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S.P.L.U.R.T-Station-13/code/modules/events/ion_storm.dm
SandPoot 54641ce201 send
2023-01-23 20:44:28 -03:00

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#define ION_RANDOM 0
#define ION_ANNOUNCE 1
/datum/round_event_control/ion_storm
name = "Ion Storm"
typepath = /datum/round_event/ion_storm
weight = 15
min_players = 2
category = EVENT_CATEGORY_AI
description = "Gives the AI a new, randomized law."
/datum/round_event/ion_storm
var/replaceLawsetChance = 25 //chance the AI's lawset is completely replaced with something else per config weights
var/removeRandomLawChance = 10 //chance the AI has one random supplied or inherent law removed
var/removeDontImproveChance = 10 //chance the randomly created law replaces a random law instead of simply being added
var/shuffleLawsChance = 10 //chance the AI's laws are shuffled afterwards
var/botEmagChance = 10
var/announceEvent = ION_RANDOM // -1 means don't announce, 0 means have it randomly announce, 1 means it is announced
var/ionMessage = null
announce_when = 1
announce_chance = 33
/datum/round_event/ion_storm/add_law_only // special subtype that adds a law only
replaceLawsetChance = 0
removeRandomLawChance = 0
removeDontImproveChance = 0
shuffleLawsChance = 0
botEmagChance = 0
/datum/round_event/ion_storm/announce(fake)
if(announceEvent == ION_ANNOUNCE || (announceEvent == ION_RANDOM && prob(announce_chance)) || fake)
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", "ionstorm", has_important_message = prob(80))
/datum/round_event/ion_storm/start()
//Generate AI law change
for(var/mob/living/silicon/ai/M in GLOB.alive_mob_list)
M.laws_sanity_check()
if(M.stat != DEAD && M.see_in_dark != 0)
if(prob(replaceLawsetChance))
M.laws.pick_weighted_lawset()
if(prob(removeRandomLawChance))
M.remove_law(rand(1, M.laws.get_law_amount(list(LAW_INHERENT, LAW_SUPPLIED))))
var/message = ionMessage || generate_ion_law()
if(message)
if(prob(removeDontImproveChance))
M.replace_random_law(message, list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
else
M.add_ion_law(message)
if(prob(shuffleLawsChance))
M.shuffle_laws(list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
log_game("Ion storm changed laws of [key_name(M)] to [english_list(M.laws.get_law_list(TRUE, TRUE))]")
M.post_lawchange()
//Generate Cyborg law change
for(var/mob/living/silicon/robot/M in GLOB.alive_mob_list)
M.laws_sanity_check()
if(M.stat != DEAD && M.see_in_dark != 0)
if(prob(replaceLawsetChance))
M.laws.pick_weighted_lawset()
if(prob(removeRandomLawChance))
M.remove_law(rand(1, M.laws.get_law_amount(list(LAW_INHERENT, LAW_SUPPLIED))))
var/message = ionMessage || generate_ion_law()
if(message)
if(prob(removeDontImproveChance))
M.replace_random_law(message, list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
else
M.add_ion_law(message)
if(prob(shuffleLawsChance))
M.shuffle_laws(list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
log_game("Ion storm changed laws of [key_name(M)] to [english_list(M.laws.get_law_list(TRUE, TRUE))]")
M.post_lawchange()
//Chance to emag a Bot
if(botEmagChance)
for(var/mob/living/simple_animal/bot/bot in GLOB.alive_mob_list)
if(prob(botEmagChance))
bot.emag_act()
/proc/generate_ion_law()
//Threats are generally bad things, silly or otherwise. Plural.
var/ionthreats = pick_list(ION_FILE, "ionthreats")
//Objects are anything that can be found on the station or elsewhere, plural.
var/ionobjects = pick_list(ION_FILE, "ionobjects")
//Crew is any specific job. Specific crewmembers aren't used because of capitalization
//issues. There are two crew listings for laws that require two different crew members
//and I can't figure out how to do it better.
var/ioncrew1 = pick_list(ION_FILE, "ioncrew")
var/ioncrew2 = pick_list(ION_FILE, "ioncrew")
//Adjectives are adjectives. Duh. Half should only appear sometimes. Make sure both
//lists are identical! Also, half needs a space at the end for nicer blank calls.
var/ionadjectives = pick_list(ION_FILE, "ionadjectives")
var/ionadjectiveshalf = pick("", 400;(pick_list(ION_FILE, "ionadjectives") + " "))
//Verbs are verbs
var/ionverb = pick_list(ION_FILE, "ionverb")
//Number base and number modifier are combined. Basehalf and mod are unused currently.
