using System.Linq;
using Content.Shared.Dataset;
using Content.Server.Ghost.Roles.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Station.Components;
namespace Content.Server.StationEvents.Events;
///
/// Handler for events that create ghost roles on random entities with .
///
///
public sealed partial class RandomSentienceRule : StationEventSystem
{
private static readonly ProtoId DataSourceNames = "RandomSentienceEventData";
private static readonly ProtoId IntelligenceLevelNames = "RandomSentienceEventStrength";
[Dependency] private IPrototypeManager _prototype = default!;
[Dependency] private IRobustRandom _random = default!;
protected override void Started(Entity ent, ref GameRuleStartedEvent args)
{
if (!Station.TryGetRandomStation(out var station))
return;
var targetList = new List>();
var query = EntityQueryEnumerator();
while (query.MoveNext(out var targetUid, out var target, out var xform))
{
if (Station.GetOwningStation(targetUid, xform) != station.Value.Owner)
continue;
targetList.Add((targetUid, target));
}
var toMakeSentient = _random.Next(ent.Comp1.MinSentiences, ent.Comp1.MaxSentiences);
var groups = new HashSet();
for (var i = 0; i < toMakeSentient && targetList.Count > 0; i++)
{
// weighted random to pick a sentience target
var totalWeight = targetList.Sum(x => x.Comp.Weight);
// This initial target should never be picked.
// It's just so that target doesn't need to be nullable and as a safety fallback for id floating point errors ever mess up the comparison in the foreach.
var target = targetList[0];
var chosenWeight = _random.NextFloat(totalWeight);
var currentWeight = 0.0;
foreach (var potentialTarget in targetList)
{
currentWeight += potentialTarget.Comp.Weight;
if (currentWeight > chosenWeight)
{
target = potentialTarget;
break;
}
}
targetList.Remove(target);
RemComp(target);
var ghostRole = EnsureComp(target);
EnsureComp(target);
ghostRole.RoleName = MetaData(target).EntityName;
ghostRole.RoleDescription = Loc.GetString("station-event-random-sentience-role-description", ("name", ghostRole.RoleName));
groups.Add(Loc.GetString(target.Comp.FlavorKind));
}
if (groups.Count == 0)
return;
var groupList = groups.ToList();
var kind1 = groupList.Count > 0 ? groupList[0] : "???";
var kind2 = groupList.Count > 1 ? groupList[1] : "???";
var kind3 = groupList.Count > 2 ? groupList[2] : "???";
ChatSystem.DispatchStationAnnouncement(
station.Value,
Loc.GetString("station-event-random-sentience-announcement",
("kind1", kind1), ("kind2", kind2), ("kind3", kind3), ("amount", groupList.Count),
("data", _random.Pick(_prototype.Index(DataSourceNames))),
("strength", _random.Pick(_prototype.Index(IntelligenceLevelNames)))
),
playDefaultSound: false,
colorOverride: Color.Gold
);
}
}