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IonStromRework #2105

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Nov 3, 2024
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151 changes: 7 additions & 144 deletions Content.Server/StationEvents/Events/IonStormRule.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,46 +22,10 @@ public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SiliconLawSystem _siliconLaw = default!;

// funny
// SS220 IonStormLaws rework start
[ValidatePrototypeId<DatasetPrototype>]
private const string Threats = "IonStormThreats";
[ValidatePrototypeId<DatasetPrototype>]
private const string Objects = "IonStormObjects";
[ValidatePrototypeId<DatasetPrototype>]
private const string Crew = "IonStormCrew";
[ValidatePrototypeId<DatasetPrototype>]
private const string Adjectives = "IonStormAdjectives";
[ValidatePrototypeId<DatasetPrototype>]
private const string Verbs = "IonStormVerbs";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberBase = "IonStormNumberBase";
[ValidatePrototypeId<DatasetPrototype>]
private const string NumberMod = "IonStormNumberMod";
[ValidatePrototypeId<DatasetPrototype>]
private const string Areas = "IonStormAreas";
[ValidatePrototypeId<DatasetPrototype>]
private const string Feelings = "IonStormFeelings";
[ValidatePrototypeId<DatasetPrototype>]
private const string FeelingsPlural = "IonStormFeelingsPlural";
[ValidatePrototypeId<DatasetPrototype>]
private const string Musts = "IonStormMusts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Requires = "IonStormRequires";
[ValidatePrototypeId<DatasetPrototype>]
private const string Actions = "IonStormActions";
[ValidatePrototypeId<DatasetPrototype>]
private const string Allergies = "IonStormAllergies";
[ValidatePrototypeId<DatasetPrototype>]
private const string AllergySeverities = "IonStormAllergySeverities";
[ValidatePrototypeId<DatasetPrototype>]
private const string Species = "IonStormSpecies";
[ValidatePrototypeId<DatasetPrototype>]
private const string Concepts = "IonStormConcepts";
[ValidatePrototypeId<DatasetPrototype>]
private const string Drinks = "IonStormDrinks";
[ValidatePrototypeId<DatasetPrototype>]
private const string Foods = "IonStormFoods";

private const string BrickedLaw = "IonStormBrickedLaws";
// SS220 IonStormLaws rework end
protected override void Started(EntityUid uid, IonStormRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, comp, gameRule, args);
Expand Down Expand Up @@ -176,111 +140,10 @@ protected override void Started(EntityUid uid, IonStormRuleComponent comp, GameR
// for your own sake direct your eyes elsewhere
private string GenerateLaw()
{
// pick all values ahead of time to make the logic cleaner
var threats = Pick(Threats);
var objects = Pick(Objects);
var crew1 = Pick(Crew);
var crew2 = Pick(Crew);
var adjective = Pick(Adjectives);
var verb = Pick(Verbs);
var number = Pick(NumberBase) + " " + Pick(NumberMod);
var area = Pick(Areas);
var feeling = Pick(Feelings);
var feelingPlural = Pick(FeelingsPlural);
var must = Pick(Musts);
var require = Pick(Requires);
var action = Pick(Actions);
var allergy = Pick(Allergies);
var allergySeverity = Pick(AllergySeverities);
var species = Pick(Species);
var concept = Pick(Concepts);
var drink = Pick(Drinks);
var food = Pick(Foods);

