Placeholder pAIs, ghost role rules window (#4972)
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21
Content.Server/PAI/PAIComponent.cs
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21
Content.Server/PAI/PAIComponent.cs
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using Robust.Shared.GameObjects;
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namespace Content.Server.PAI
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{
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/// <summary>
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/// pAIs, or Personal AIs, are essentially portable ghost role generators.
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/// In their current implementation in SS14, they create a ghost role anyone can access,
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/// and that a player can also "wipe" (reset/kick out player).
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/// Theoretically speaking pAIs are supposed to use a dedicated "offer and select" system,
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/// with the player holding the pAI being able to choose one of the ghosts in the round.
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/// This seems too complicated for an initial implementation, though,
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/// and there's not always enough players and ghost roles to justify it.
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/// All logic in PAISystem.
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/// </summary>
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[RegisterComponent]
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public class PAIComponent : Component
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{
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public override string Name => "PAI";
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}
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}
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154
Content.Server/PAI/PAISystem.cs
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154
Content.Server/PAI/PAISystem.cs
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.PAI;
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using Content.Shared.Verbs;
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using Content.Server.Popups;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Mind.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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namespace Content.Server.PAI
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{
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/// <summary>
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/// pAIs, or Personal AIs, are essentially portable ghost role generators.
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/// In their current implementation, they create a ghost role anyone can access,
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/// and that a player can also "wipe" (reset/kick out player).
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/// Theoretically speaking pAIs are supposed to use a dedicated "offer and select" system,
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/// with the player holding the pAI being able to choose one of the ghosts in the round.
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/// This seems too complicated for an initial implementation, though,
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/// and there's not always enough players and ghost roles to justify it.
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/// </summary>
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public class PAISystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PAIComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<PAIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<PAIComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<PAIComponent, MindRemovedMessage>(OnMindRemoved);
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SubscribeLocalEvent<PAIComponent, GetActivationVerbsEvent>(AddWipeVerb);
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}
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private void OnExamined(EntityUid uid, PAIComponent component, ExaminedEvent args)
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{
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if (args.IsInDetailsRange)
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{
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if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
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{
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args.PushMarkup(Loc.GetString("pai-system-pai-installed"));
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}
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else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
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{
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args.PushMarkup(Loc.GetString("pai-system-still-searching"));
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}
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else
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{
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args.PushMarkup(Loc.GetString("pai-system-off"));
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}
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}
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}
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private void OnUseInHand(EntityUid uid, PAIComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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// Placeholder PAIs are essentially portable ghost role generators.
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args.Handled = true;
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// Check for pAI activation
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if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
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{
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_popupSystem.PopupEntity(Loc.GetString("pai-system-pai-installed"), uid, Filter.Entities(args.User.Uid));
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return;
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}
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else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
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{
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_popupSystem.PopupEntity(Loc.GetString("pai-system-still-searching"), uid, Filter.Entities(args.User.Uid));
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return;
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}
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var ghostFinder = EntityManager.EnsureComponent<GhostTakeoverAvailableComponent>(uid);
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ghostFinder.RoleName = Loc.GetString("pai-system-role-name");
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ghostFinder.RoleDescription = Loc.GetString("pai-system-role-description");
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_popupSystem.PopupEntity(Loc.GetString("pai-system-searching"), uid, Filter.Entities(args.User.Uid));
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UpdatePAIAppearance(uid, PAIStatus.Searching);
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}
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private void OnMindRemoved(EntityUid uid, PAIComponent component, MindRemovedMessage args)
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{
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// Mind was removed, shutdown the PAI.
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UpdatePAIAppearance(uid, PAIStatus.Off);
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}
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private void OnMindAdded(EntityUid uid, PAIComponent pai, MindAddedMessage args)
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{
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// Mind was added, shutdown the ghost role stuff so it won't get in the way
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if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
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EntityManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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UpdatePAIAppearance(uid, PAIStatus.On);
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}
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private void UpdatePAIAppearance(EntityUid uid, PAIStatus status)
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{
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if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(PAIVisuals.Status, status);
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}
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}
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private void AddWipeVerb(EntityUid uid, PAIComponent pai, GetActivationVerbsEvent args)
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{
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if (args.User == null || !args.CanAccess || !args.CanInteract)
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return;
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if (EntityManager.TryGetComponent<MindComponent>(uid, out var mind) && mind.HasMind)
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{
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Verb verb = new();
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verb.Text = Loc.GetString("pai-system-wipe-device-verb-text");
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verb.Act = () => {
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if (pai.Deleted)
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return;
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// Wiping device :(
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// The shutdown of the Mind should cause automatic reset of the pAI during OnMindRemoved
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// EDIT: But it doesn't!!!! Wtf? Do stuff manually
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if (EntityManager.HasComponent<MindComponent>(uid))
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{
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EntityManager.RemoveComponent<MindComponent>(uid);
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_popupSystem.PopupEntity(Loc.GetString("pai-system-wiped-device"), uid, Filter.Entities(args.User.Uid));
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UpdatePAIAppearance(uid, PAIStatus.Off);
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}
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};
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args.Verbs.Add(verb);
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}
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else if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("pai-system-stop-searching-verb-text");
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verb.Act = () => {
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if (pai.Deleted)
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return;
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if (EntityManager.HasComponent<GhostTakeoverAvailableComponent>(uid))
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{
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EntityManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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_popupSystem.PopupEntity(Loc.GetString("pai-system-stopped-searching"), uid, Filter.Entities(args.User.Uid));
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UpdatePAIAppearance(uid, PAIStatus.Off);
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}
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};
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args.Verbs.Add(verb);
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}
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}
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}
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}
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