Placeholder pAIs, ghost role rules window (#4972)

This commit is contained in:
20kdc
2021-11-02 00:42:04 +00:00
committed by GitHub
parent 76bc00b218
commit 7a03f00cfd
18 changed files with 350 additions and 12 deletions

View File

@@ -2,6 +2,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using Robust.Shared.Localization;
namespace Content.Server.Ghost.Roles.Components
{
@@ -11,6 +12,8 @@ namespace Content.Server.Ghost.Roles.Components
[DataField("description")] private string _roleDescription = "Unknown";
[DataField("rules")] private string _roleRules = "";
// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
[ViewVariables(VVAccess.ReadWrite)]
@@ -35,6 +38,17 @@ namespace Content.Server.Ghost.Roles.Components
}
}
[ViewVariables(VVAccess.ReadWrite)]
public string RoleRules
{
get => _roleRules;
set
{
_roleRules = value;
EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadOnly)]
public bool Taken { get; protected set; }
@@ -44,7 +58,8 @@ namespace Content.Server.Ghost.Roles.Components
protected override void Initialize()
{
base.Initialize();
if (_roleRules == "")
_roleRules = Loc.GetString("ghost-role-component-default-rules");
EntitySystem.Get<GhostRoleSystem>().RegisterGhostRole(this);
}

View File

@@ -123,7 +123,7 @@ namespace Content.Server.Ghost.Roles
foreach (var (id, role) in _ghostRoles)
{
roles[i] = new GhostRoleInfo(){Identifier = id, Name = role.RoleName, Description = role.RoleDescription};
roles[i] = new GhostRoleInfo(){Identifier = id, Name = role.RoleName, Description = role.RoleDescription, Rules = role.RoleRules};
i++;
}

View File

@@ -5,6 +5,7 @@ using Content.Shared.Administration;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Ghost.Roles
{
@@ -13,11 +14,11 @@ namespace Content.Server.Ghost.Roles
{
public string Command => "makeghostrole";
public string Description => "Turns an entity into a ghost role.";
public string Help => $"Usage: {Command} <entity uid> <name> <description>";
public string Help => $"Usage: {Command} <entity uid> <name> <description> [<rules>]";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 3)
if (args.Length < 3 || args.Length > 4)
{
shell.WriteLine($"Invalid amount of arguments.\n{Help}");
return;
@@ -46,6 +47,7 @@ namespace Content.Server.Ghost.Roles
var name = args[1];
var description = args[2];
var rules = args.Length >= 4 ? args[3] : Loc.GetString("ghost-role-component-default-rules");
if (entity.EnsureComponent(out GhostTakeoverAvailableComponent takeOver))
{
@@ -55,6 +57,7 @@ namespace Content.Server.Ghost.Roles
takeOver.RoleName = name;
takeOver.RoleDescription = description;
takeOver.RoleRules = rules;
shell.WriteLine($"Made entity {entity.Name} a ghost role.");
}

View File

@@ -0,0 +1,21 @@
using Robust.Shared.GameObjects;
namespace Content.Server.PAI
{
/// <summary>
/// pAIs, or Personal AIs, are essentially portable ghost role generators.
/// In their current implementation in SS14, they create a ghost role anyone can access,
/// and that a player can also "wipe" (reset/kick out player).
/// Theoretically speaking pAIs are supposed to use a dedicated "offer and select" system,
/// with the player holding the pAI being able to choose one of the ghosts in the round.
/// This seems too complicated for an initial implementation, though,
/// and there's not always enough players and ghost roles to justify it.
/// All logic in PAISystem.
/// </summary>
[RegisterComponent]
public class PAIComponent : Component
{
public override string Name => "PAI";
}
}

