Files
tbd-station-14/Content.Server/StationEvents/Events/BureaucraticErrorRule.cs
Moony e92a8fedab Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs

Web-edit to allow feeding in an existing entity.

* Update StationSpawningSystem.cs

value type moment

* Update StationSpawningSystem.cs

* Oh goddamnit this is a refactor now.

* awawawa

* aaaaaaaaaaa

* ee

* forgot records.

* no records? no records.

* What's in a name?

* Sloth forcing me to do the refactor properly smh.

* e

* optional evac in test.

* tests pls work

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-05-19 15:45:09 -05:00

60 lines
2.3 KiB
C#

using System.Linq;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
[UsedImplicitly]
public sealed class BureaucraticErrorRule : StationEventSystem<BureaucraticErrorRuleComponent>
{
[Dependency] private readonly StationJobsSystem _stationJobs = default!;
protected override void Started(EntityUid uid, BureaucraticErrorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
if (!TryGetRandomStation(out var chosenStation, HasComp<StationJobsComponent>))
return;
var jobList = _stationJobs.GetJobs(chosenStation.Value).Keys.ToList();
if (jobList.Count == 0)
return;
var mod = GetSeverityModifier();
// Low chance to completely change up the late-join landscape by closing all positions except infinite slots.
// Lower chance than the /tg/ equivalent of this event.
if (RobustRandom.Prob(Math.Min(0.25f * MathF.Sqrt(mod), 1.0f)))
{
var chosenJob = RobustRandom.PickAndTake(jobList);
_stationJobs.MakeJobUnlimited(chosenStation.Value, chosenJob); // INFINITE chaos.
foreach (var job in jobList)
{
if (_stationJobs.IsJobUnlimited(chosenStation.Value, job))
continue;
_stationJobs.TrySetJobSlot(chosenStation.Value, job, 0);
}
}
else
{
var lower = (int) (jobList.Count * Math.Min(1.0f, 0.20 * mod));
var upper = (int) (jobList.Count * Math.Min(1.0f, 0.30 * mod));
// Changing every role is maybe a bit too chaotic so instead change 20-30% of them.
var num = RobustRandom.Next(lower, upper);
for (var i = 0; i < num; i++)
{
var chosenJob = RobustRandom.PickAndTake(jobList);
if (_stationJobs.IsJobUnlimited(chosenStation.Value, chosenJob))
continue;
_stationJobs.TryAdjustJobSlot(chosenStation.Value, chosenJob, RobustRandom.Next(-3, 6), clamp: true);
}
}
}
}