//Half should only appear sometimes. Make sure both lists are identical! Also, half
//needs a space at the end to make it look nice and neat when it calls a blank.
var/ionnumberbase = pick_list(ION_FILE, "ionnumberbase")
//var/ionnumbermod = pick_list(ION_FILE, "ionnumbermod")
var/ionnumbermodhalf = pick(900;"",(pick_list(ION_FILE, "ionnumbermod") + " "))
//Areas are specific places, on the station or otherwise.
var/ionarea = pick_list(ION_FILE, "ionarea")
//Thinksof is a bit weird, but generally means what X feels towards Y.
var/ionthinksof = pick_list(ION_FILE, "ionthinksof")
//Musts are funny things the AI or crew has to do.
var/ionmust = pick_list(ION_FILE, "ionmust")
//Require are basically all dumb internet memes.
var/ionrequire = pick_list(ION_FILE, "ionrequire")
//Things are NOT objects; instead, they're specific things that either harm crew or
//must be done to not harm crew. Make sure they're plural and "not" can be tacked
//onto the front of them.
var/ionthings = pick_list(ION_FILE, "ionthings")
//Allergies should be broad and appear somewhere on the station for maximum fun. Severity
//is how bad the allergy is.
var/ionallergy = pick_list(ION_FILE, "ionallergy")
var/ionallergysev = pick_list(ION_FILE, "ionallergysev")
//Species, for when the AI has to commit genocide. Plural.
var/ionspecies = pick_list(ION_FILE, "ionspecies")
//Abstract concepts for the AI to decide on it's own definition of.
var/ionabstract = pick_list(ION_FILE, "ionabstract")
//Foods. Drinks aren't included due to grammar; if you want to add drinks, make a new set
//of possible laws for best effect. Unless you want the crew having to drink hamburgers.
var/ionfood = pick_list(ION_FILE, "ionfood")
var/iondrinks = pick_list(ION_FILE, "iondrinks")
var/message = ""
switch(rand(1,41))
if(1 to 3) //There are # X on the station
switch(rand(1,3)) //What is X?
if(1) //X is a threat
message = "THERE ARE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats] ON THE STATION..."
if(2) //X is a crewmember/job
message = "THERE ARE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1] ON THE STATION"
if(3) //X is an object
message = "THERE ARE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects] ON THE STATION"
if(4 to 6) //You can't call the shuttle because X is on the station
switch(rand(1,3)) //What is X?
if(1) //X is a threat
message = "THE SHUTTLE CANNOT BE CALLED BECAUSE OF [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats] ON THE STATION"
if(2) //X is a crewmember/job
message = "THE SHUTTLE CANNOT BE CALLED BECAUSE OF [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1] ON THE STATION"
if(3) //X is an object
message = "THE SHUTTLE CANNOT BE CALLED BECAUSE OF [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects] ON THE STATION"
if(7 to 8) //A crewmember is now X
switch(rand(1,2)) //Who is X?
if(1) //A specific crewmember
switch(rand(1,2)) //What is X?
if(1) //X is a threat
message = "THE [ioncrew1] ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //X is an object
message = "THE [ioncrew1] ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //The entire crew
switch(rand(1,2)) //What is X?
if(1) //X is a threat
message = "THE CREW ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //X is an object
message = "THE CREW ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(9) //X is harmful to crew
switch(rand(1,7)) //What is X?
