почти важно (#135)
* Add data field for id card microwave behaviour (#28087) * Move replacement chance from ReplacementAccentComponent to ReplacementAccentPrototype (#28049) Move replacement chance to ReplacementAccentPrototype * Resolves Bible summon message being sent to all users (#28104) * Changed PopupEntity overload used to ensure message is only sent to user * Updated uid for PopupEntity call * Updating _popupSystem.PopupEntity call in AttemptSummon * Random book story generator refactor (#28082) * Randomized book overhaul * Fix prototype names * Improved setting paper content * Praise Ratvar * Fix activatable UI popup message spam (#28123) Fixed activatable UI popup message spam * Modify battery assert to avoid floating point errors (#28007) * Update component query benchmarks (#27967) * Add more component query benchmarks. * Rename benchmark * Use non-generic `TryComp()` for metadata & transform (#28133) * sleeper agent appear later into the round and only once (#28160) --------- Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: double_b <40827162+benjamin-burges@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.StoryGen;
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/// <summary>
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/// Provides functionality to generate a story from a <see cref="StoryTemplatePrototype"/>.
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/// </summary>
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public sealed partial class StoryGeneratorSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <summary>
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/// Tries to generate a random story using the given template, picking a random word from the referenced
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/// datasets for each variable and passing them into the localization system with template.
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/// If <paramref name="seed"/> is specified, the randomizer will be seeded with it for consistent story generation;
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/// otherwise the variables will be randomized.
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/// Fails if the template prototype cannot be loaded.
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/// </summary>
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/// <returns>true if the template was loaded, otherwise false.</returns>
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public bool TryGenerateStoryFromTemplate(ProtoId<StoryTemplatePrototype> template, [NotNullWhen(true)] out string? story, int? seed = null)
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{
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// Get the story template prototype from the ID
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if (!_protoMan.TryIndex(template, out var templateProto))
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{
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story = null;
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return false;
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}
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// If given a seed, use it
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if (seed != null)
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_random.SetSeed(seed.Value);
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// Pick values for all of the variables in the template
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var variables = new ValueList<(string, object)>(templateProto.Variables.Count);
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foreach (var (name, list) in templateProto.Variables)
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{
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// Get the prototype for the world list dataset
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if (!_protoMan.TryIndex(list, out var listProto))
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continue; // Missed one, but keep going with the rest of the story
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// Pick a random word from the dataset and localize it
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var chosenWord = Loc.GetString(_random.Pick(listProto.Values));
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variables.Add((name, chosenWord));
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}
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// Pass the variables to the localization system and build the story
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story = Loc.GetString(templateProto.LocId, variables.ToArray());
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return true;
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}
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}
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