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

@@ -65,6 +65,7 @@ namespace Content.Client.Entry
"Paper",
"Write",
"Bloodstream",
"PAI",
"TransformableContainer",
"Mind",
"StorageFill",

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@@ -0,0 +1,12 @@
<SS14Window xmlns="https://spacestation14.io"
Title="{Loc 'ghost-roles-window-title'}">
<BoxContainer Orientation="Vertical"
HorizontalExpand="True">
<RichTextLabel Name="Title" VerticalExpand="True"/>
<Button Name="RequestButton"
Text="{Loc 'ghost-roles-window-request-role-button'}"
TextAlign="Center"
HorizontalAlignment="Center"
VerticalAlignment="Center" />
</BoxContainer>
</SS14Window>

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@@ -0,0 +1,20 @@
using System;
using Content.Shared.Ghost.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
namespace Content.Client.Ghost.Roles.UI
{
[GenerateTypedNameReferences]
public partial class GhostRoleRulesWindow : SS14Window
{
public GhostRoleRulesWindow(string rules, Action<BaseButton.ButtonEventArgs> requestAction)
{
RobustXamlLoader.Load(this);
Title.SetMessage(rules);
RequestButton.OnPressed += requestAction;
}
}
}

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@@ -9,14 +9,27 @@ namespace Content.Client.Ghost.Roles.UI
public class GhostRolesEui : BaseEui
{
private readonly GhostRolesWindow _window;
private GhostRoleRulesWindow? _windowRules = null;
private uint _windowRulesId = 0;
public GhostRolesEui()
{
_window = new GhostRolesWindow();
_window.RoleRequested += id =>
_window.RoleRequested += info =>
{
SendMessage(new GhostRoleTakeoverRequestMessage(id));
if (_windowRules != null)
_windowRules.Close();
_windowRules = new GhostRoleRulesWindow(info.Rules, _ =>
{
SendMessage(new GhostRoleTakeoverRequestMessage(info.Identifier));
});
_windowRulesId = info.Identifier;
_windowRules.OnClose += () =>
{
_windowRules = null;
};
_windowRules.OpenCentered();
};
_window.OnClose += () =>
@@ -35,6 +48,7 @@ namespace Content.Client.Ghost.Roles.UI
{
base.Closed();
_window.Close();
_windowRules?.Close();
}
public override void HandleState(EuiStateBase state)
@@ -43,11 +57,22 @@ namespace Content.Client.Ghost.Roles.UI
if (state is not GhostRolesEuiState ghostState) return;
var closeRulesWindow = true;
_window.ClearEntries();
foreach (var info in ghostState.GhostRoles)
{
_window.AddEntry(info);
if (info.Identifier == _windowRulesId)
{
closeRulesWindow = false;
}
}
if (closeRulesWindow)
{
_windowRules?.Close();
}
}
}

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@@ -8,7 +8,7 @@ namespace Content.Client.Ghost.Roles.UI
[GenerateTypedNameReferences]
public partial class GhostRolesWindow : SS14Window
{
public event Action<uint>? RoleRequested;
public event Action<GhostRoleInfo>? RoleRequested;
public void ClearEntries()
{
@@ -19,7 +19,7 @@ namespace Content.Client.Ghost.Roles.UI
public void AddEntry(GhostRoleInfo info)
{
NoRolesMessage.Visible = false;
EntryContainer.AddChild(new GhostRolesEntry(info, _ => RoleRequested?.Invoke(info.Identifier)));
EntryContainer.AddChild(new GhostRolesEntry(info, _ => RoleRequested?.Invoke(info)));
}
}
}

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@@ -42,7 +42,7 @@ namespace Content.Client.Ghost.Roles.UI
_window.OpenCentered();
}
private void OnMake(EntityUid uid, string name, string description, bool makeSentient)
private void OnMake(EntityUid uid, string name, string description, string rules, bool makeSentient)
{
var player = _playerManager.LocalPlayer;
if (player == null)
@@ -54,7 +54,8 @@ namespace Content.Client.Ghost.Roles.UI
$"makeghostrole " +
$"\"{CommandParsing.Escape(uid.ToString())}\" " +
$"\"{CommandParsing.Escape(name)}\" " +
$"\"{CommandParsing.Escape(description)}\"";
$"\"{CommandParsing.Escape(description)}\" " +
$"\"{CommandParsing.Escape(rules)}\"";
_consoleHost.ExecuteCommand(player.Session, makeGhostRoleCommand);