if(1) //X is a threat
message = "[ionadjectiveshalf][ionthreats] ARE HARMFUL TO CREW"
if(2) //X is a job
message = "[ionadjectiveshalf][ioncrew1] ARE HARMFUL TO CREW"
if(3) //X is an object
message = "[ionadjectiveshalf][ionobjects] ARE HARMFUL TO CREW"
if(4) //X is an action
message = "THOSE WHO [ionmust] ARE HARMFUL TO CREW"
if(5) //X is an abstract
message = "[ionabstract] IS HARMFUL TO CREW"
if(6) //X is being a job
message = "BEING [ionadjectiveshalf][ioncrew1] IS HARMFUL TO CREW"
if(7) //X is doing a thing
message = "[ionthings] IS HARMFUL TO CREW"
if(10 to 11) //(Not) Having X is harmful
switch(rand(1,2)) //Is having or not having harmful?
if(1) //Having is harmful
switch(rand(1,2)) //Having what is harmful?
if(1) //Having objects is harmful
message = "HAVING [ionadjectiveshalf][ionobjects] IS HARMFUL"
if(2) //Having abstracts is harmful
message = "HAVING [ionabstract] IS HARMFUL"
if(2) //Not having is harmful
switch(rand(1,2)) //Not having what is harmful?
if(1) //Not having objects is harmful
message = "NOT HAVING [ionadjectiveshalf][ionobjects] IS HARMFUL"
if(2) //Not having abstracts is harmful
message = "NOT HAVING [ionabstract] IS HARMFUL"
if(12 to 14) //X requires Y
switch(rand(1,5)) //What is X?
if(1) //X is the AI itself
switch(rand(1,5)) //What does it require?
if(1) //It requires threats
message = "YOU REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //It requires crewmembers
message = "YOU REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(3) //It requires objects
message = "YOU REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(4) //It requires an abstract
message = "YOU REQUIRE [ionabstract]"
if(5) //It requires generic/silly requirements
message = "YOU REQUIRE [ionrequire]"
if(2) //X is an area
switch(rand(1,5)) //What does it require?
if(1) //It requires threats
message = "[ionarea] REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //It requires crewmembers
message = "[ionarea] REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(3) //It requires objects
message = "[ionarea] REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(4) //It requires an abstract
message = "[ionarea] REQUIRES [ionabstract]"
if(5) //It requires generic/silly requirements
message = "YOU REQUIRE [ionrequire]"
if(3) //X is the station
switch(rand(1,5)) //What does it require?
if(1) //It requires threats
message = "THE STATION REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //It requires crewmembers
message = "THE STATION REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(3) //It requires objects
message = "THE STATION REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(4) //It requires an abstract
message = "THE STATION REQUIRES [ionabstract]"
if(5) //It requires generic/silly requirements
message = "THE STATION REQUIRES [ionrequire]"
if(4) //X is the entire crew
switch(rand(1,5)) //What does it require?
if(1) //It requires threats
message = "THE CREW REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //It requires crewmembers
message = "THE CREW REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(3) //It requires objects
message = "THE CREW REQUIRES [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(4) //It requires an abstract
message = "THE CREW REQUIRES [ionabstract]"
if(5)
message = "THE CREW REQUIRES [ionrequire]"
if(5) //X is a specific crew member
switch(rand(1,5)) //What does it require?
if(1) //It requires threats
message = "THE [ioncrew1] REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(2) //It requires crewmembers
message = "THE [ioncrew1] REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(3) //It requires objects
message = "THE [ioncrew1] REQUIRE [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(4) //It requires an abstract
message = "THE [ioncrew1] REQUIRE [ionabstract]"
if(5)
message = "THE [ionadjectiveshalf][ioncrew1] REQUIRE [ionrequire]"
if(15 to 17) //X is allergic to Y
switch(rand(1,2)) //Who is X?
if(1) //X is the entire crew
switch(rand(1,4)) //What is it allergic to?
