJobAmount(job, 0);
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}
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}
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else
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{
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// Changing every role is maybe a bit too chaotic so instead change 20-30% of them.
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for (var i = 0; i < _random.Next((int)(jobList.Count * 0.20), (int)(jobList.Count * 0.30)); i++)
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{
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var chosenJob = _random.PickAndTake(jobList);
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if (chosenStation.JobList[chosenJob] == -1)
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continue;
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var adj = Math.Max(chosenStation.JobList[chosenJob] + _random.Next(-3, 6), 0);
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chosenStation.AdjustJobAmount(chosenJob, adj);
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}
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}
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}
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}
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