using System.Linq; using Content.Server.Station.Components; using Content.Server.Station.Systems; using Content.Server.StationEvents.Components; using Content.Shared.GameTicking.Components; using Content.Shared.Roles; using JetBrains.Annotations; using Robust.Shared.Random; namespace Content.Server.StationEvents.Events; [UsedImplicitly] public sealed class BureaucraticErrorRule : StationEventSystem { [Dependency] private readonly StationJobsSystem _stationJobs = default!; protected override void Started(EntityUid uid, BureaucraticErrorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); if (!TryGetRandomStation(out var chosenStation, HasComp)) return; var jobList = _stationJobs.GetJobs(chosenStation.Value).Keys.ToList(); foreach(var job in component.IgnoredJobs) jobList.Remove(job); if (jobList.Count == 0) return; // Low chance to completely change up the late-join landscape by closing all positions except infinite slots. // Lower chance than the /tg/ equivalent of this event. if (RobustRandom.Prob(0.25f)) { var chosenJob = RobustRandom.PickAndTake(jobList); _stationJobs.MakeJobUnlimited(chosenStation.Value, chosenJob); // INFINITE chaos. foreach (var job in jobList) { if (_stationJobs.IsJobUnlimited(chosenStation.Value, job)) continue; _stationJobs.TrySetJobSlot(chosenStation.Value, job, 0); } } else { var lower = (int) (jobList.Count * 0.20); var upper = (int) (jobList.Count * 0.30); // Changing every role is maybe a bit too chaotic so instead change 20-30% of them. var num = RobustRandom.Next(lower, upper); for (var i = 0; i < num; i++) { var chosenJob = RobustRandom.PickAndTake(jobList); if (_stationJobs.IsJobUnlimited(chosenStation.Value, chosenJob)) continue; _stationJobs.TryAdjustJobSlot(chosenStation.Value, chosenJob, RobustRandom.Next(-3, 6), clamp: true); } } } }