Stop pAIs from being able to wipe each other/do other odd things, pAIs name themselves after their owners (#5160)
* Stop pAIs from being able to wipe each other/do other odd things they shouldn't * pAI: device changes name to indicate owner * Make PAIComponent networked (just in case) It'll be needed in future anyway
This commit is contained in:
23
Content.Shared/PAI/PAIComponent.cs
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23
Content.Shared/PAI/PAIComponent.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.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, NetworkedComponent]
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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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@@ -1,23 +0,0 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.PAI
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{
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[Serializable, NetSerializable]
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public enum PAIVisuals : byte
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{
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Status
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}
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[Serializable, NetSerializable]
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public enum PAIStatus : byte
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{
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Off,
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Searching,
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On
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}
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}
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74
Content.Shared/PAI/SharedPAISystem.cs
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74
Content.Shared/PAI/SharedPAISystem.cs
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using System;
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using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.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 abstract class SharedPAISystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PAIComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<PAIComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<PAIComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<PAIComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<PAIComponent, PickupAttemptEvent>(OnPickupAttempt);
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}
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private void OnUseAttempt(EntityUid uid, PAIComponent component, UseAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnAttackAttempt(EntityUid uid, PAIComponent component, AttackAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnDropAttempt(EntityUid uid, PAIComponent component, DropAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnPickupAttempt(EntityUid uid, PAIComponent component, PickupAttemptEvent args)
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{
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args.Cancel();
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}
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}
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[Serializable, NetSerializable]
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public enum PAIVisuals : byte
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{
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Status
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}
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[Serializable, NetSerializable]
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public enum PAIStatus : byte
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{
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Off,
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Searching,
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On
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}
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}
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