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This cherry-pick's Wizden's Antag Refactor, which is needed for all future antag updates, as well as for me to cherry-pick over Cultists(Who are going to need some editing to fit the antag refactor), Changelings, Heretics, and Wizards. I actually selected the White-Dream-Public version of the Antag Refactor, due to it having commits made tailored to our repository, so it comes prepackaged with all the changes necessary for our repo-specific content. https://github.com/frosty-dev/ss14-wwdp/pull/10 Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: Timemaster99 <elijahrobot@gmail.com> Co-authored-by: luckywill339@gmail.com <luckywill339@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Azzy <azzydev@icloud.com>
75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
using System.Linq;
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using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules.Components;
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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.Server.Announcements.Systems;
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using Content.Server.Station.Components;
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namespace Content.Server.StationEvents.Events;
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public sealed class RandomSentienceRule : StationEventSystem<RandomSentienceRuleComponent>
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{
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[Dependency] private readonly AnnouncerSystem _announcer = default!;
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protected override void Started(EntityUid uid, RandomSentienceRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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HashSet<EntityUid> stationsToNotify = new();
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var targetList = new List<Entity<SentienceTargetComponent>>();
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var query = EntityQueryEnumerator<SentienceTargetComponent>();
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while (query.MoveNext(out var targetUid, out var target))
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{
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targetList.Add((targetUid, target));
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}
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RobustRandom.Shuffle(targetList);
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var toMakeSentient = RobustRandom.Next(2, 5);
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var groups = new HashSet<string>();
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foreach (var target in targetList)
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{
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if (toMakeSentient-- == 0)
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break;
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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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foreach (var target in targetList)
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{
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var station = StationSystem.GetOwningStation(target);
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if(station == null)
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continue;
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stationsToNotify.Add((EntityUid) station);
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}
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foreach (var station in stationsToNotify)
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{
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_announcer.SendAnnouncement(
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_announcer.GetAnnouncementId(args.RuleId),
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StationSystem.GetInStation(EntityManager.GetComponent<StationDataComponent>(station)),
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"station-event-random-sentience-announcement",
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null,
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Color.Gold,
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null, null,
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("kind1", kind1), ("kind2", kind2), ("kind3", kind3), ("amount", groupList.Count),
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("data", Loc.GetString($"random-sentience-event-data-{RobustRandom.Next(1, 6)}")),
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("strength", Loc.GetString($"random-sentience-event-strength-{RobustRandom.Next(1, 8)}"))
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);
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}
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}
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}
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