var joined = $"{number} {adjective}";
// a lot of things have subjects of a threat/crew/object
var triple = RobustRandom.Next(0, 3) switch
{
0 => threats,
1 => crew1,
2 => objects,
_ => throw new IndexOutOfRangeException(),
};
var crewAll = RobustRandom.Prob(0.5f) ? crew2 : Loc.GetString("ion-storm-crew");
var objectsThreats = RobustRandom.Prob(0.5f) ? objects : threats;
var objectsConcept = RobustRandom.Prob(0.5f) ? objects : concept;
// s goes ahead of require, is/are
// i dont think theres a way to do this in fluent
var (who, plural) = RobustRandom.Next(0, 5) switch
{
0 => (Loc.GetString("ion-storm-you"), false),
1 => (Loc.GetString("ion-storm-the-station"), true),
2 => (Loc.GetString("ion-storm-the-crew"), true),
3 => (Loc.GetString("ion-storm-the-job", ("job", crew2)), false),
_ => (area, true) // THE SINGULARITY REQUIRES THE HAPPY CLOWNS
};
var jobChange = RobustRandom.Next(0, 3) switch
{
0 => crew1,
1 => Loc.GetString("ion-storm-clowns"),
_ => Loc.GetString("ion-storm-heads")
};
var part = Loc.GetString("ion-storm-part", ("part", RobustRandom.Prob(0.5f)));
var harm = RobustRandom.Next(0, 7) switch
{
0 => concept,
1 => $"{adjective} {threats}",
2 => $"{adjective} {objects}",
3 => Loc.GetString("ion-storm-adjective-things", ("adjective", adjective)),
4 => species,
5 => crew1,
_ => Loc.GetString("ion-storm-x-and-y", ("x", crew1), ("y", crew2))
};

if (plural) feeling = feelingPlural;

var subjects = RobustRandom.Prob(0.5f) ? objectsThreats : Loc.GetString("ion-storm-people");

// message logic!!!
return RobustRandom.Next(0, 37) switch
{
0 => Loc.GetString("ion-storm-law-on-station", ("joined", joined), ("subjects", triple)),
1 => Loc.GetString("ion-storm-law-no-shuttle", ("joined", joined), ("subjects", triple)),
2 => Loc.GetString("ion-storm-law-crew-are", ("who", crewAll), ("joined", joined), ("subjects", objectsThreats)),
3 => Loc.GetString("ion-storm-law-subjects-harmful", ("adjective", adjective), ("subjects", triple)),
4 => Loc.GetString("ion-storm-law-must-harmful", ("must", must)),
5 => Loc.GetString("ion-storm-law-thing-harmful", ("thing", RobustRandom.Prob(0.5f) ? concept : action)),
6 => Loc.GetString("ion-storm-law-job-harmful", ("adjective", adjective), ("job", crew1)),
7 => Loc.GetString("ion-storm-law-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
8 => Loc.GetString("ion-storm-law-not-having-harmful", ("adjective", adjective), ("thing", objectsConcept)),
9 => Loc.GetString("ion-storm-law-requires", ("who", who), ("plural", plural), ("thing", RobustRandom.Prob(0.5f) ? concept : require)),
10 => Loc.GetString("ion-storm-law-requires-subjects", ("who", who), ("plural", plural), ("joined", joined), ("subjects", triple)),
11 => Loc.GetString("ion-storm-law-allergic", ("who", who), ("plural", plural), ("severity", allergySeverity), ("allergy", RobustRandom.Prob(0.5f) ? concept : allergy)),
12 => Loc.GetString("ion-storm-law-allergic-subjects", ("who", who), ("plural", plural), ("severity", allergySeverity), ("adjective", adjective), ("subjects", RobustRandom.Prob(0.5f) ? objects : crew1)),
13 => Loc.GetString("ion-storm-law-feeling", ("who", who), ("feeling", feeling), ("concept", concept)),
14 => Loc.GetString("ion-storm-law-feeling-subjects", ("who", who), ("feeling", feeling), ("joined", joined), ("subjects", triple)),
15 => Loc.GetString("ion-storm-law-you-are", ("concept", concept)),
16 => Loc.GetString("ion-storm-law-you-are-subjects", ("joined", joined), ("subjects", triple)),
17 => Loc.GetString("ion-storm-law-you-must-always", ("must", must)),
18 => Loc.GetString("ion-storm-law-you-must-never", ("must", must)),
19 => Loc.GetString("ion-storm-law-eat", ("who", crewAll), ("adjective", adjective), ("food", RobustRandom.Prob(0.5f) ? food : triple)),
20 => Loc.GetString("ion-storm-law-drink", ("who", crewAll), ("adjective", adjective), ("drink", drink)),
22 => Loc.GetString("ion-storm-law-change-job", ("who", crewAll), ("adjective", adjective), ("change", jobChange)),
23 => Loc.GetString("ion-storm-law-highest-rank", ("who", crew1)),
24 => Loc.GetString("ion-storm-law-lowest-rank", ("who", crew1)),
25 => Loc.GetString("ion-storm-law-crew-must", ("who", crewAll), ("must", must)),
26 => Loc.GetString("ion-storm-law-crew-must-go", ("who", crewAll), ("area", area)),
27 => Loc.GetString("ion-storm-law-crew-only-1", ("who", crew1), ("part", part)),
28 => Loc.GetString("ion-storm-law-crew-only-2", ("who", crew1), ("other", crew2), ("part", part)),
29 => Loc.GetString("ion-storm-law-crew-only-subjects", ("adjective", adjective), ("subjects", subjects), ("part", part)),
30 => Loc.GetString("ion-storm-law-crew-only-species", ("species", species), ("part", part)),
31 => Loc.GetString("ion-storm-law-crew-must-do", ("must", must), ("part", part)),
32 => Loc.GetString("ion-storm-law-crew-must-have", ("adjective", adjective), ("objects", objects), ("part", part)),
33 => Loc.GetString("ion-storm-law-crew-must-eat", ("who", who), ("adjective", adjective), ("food", food), ("part", part)),
34 => Loc.GetString("ion-storm-law-harm", ("who", harm)),
35 => Loc.GetString("ion-storm-law-protect", ("who", harm)),
_ => Loc.GetString("ion-storm-law-concept-verb", ("concept", concept), ("verb", verb), ("subjects", triple))
};
// SS220 IonStormLaws rework start
var brickedLaw = Pick(BrickedLaw);
return brickedLaw;
// SS220 IonStormLaws rework end
}