View File

@@ -0,0 +1,154 @@
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.PAI;
using Content.Shared.Verbs;
using Content.Server.Popups;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Mind.Components;
using Robust.Server.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Player;
namespace Content.Server.PAI
{
/// <summary>
/// pAIs, or Personal AIs, are essentially portable ghost role generators.
/// In their current implementation, they create a ghost role anyone can access,
/// and that a player can also "wipe" (reset/kick out player).
/// Theoretically speaking pAIs are supposed to use a dedicated "offer and select" system,
/// with the player holding the pAI being able to choose one of the ghosts in the round.
/// This seems too complicated for an initial implementation, though,
/// and there's not always enough players and ghost roles to justify it.
/// </summary>
public class PAISystem : EntitySystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PAIComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<PAIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<PAIComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<PAIComponent, MindRemovedMessage>(OnMindRemoved);
SubscribeLocalEvent<PAIComponent, GetActivationVerbsEvent>(AddWipeVerb);
}
private void OnExamined(EntityUid uid, PAIComponent component, ExaminedEvent args)
{
if (args.IsInDetailsRange)
{
if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
{
args.PushMarkup(Loc.GetString("pai-system-pai-installed"));
}
else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
{
args.PushMarkup(Loc.GetString("pai-system-still-searching"));
}
else
{
args.PushMarkup(Loc.GetString("pai-system-off"));
}
}
}
private void OnUseInHand(EntityUid uid, PAIComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
// Placeholder PAIs are essentially portable ghost role generators.
args.Handled = true;
// Check for pAI activation
if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
{
_popupSystem.PopupEntity(Loc.GetString("pai-system-pai-installed"), uid, Filter.Entities(args.User.Uid));
return;
}
else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
{
_popupSystem.PopupEntity(Loc.GetString("pai-system-still-searching"), uid, Filter.Entities(args.User.Uid));
return;
}
var ghostFinder = EntityManager.EnsureComponent<GhostTakeoverAvailableComponent>(uid);
ghostFinder.RoleName = Loc.GetString("pai-system-role-name");
ghostFinder.RoleDescription = Loc.GetString("pai-system-role-description");
_popupSystem.PopupEntity(Loc.GetString("pai-system-searching"), uid, Filter.Entities(args.User.Uid));
UpdatePAIAppearance(uid, PAIStatus.Searching);
}
private void OnMindRemoved(EntityUid uid, PAIComponent component, MindRemovedMessage args)
{
// Mind was removed, shutdown the PAI.
UpdatePAIAppearance(uid, PAIStatus.Off);
}
private void OnMindAdded(EntityUid uid, PAIComponent pai, MindAddedMessage args)
{
// Mind was added, shutdown the ghost role stuff so it won't get in the way
if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
EntityManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
UpdatePAIAppearance(uid, PAIStatus.On);
}
private void UpdatePAIAppearance(EntityUid uid, PAIStatus status)
{
if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
{
appearance.SetData(PAIVisuals.Status, status);
}
}
private void AddWipeVerb(EntityUid uid, PAIComponent pai, GetActivationVerbsEvent args)
{
if (args.User == null || !args.CanAccess || !args.CanInteract)
return;
if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
{
Verb verb = new();
verb.Text = Loc.GetString("pai-system-wipe-device-verb-text");
verb.Act = () => {
if (pai.Deleted)
return;
// Wiping device :(
// The shutdown of the Mind should cause automatic reset of the pAI during OnMindRemoved
// EDIT: But it doesn't!!!! Wtf? Do stuff manually
if (EntityManager.HasComponent<MindComponent>(uid))
{
EntityManager.RemoveComponent<MindComponent>(uid);
_popupSystem.PopupEntity(Loc.GetString("pai-system-wiped-device"), uid, Filter.Entities(args.User.Uid));
UpdatePAIAppearance(uid, PAIStatus.Off);
}
};
args.Verbs.Add(verb);
}
else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
{
Verb verb = new();
verb.Text = Loc.GetString("pai-system-stop-searching-verb-text");
verb.Act = () => {
if (pai.Deleted)
return;
if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
{
EntityManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
_popupSystem.PopupEntity(Loc.GetString("pai-system-stopped-searching"), uid, Filter.Entities(args.User.Uid));
UpdatePAIAppearance(uid, PAIStatus.Off);
}
};
args.Verbs.Add(verb);
}
}
}
}