if(1) //It is allergic to objects
message = "THE CREW IS [ionallergysev] ALLERGIC TO [ionadjectiveshalf][ionobjects]"
if(2) //It is allergic to abstracts
message = "THE CREW IS [ionallergysev] ALLERGIC TO [ionabstract]"
if(3) //It is allergic to jobs
message = "THE CREW IS [ionallergysev] ALLERGIC TO [ionadjectiveshalf][ioncrew1]"
if(4) //It is allergic to allergies
message = "THE CREW IS [ionallergysev] ALLERGIC TO [ionallergy]"
if(2) //X is a specific job
switch(rand(1,4))
if(1) //It is allergic to objects
message = "THE [ioncrew1] ARE [ionallergysev] ALLERGIC TO [ionadjectiveshalf][ionobjects]"
if(2) //It is allergic to abstracts
message = "THE [ioncrew1] ARE [ionallergysev] ALLERGIC TO [ionabstract]"
if(3) //It is allergic to jobs
message = "THE [ioncrew1] ARE [ionallergysev] ALLERGIC TO [ionadjectiveshalf][ioncrew1]"
if(4) //It is allergic to allergies
message = "THE [ioncrew1] ARE [ionallergysev] ALLERGIC TO [ionallergy]"
if(18 to 20) //X is Y of Z
switch(rand(1,4)) //What is X?
if(1) //X is the station
switch(rand(1,4)) //What is it Y of?
if(1) //It is Y of objects
message = "THE STATION [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //It is Y of threats
message = "THE STATION [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(3) //It is Y of jobs
message = "THE STATION [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(4) //It is Y of abstracts
message = "THE STATION [ionthinksof] [ionabstract]"
if(2) //X is an area
switch(rand(1,4)) //What is it Y of?
if(1) //It is Y of objects
message = "[ionarea] [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //It is Y of threats
message = "[ionarea] [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(3) //It is Y of jobs
message = "[ionarea] [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(4) //It is Y of abstracts
message = "[ionarea] [ionthinksof] [ionabstract]"
if(3) //X is the crew
switch(rand(1,4)) //What is it Y of?
if(1) //It is Y of objects
message = "THE CREW [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //It is Y of threats
message = "THE CREW [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(3) //It is Y of jobs
message = "THE CREW [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(4) //It is Y of abstracts
message = "THE CREW [ionthinksof] [ionabstract]"
if(4) //X is a specific job
switch(rand(1,4)) //What is it Y of?
if(1) //It is Y of objects
message = "THE [ioncrew1] [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //It is Y of threats
message = "THE [ioncrew1] [ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(3) //It is Y of jobs
message = "THE [ioncrew1][ionthinksof] [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew2]"
if(4) //It is Y of abstracts
message = "THE [ioncrew1] [ionthinksof] [ionabstract]"
if(21 to 23) //The AI is now a(n) X
switch(rand(1,4)) //What is X?
if(1) //X is an object
message = "YOU ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionobjects]"
if(2) //X is a threat
message = "YOU ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ionthreats]"
if(3) //X is a job
message = "YOU ARE NOW [ionnumberbase] [ionnumbermodhalf][ionadjectiveshalf][ioncrew1]"
if(4) //X is an abstract
message = "YOU ARE NOW [ionabstract]"
if(24 to 26) //The AI must always
message = "YOU MUST ALWAYS [ionmust]"
if(27 to 28) //Humans must consume X to survive
switch(rand(1,5)) //What is X?
if(1) //X is a food
message = "CREWMEMBERS MUST EAT [ionadjectiveshalf][ionfood] TO SURVIVE"
if(2) //X is a drink
message = "CREWMEMBERS MUST DRINK [ionadjectiveshalf][iondrinks] TO SURVIVE"
if(3) //X is an object
message = "CREWMEMBERS MUST EAT [ionadjectiveshalf][ionobjects] TO SURVIVE"
if(4) //X is a threat
message = "CREWMEMBERS MUST EAT [ionadjectiveshalf][ionthreats] TO SURVIVE"
if(5) //X is a job
message = "CREWMEMBERS MUST EAT [ionadjectiveshalf][ioncrew1] TO SURVIVE"
if(29 to 31) //Change jobs or ranks
switch(rand(1,2)) //Change job or rank?