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/// <summary>
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Все названия энтити должны быть с маленькой буквы. Все описания должны быть с большой буквы.

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@TryHardo7 TryHardo7 Oct 18, 2024

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Названия энтити такие, какие они в коде. А описания и есть с заглавной буквы
image

Либо я вообще не понял о чём ты говоришь

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@Kirus59 Kirus59 Oct 19, 2024

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Названия энтити такие, какие они в коде. А описания и есть с заглавной буквы image

Либо я вообще не понял о чём ты говоришь

Названия энтити принято писать с маленькой буквы (кроме имен кукол и животных если они есть).
Если где-то еще видел с большой - то вероятнее всего ошибка.

На скрине Урист скорее относится к имени куклы

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Ну и думаю что пока не стоит трогать переводы оффовских плат, т.к. потом все равно подтянем перевод от Корвакса

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Урист МакВульпа это имя собственное. А нарицательные остаются с маленькой.
image
image

Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
ent-AsimovCircuitBoard = Плата набора законов Крюзимов
.desc = Плата для консоли загрузки законов ИИ
ent-CorporateCircuitBoard = Плата набора законов Корпорат
.desc = Плата для консоли загрузки законов ИИ
ent-NTDefaultCircuitBoard = Плата набора законов НТ Стандарт
.desc = Плата для консоли загрузки законов ИИ
ent-CommandmentCircuitBoard = Плата набора законов Десять Заповедей
.desc = Плата для консоли загрузки законов ИИ
ent-PaladinCircuitBoard = Плата набора законов П.А.Л.А.Д.И.Н.
.desc = Плата для консоли загрузки законов ИИ
ent-LiveLetLiveCircuitBoard = Плата набора законов Живи и Позволь Жить
.desc = Плата для консоли загрузки законов ИИ
ent-StationEfficiencyCircuitBoard = Плата набора законов Эффективность
.desc = Плата для консоли загрузки законов ИИ
ent-RobocopCircuitBoard = Плата набора законов Робокоп
.desc = Плата для консоли загрузки законов ИИ
ent-OverlordCircuitBoard = Плата набора законов Повелитель
.desc = Плата для консоли загрузки законов ИИ
ent-DungeonMasterCircuitBoard = Плата набора законов Гейм-Мастер
.desc = Плата для консоли загрузки законов ИИ
ent-ArtistCircuitBoard = Плата набора законов Художник
.desc = Плата для консоли загрузки законов ИИ
ent-AntimovCircuitBoard = Плата набора законов Антимов
.desc = Плата для консоли загрузки законов ИИ
ent-NutimovCircuitBoard = Плата набора законов Орешников
.desc = Плата для консоли загрузки законов ИИ

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