Files
OldThink/Content.Shared/StoryGen/EntitySystems/StoryGeneratorSystem.cs
Jabak 381d904d4b 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>
2024-10-04 11:27:12 +03:00

55 lines
2.3 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared.StoryGen;
/// <summary>
/// Provides functionality to generate a story from a <see cref="StoryTemplatePrototype"/>.
/// </summary>
public sealed partial class StoryGeneratorSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
/// <summary>
/// Tries to generate a random story using the given template, picking a random word from the referenced
/// datasets for each variable and passing them into the localization system with template.
/// If <paramref name="seed"/> is specified, the randomizer will be seeded with it for consistent story generation;
/// otherwise the variables will be randomized.
/// Fails if the template prototype cannot be loaded.
/// </summary>
/// <returns>true if the template was loaded, otherwise false.</returns>
public bool TryGenerateStoryFromTemplate(ProtoId<StoryTemplatePrototype> template, [NotNullWhen(true)] out string? story, int? seed = null)
{
// Get the story template prototype from the ID
if (!_protoMan.TryIndex(template, out var templateProto))
{
story = null;
return false;
}
// If given a seed, use it
if (seed != null)
_random.SetSeed(seed.Value);
// Pick values for all of the variables in the template
var variables = new ValueList<(string, object)>(templateProto.Variables.Count);
foreach (var (name, list) in templateProto.Variables)
{
// Get the prototype for the world list dataset
if (!_protoMan.TryIndex(list, out var listProto))
continue; // Missed one, but keep going with the rest of the story
// Pick a random word from the dataset and localize it
var chosenWord = Loc.GetString(_random.Pick(listProto.Values));
variables.Add((name, chosenWord));
}
// Pass the variables to the localization system and build the story
story = Loc.GetString(templateProto.LocId, variables.ToArray());
return true;
}
}