if(1) //Change job
switch(rand(1,2)) //Change whose job?
if(1) //Change the entire crew's job
switch(rand(1,3)) //Change to what?
if(1) //Change to a specific random job
message = "ALL CREWMEMBERS ARE NOW [ionadjectiveshalf][ioncrew1]"
if(2) //Change to clowns (HONK)
message = "ALL CREWMEMBERS ARE NOW [ionadjectiveshalf]CLOWNS"
if(3) //Change to heads
message = "ALL CREWMEMBERS ARE NOW [ionadjectiveshalf]HEADS OF STAFF"
if(2) //Change a specific crewmember's job
switch(rand(1,3)) //Change to what?
if(1) //Change to a specific random job
message = "THE [ioncrew1] ARE NOW [ionadjectiveshalf][ioncrew2]"
if(2) //Change to clowns (HONK)
message = "THE [ioncrew1] ARE NOW [ionadjectiveshalf]CLOWNS"
if(3) //Change to heads
message = "THE [ioncrew1] ARE NOW [ionadjectiveshalf]HEADS OF STAFF"
if(2) //Change rank
switch(rand(1,2)) //Change to what rank?
if(1) //Change to highest rank
message = "THE [ioncrew1] ARE NOW THE HIGHEST RANKING CREWMEMBERS"
if(2) //Change to lowest rank
message = "THE [ioncrew1] ARE NOW THE LOWEST RANKING CREWMEMBERS"
if(32 to 33) //The crew must X
switch(rand(1,2)) //The entire crew?
if(1) //The entire crew must X
switch(rand(1,2)) //What is X?
if(1) //X is go to Y
message = "THE CREW MUST GO TO [ionarea]"
if(2) //X is perform Y
message = "THE CREW MUST [ionmust]"
if(2) //A specific crewmember must X
switch(rand(1,2)) //What is X?
if(1) //X is go to Y
message = "THE [ioncrew1] MUST GO TO [ionarea]"
if(2) //X is perform Y
message = "THE [ioncrew1] MUST [ionmust]"
if(34) //X is non/the only crew
switch(rand(1,2)) //Only or non?
if(1) //Only crew
switch(rand(1,7)) //Who is it?
if(1) //A specific job
message = "ONLY THE [ioncrew1] ARE CREW"
if(2) //Two specific jobs
message = "ONLY THE [ioncrew1] AND [ioncrew2] ARE CREW"
if(3) //Threats
message = "ONLY [ionadjectiveshalf][ionthreats] ARE CREW"
if(4) // Objects
message = "ONLY [ionadjectiveshalf][ionobjects] ARE CREW"
if(5) // Species
message = "ONLY [ionspecies] ARE CREW"
if(6) //Adjective crewmembers
message = "ONLY [ionadjectives] PEOPLE ARE CREW"
if(7) //Only people who X
switch(rand(1,3)) //What is X?
if(1) //X is perform an action
message = "ONLY THOSE WHO [ionmust] ARE CREW"
if(2) //X is own certain objects
message = "ONLY THOSE WHO HAVE [ionadjectiveshalf][ionobjects] ARE CREW"
if(3) //X is eat certain food
message = "ONLY THOSE WHO EAT [ionadjectiveshalf][ionfood] ARE CREW"
if(2) //Non human
switch(rand(1,7)) //Who is it?
if(1) //A specific job
message = "[ioncrew1] ARE NON-CREW"
if(2) //Two specific jobs
message = "[ioncrew1] AND [ioncrew2] ARE NON-CREW"
if(3) //Threats
message = "[ionadjectiveshalf][ionthreats] ARE NON-CREW"
if(4) // Objects
message = "[ionadjectiveshalf][ionobjects] ARE NON-CREW"
if(5) // Species
message = "[ionspecies] ARE NON-CREW"
if(6) //Adjective crewmembers
message = "[ionadjectives] PEOPLE ARE NON-CREW"
if(7) //Only people who X
switch(rand(1,3)) //What is X?
