* The easy ones * For certain values of easy * Easy test * Hair * Fix sandbox violations * Sort usings
263 lines
13 KiB
C#
263 lines
13 KiB
C#
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 Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Linq;
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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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private static readonly ProtoId<DatasetPrototype> Threats = "IonStormThreats";
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private static readonly ProtoId<DatasetPrototype> Objects = "IonStormObjects";
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private static readonly ProtoId<DatasetPrototype> Crew = "IonStormCrew";
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private static readonly ProtoId<DatasetPrototype> Adjectives = "IonStormAdjectives";
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private static readonly ProtoId<DatasetPrototype> Verbs = "IonStormVerbs";
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private static readonly ProtoId<DatasetPrototype> NumberBase = "IonStormNumberBase";
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private static readonly ProtoId<DatasetPrototype> NumberMod = "IonStormNumberMod";
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private static readonly ProtoId<DatasetPrototype> Areas = "IonStormAreas";
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private static readonly ProtoId<DatasetPrototype> Feelings = "IonStormFeelings";
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private static readonly ProtoId<DatasetPrototype> FeelingsPlural = "IonStormFeelingsPlural";
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private static readonly ProtoId<DatasetPrototype> Musts = "IonStormMusts";
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private static readonly ProtoId<DatasetPrototype> Requires = "IonStormRequires";
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private static readonly ProtoId<DatasetPrototype> Actions = "IonStormActions";
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private static readonly ProtoId<DatasetPrototype> Allergies = "IonStormAllergies";
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private static readonly ProtoId<DatasetPrototype> AllergySeverities = "IonStormAllergySeverities";
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private static readonly ProtoId<DatasetPrototype> Concepts = "IonStormConcepts";
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private static readonly ProtoId<DatasetPrototype> Drinks = "IonStormDrinks";
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private static readonly ProtoId<DatasetPrototype> Foods = "IonStormFoods";
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/// <summary>
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/// Randomly alters the laws of an individual silicon.
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/// </summary>
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public void IonStormTarget(Entity<SiliconLawBoundComponent, IonStormTargetComponent> ent, bool adminlog = true)
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{
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var lawBound = ent.Comp1;
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var target = ent.Comp2;
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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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// clone it so not modifying stations lawset
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laws = laws.Clone();
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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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var 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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var 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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// adminlog is used to prevent adminlog spam.
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if (adminlog)
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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"), true),
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1 => (Loc.GetString("ion-storm-the-station"), false),
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2 => (Loc.GetString("ion-storm-the-crew"), false),
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3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), true),
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_ => (area, false) // 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, 35) 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-call-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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21 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
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22 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
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23 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
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24 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
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25 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
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26 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
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27 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
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28 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", subjects), ("part", part)),
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29 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
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30 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
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31 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
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32 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
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33 => 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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