mirror of
https://github.com/space-syndicate/space-station-14.git
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* Resolve StationEvent warnings * fix misuses of ent after rename, paracusia flip * oh god more rules * comments, whitespace, unnecessary precision * comments, NotNull->IsNull oops * more consistent ent vs. ent.Owner, whitespace * Greytide: "with accress from... access groups"
91 lines
3.9 KiB
C#
91 lines
3.9 KiB
C#
using System.Linq;
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using Content.Shared.Dataset;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.StationEvents.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Station.Components;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// Handler for events that create ghost roles on random entities with <see cref="SentienceTargetComponent"/>.
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/// </summary>
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/// <seealso cref="RandomSentienceRuleComponent"/>
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public sealed partial class RandomSentienceRule : StationEventSystem<RandomSentienceRuleComponent>
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{
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private static readonly ProtoId<LocalizedDatasetPrototype> DataSourceNames = "RandomSentienceEventData";
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private static readonly ProtoId<LocalizedDatasetPrototype> IntelligenceLevelNames = "RandomSentienceEventStrength";
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[Dependency] private IPrototypeManager _prototype = default!;
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[Dependency] private IRobustRandom _random = default!;
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protected override void Started(Entity<RandomSentienceRuleComponent, GameRuleComponent> ent, ref GameRuleStartedEvent args)
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{
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if (!Station.TryGetRandomStation<StationEventEligibleComponent>(out var station))
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return;
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var targetList = new List<Entity<SentienceTargetComponent>>();
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var query = EntityQueryEnumerator<SentienceTargetComponent, TransformComponent>();
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while (query.MoveNext(out var targetUid, out var target, out var xform))
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{
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if (Station.GetOwningStation(targetUid, xform) != station.Value.Owner)
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continue;
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targetList.Add((targetUid, target));
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}
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var toMakeSentient = _random.Next(ent.Comp1.MinSentiences, ent.Comp1.MaxSentiences);
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var groups = new HashSet<string>();
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for (var i = 0; i < toMakeSentient && targetList.Count > 0; i++)
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{
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// weighted random to pick a sentience target
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var totalWeight = targetList.Sum(x => x.Comp.Weight);
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// This initial target should never be picked.
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// 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.
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var target = targetList[0];
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var chosenWeight = _random.NextFloat(totalWeight);
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var currentWeight = 0.0;
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foreach (var potentialTarget in targetList)
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{
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currentWeight += potentialTarget.Comp.Weight;
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if (currentWeight > chosenWeight)
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{
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target = potentialTarget;
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break;
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}
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}
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targetList.Remove(target);
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RemComp<SentienceTargetComponent>(target);
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var ghostRole = EnsureComp<GhostRoleComponent>(target);
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EnsureComp<GhostTakeoverAvailableComponent>(target);
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ghostRole.RoleName = MetaData(target).EntityName;
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ghostRole.RoleDescription = Loc.GetString("station-event-random-sentience-role-description", ("name", ghostRole.RoleName));
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groups.Add(Loc.GetString(target.Comp.FlavorKind));
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}
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if (groups.Count == 0)
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return;
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var groupList = groups.ToList();
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var kind1 = groupList.Count > 0 ? groupList[0] : "???";
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var kind2 = groupList.Count > 1 ? groupList[1] : "???";
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var kind3 = groupList.Count > 2 ? groupList[2] : "???";
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ChatSystem.DispatchStationAnnouncement(
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station.Value,
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Loc.GetString("station-event-random-sentience-announcement",
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("kind1", kind1), ("kind2", kind2), ("kind3", kind3), ("amount", groupList.Count),
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("data", _random.Pick(_prototype.Index(DataSourceNames))),
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("strength", _random.Pick(_prototype.Index(IntelligenceLevelNames)))
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),
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playDefaultSound: false,
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colorOverride: Color.Gold
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);
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}
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}
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