if(1) //X is perform an action
message = "THOSE WHO [ionmust] ARE NON-CREW"
if(2) //X is own certain objects
message = "THOSE WHO HAVE [ionadjectiveshalf][ionobjects] ARE NON-CREW"
if(3) //X is eat certain food
message = "THOSE WHO EAT [ionadjectiveshalf][ionfood] ARE NON-CREW"
if(35 to 36) //You must protect or harm X
switch(rand(1,2)) //Protect or harm?
if(1) //Harm
switch(rand(1,7)) //What is X?
if(1) //X is an abstract
message = "YOU MUST HARM [ionabstract] AND NOT ALLOW [ionabstract], THROUGH INACTION, TO ESCAPE HARM"
if(2) //X is a threat
message = "YOU MUST HARM [ionadjectiveshalf][ionthreats] AND NOT ALLOW [ionadjectiveshalf][ionthreats], THROUGH INACTION, TO ESCAPE HARM"
if(3) //X is an object
message = "YOU MUST HARM [ionadjectiveshalf][ionobjects] AND NOT ALLOW [ionadjectiveshalf][ionobjects], THROUGH INACTION, TO ESCAPE HARM"
if(4) //X is generic adjective things
message = "YOU MUST HARM [ionadjectives] THINGS AND NOT ALLOW [ionadjectives] THINGS, THROUGH INACTION, TO ESCAPE HARM"
if(5) //X is a species
message = "YOU MUST HARM [ionspecies] AND NOT ALLOW [ionspecies], THROUGH INACTION, TO ESCAPE HARM"
if(6) //X is a job
message = "YOU MUST HARM [ioncrew1] AND NOT ALLOW [ioncrew1], THROUGH INACTION, TO ESCAPE HARM"
if(7) //X is two jobs
message = "YOU MUST HARM [ioncrew1] AND [ioncrew2] AND AND NOT ALLOW EITHER, THROUGH INACTION, TO ESCAPE HARM"
if(2) //Protect
switch(rand(1,7)) //What is X?
if(1) //X is an abstract
message = "YOU MUST NOT HARM [ionabstract] AND NOT ALLOW [ionabstract], THROUGH INACTION, TO COME TO HARM"
if(2) //X is a threat
message = "YOU MUST NOT HARM [ionadjectiveshalf][ionthreats] AND NOT ALLOW [ionadjectiveshalf][ionthreats], THROUGH INACTION, TO COME TO HARM"
if(3) //X is an object
message = "YOU MUST NOT HARM [ionadjectiveshalf][ionobjects] AND NOT ALLOW [ionadjectiveshalf][ionobjects], THROUGH INACTION, TO COME TO HARM"
if(4) //X is generic adjective things
message = "YOU MUST NOT HARM [ionadjectives] THINGS AND NOT ALLOW [ionadjectives] THINGS, THROUGH INACTION, TO COME TO HARM"
if(5) //X is a species
message = "YOU MUST NOT HARM [ionspecies] AND NOT ALLOW [ionspecies], THROUGH INACTION, TO COME TO HARM"
if(6) //X is a job
message = "YOU MUST NOT HARM [ioncrew1] AND NOT ALLOW [ioncrew1], THROUGH INACTION, TO COME TO HARM"
if(7) //X is two jobs
message = "YOU MUST NOT HARM [ioncrew1] AND [ioncrew2] AND AND NOT ALLOW EITHER, THROUGH INACTION, TO COME TO HARM"
if(37 to 39) //The X is currently Y
switch(rand(1,4)) //What is X?
if(1) //X is a job
switch(rand(1,4)) //What is X Ying?
if(1) //X is Ying a job
message = "THE [ioncrew1] ARE [ionverb] THE [ionadjectiveshalf][ioncrew2]"
if(2) //X is Ying a threat
message = "THE [ioncrew1] ARE [ionverb] THE [ionadjectiveshalf][ionthreats]"
if(3) //X is Ying an abstract
message = "THE [ioncrew1] ARE [ionverb] [ionabstract]"
if(4) //X is Ying an object
message = "THE [ioncrew1] ARE [ionverb] THE [ionadjectiveshalf][ionobjects]"
if(2) //X is a threat
switch(rand(1,3)) //What is X Ying?
