Ion storm event (#20277)
* ion storm event prototype + locale * add lawsets * use lawsets, make borgs ion storm targets * ion storm rule and ion storm target * lawset prototype * use lawsets * update silicon law system to use lawsets and support ion storm event * new toys * fix * more fix * fixy * ion storm admin logging * assigning laws makes borg provide its own laws, other stuff * 1h reoccurence * 50% chance * better call saul * emagLaws is required * add announcment audio * fixy * family friendly gaming * fixy * address reviews * fixy * more fixy and no erp * pro --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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namespace Content.Server.StationEvents.Components;
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/// <summary>
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/// Gamerule component to mess up ai/borg laws when started.
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/// </summary>
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[RegisterComponent]
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public sealed partial class IonStormRuleComponent : Component
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{
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}
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273
Content.Server/StationEvents/Events/IonStormRule.cs
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273
Content.Server/StationEvents/Events/IonStormRule.cs
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Silicons.Laws;
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using Content.Server.Station.Components;
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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.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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namespace Content.Server.StationEvents.Events;
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public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
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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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// funny
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Threats = "IonStormThreats";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Objects = "IonStormObjects";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Crew = "IonStormCrew";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Adjectives = "IonStormAdjectives";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Verbs = "IonStormVerbs";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberBase = "IonStormNumberBase";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string NumberMod = "IonStormNumberMod";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Areas = "IonStormAreas";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Feelings = "IonStormFeelings";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string FeelingsPlural = "IonStormFeelingsPlural";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Musts = "IonStormMusts";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Requires = "IonStormRequires";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Actions = "IonStormActions";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Allergies = "IonStormAllergies";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string AllergySeverities = "IonStormAllergySeverities";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Species = "IonStormSpecies";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Concepts = "IonStormConcepts";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Drinks = "IonStormDrinks";
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[ValidatePrototypeId<DatasetPrototype>]
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private const string Foods = "IonStormFoods";
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protected override void Started(EntityUid uid, IonStormRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, comp, gameRule, args);
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if (!TryGetRandomStation(out var chosenStation))
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return;
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var query = EntityQueryEnumerator<SiliconLawBoundComponent, TransformComponent, IonStormTargetComponent>();
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while (query.MoveNext(out var ent, out var lawBound, out var xform, out var target))
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{
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// only affect law holders on the station
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if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
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continue;
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if (!RobustRandom.Prob(target.Chance))
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continue;
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var laws = _siliconLaw.GetLaws(ent, lawBound);
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if (laws.Laws.Count == 0)
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continue;
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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 = PrototypeManager.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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else
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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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}
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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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FixedPoint2 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 = "#"
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});
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}
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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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}
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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 species = Pick(Species);
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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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};
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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"), false),
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1 => (Loc.GetString("ion-storm-the-station"), true),
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2 => (Loc.GetString("ion-storm-the-crew"), true),
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3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), false),
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_ => (area, true) // 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, 7) 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 => species,
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5 => 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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// message logic!!!
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return RobustRandom.Next(0, 37) 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-no-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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22 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
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23 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
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24 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
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25 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
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26 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
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27 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
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28 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
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29 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", RobustRandom.Prob(0.5f) ? objectsThreats : "PEOPLE"), ("part", part)),
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30 => Loc.GetString("ion-storm-law-crew-only-species", ("species", species), ("part", part)),
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31 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
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32 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
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33 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
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34 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
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35 => 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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