Files
tbd-station-14/Content.Server/StationEvents/Events/IonStormRule.cs
LankLTE ed997dc5be remove racism (#23039)
* Remove only 'species' is crew rules

* hit space one too many times
2023-12-27 23:30:24 +11:00

269 lines
13 KiB
C#

using Content.Server.GameTicking.Rules.Components;
using Content.Server.Silicons.Laws;
using Content.Server.Station.Components;
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.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Silicons.Laws;
using Content.Shared.Silicons.Laws.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";
protected override void Started(EntityUid uid, IonStormRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, comp, gameRule, args);
if (!TryGetRandomStation(out var chosenStation))
return;
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)))
});
}
_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
};
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;
// 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", RobustRandom.Prob(0.5f) ? objectsThreats : "PEOPLE"), ("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);
}
}