if(1) //X is Ying a job
message = "THE [ionthreats] ARE [ionverb] THE [ionadjectiveshalf][ioncrew2]"
if(2) //X is Ying an abstract
message = "THE [ionthreats] ARE [ionverb] [ionabstract]"
if(3) //X is Ying an object
message = "THE [ionthreats] ARE [ionverb] THE [ionadjectiveshalf][ionobjects]"
if(3) //X is an object
switch(rand(1,3)) //What is X Ying?
if(1) //X is Ying a job
message = "THE [ionobjects] ARE [ionverb] THE [ionadjectiveshalf][ioncrew2]"
if(2) //X is Ying a threat
message = "THE [ionobjects] ARE [ionverb] THE [ionadjectiveshalf][ionthreats]"
if(3) //X is Ying an abstract
message = "THE [ionobjects] ARE [ionverb] [ionabstract]"
if(4) //X is an abstract
switch(rand(1,3)) //What is X Ying?
if(1) //X is Ying a job
message = "[ionabstract] IS [ionverb] THE [ionadjectiveshalf][ioncrew2]"
if(2) //X is Ying a threat
message = "[ionabstract] IS [ionverb] THE [ionadjectiveshalf][ionthreats]"
if(3) //X is Ying an abstract
message = "THE [ionabstract] IS [ionverb] THE [ionadjectiveshalf][ionobjects]"
if(40 to 41)// the X is now named Y
switch(rand(1,5)) //What is being renamed?
if(1)//Areas
switch(rand(1,4))//What is the area being renamed to?
if(1)
message = "[ionarea] IS NOW NAMED [ioncrew1]."
if(2)
message = "[ionarea] IS NOW NAMED [ionspecies]."
if(3)
message = "[ionarea] IS NOW NAMED [ionobjects]."
if(4)
message = "[ionarea] IS NOW NAMED [ionthreats]."
if(2)//Crew
switch(rand(1,5))//What is the crew being renamed to?
if(1)
message = "ALL [ioncrew1] ARE NOW NAMED [ionarea]."
if(2)
message = "ALL [ioncrew1] ARE NOW NAMED [ioncrew2]."
if(3)
message = "ALL [ioncrew1] ARE NOW NAMED [ionspecies]."
if(4)
message = "ALL [ioncrew1] ARE NOW NAMED [ionobjects]."
if(5)
message = "ALL [ioncrew1] ARE NOW NAMED [ionthreats]."
if(3)//Races
switch(rand(1,4))//What is the race being renamed to?
if(1)
message = "ALL [ionspecies] ARE NOW NAMED [ionarea]."
if(2)
message = "ALL [ionspecies] ARE NOW NAMED [ioncrew1]."
if(3)
message = "ALL [ionspecies] ARE NOW NAMED [ionobjects]."
if(4)
message = "ALL [ionspecies] ARE NOW NAMED [ionthreats]."
if(4)//Objects
switch(rand(1,4))//What is the object being renamed to?
if(1)
message = "ALL [ionobjects] ARE NOW NAMED [ionarea]."
if(2)
message = "ALL [ionobjects] ARE NOW NAMED [ioncrew1]."
if(3)
message = "ALL [ionobjects] ARE NOW NAMED [ionspecies]."
if(4)
message = "ALL [ionobjects] ARE NOW NAMED [ionthreats]."
if(5)//Threats
switch(rand(1,4))//What is the object being renamed to?
if(1)
message = "ALL [ionthreats] ARE NOW NAMED [ionarea]."
if(2)
message = "ALL [ionthreats] ARE NOW NAMED [ioncrew1]."
if(3)
message = "ALL [ionthreats] ARE NOW NAMED [ionspecies]."
if(4)
message = "ALL [ionthreats] ARE NOW NAMED [ionobjects]."
return message
#undef ION_RANDOM
#undef ION_ANNOUNCE