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@@ -14,6 +14,10 @@
<Label Name="RoleDescriptionLabel" Text="Role Description" />
<LineEdit Name="RoleDescription" HorizontalExpand="True" />
</BoxContainer>
<BoxContainer Orientation="Horizontal">
<Label Name="RoleRulesLabel" Text="Role Rules" />
<LineEdit Name="RoleRules" HorizontalExpand="True" Text="{Loc ghost-role-component-default-rules}" />
</BoxContainer>
<BoxContainer Orientation="Horizontal">
<Label Name="MakeSentientLabel" Text="Make Sentient" />
<CheckBox Name="MakeSentientCheckbox" />

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@@ -9,7 +9,7 @@ namespace Content.Client.Ghost.Roles.UI
[GenerateTypedNameReferences]
public partial class MakeGhostRoleWindow : SS14Window
{
public delegate void MakeRole(EntityUid uid, string name, string description, bool makeSentient);
public delegate void MakeRole(EntityUid uid, string name, string description, string rules, bool makeSentient);
public MakeGhostRoleWindow()
{
@@ -21,6 +21,8 @@ namespace Content.Client.Ghost.Roles.UI
RoleName.MinSize = (300, 0);
RoleDescriptionLabel.MinSize = (150, 0);
RoleDescription.MinSize = (300, 0);
RoleRulesLabel.MinSize = (150, 0);
RoleRules.MinSize = (300, 0);
MakeButton.OnPressed += OnPressed;
}
@@ -42,7 +44,7 @@ namespace Content.Client.Ghost.Roles.UI
return;
}
OnMake?.Invoke(EntityUid.Value, RoleName.Text, RoleDescription.Text, MakeSentientCheckbox.Pressed);
OnMake?.Invoke(EntityUid.Value, RoleName.Text, RoleDescription.Text, RoleRules.Text, MakeSentientCheckbox.Pressed);
}
}
}

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@@ -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);
}

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@@ -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++;
}

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@@ -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.");
}

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@@ -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";
}
}

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@@ -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);
}
}
}
}

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@@ -10,6 +10,7 @@ namespace Content.Shared.Ghost.Roles
public uint Identifier { get; set; }
public string Name { get; set; }
public string Description { get; set; }
public string Rules { get; set; }
}
[NetSerializable, Serializable]

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@@ -0,0 +1,23 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.PAI
{
[Serializable, NetSerializable]
public enum PAIVisuals : byte
{
Status
}
[Serializable, NetSerializable]
public enum PAIStatus : byte
{
Off,
Searching,
On
}
}

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@@ -0,0 +1,3 @@
# also used in MakeGhostRuleWindow and MakeGhostRoleCommand
ghost-role-component-default-rules = You don't remember any of your previous life unless an administrator tells you otherwise.

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@@ -0,0 +1,15 @@
pai-system-pai-installed = A pAI is installed.
pai-system-off = No pAI is installed.
pai-system-still-searching = Still searching for a pAI.
pai-system-searching = Now searching for a pAI...
pai-system-role-name = personal ai
pai-system-role-description = Be someone's electronic pal!
(Memories *not* included.)
pai-system-wipe-device-verb-text = Remove pAI
pai-system-wiped-device = The pAI was wiped from the device.
pai-system-stop-searching-verb-text = Stop searching
pai-system-stopped-searching = The device stopped searching for a pAI.

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@@ -0,0 +1,38 @@
# Placeholder PAIs, aka semi-automatic ghost roles
- type: entity
parent: BaseItem
id: PersonalAI
name: personal ai device
description: Your electronic pal who's fun to be with!
components:
- type: Sprite
netsync: false
sprite: Objects/Devices/pda.rsi
layers:
- state: pda-lawyer # nobody's using this one
- state: pai_off_overlay
shader: unshaded
- type: Input
context: "human"
- type: PAI
- type: Examiner
- type: GhostRadio
- type: DoAfter
- type: Actions
# This has to be installed because otherwise they're not "alive",
# so they can ghost and come back.
# Note that the personal AI never "dies".
- type: MobState
thresholds:
0: !type:NormalMobState {}
- type: Appearance
visuals:
- type: GenericEnumVisualizer
key: enum.PAIVisuals.Status
layer: 1
states:
enum.PAIStatus.Off: pai_off_overlay
enum.PAIStatus.Searching: pda-r
enum.PAIStatus.On: pai_overlay