Placeholder pAIs, ghost role rules window (#4972)
This commit is contained in:
@@ -65,6 +65,7 @@ namespace Content.Client.Entry
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"Paper",
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"Write",
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"Bloodstream",
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"PAI",
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"TransformableContainer",
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"Mind",
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"StorageFill",
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12
Content.Client/Ghost/Roles/UI/GhostRoleRulesWindow.xaml
Normal file
12
Content.Client/Ghost/Roles/UI/GhostRoleRulesWindow.xaml
Normal file
@@ -0,0 +1,12 @@
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<SS14Window xmlns="https://spacestation14.io"
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Title="{Loc 'ghost-roles-window-title'}">
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<BoxContainer Orientation="Vertical"
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HorizontalExpand="True">
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<RichTextLabel Name="Title" VerticalExpand="True"/>
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<Button Name="RequestButton"
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Text="{Loc 'ghost-roles-window-request-role-button'}"
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TextAlign="Center"
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HorizontalAlignment="Center"
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VerticalAlignment="Center" />
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</BoxContainer>
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</SS14Window>
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20
Content.Client/Ghost/Roles/UI/GhostRoleRulesWindow.xaml.cs
Normal file
20
Content.Client/Ghost/Roles/UI/GhostRoleRulesWindow.xaml.cs
Normal file
@@ -0,0 +1,20 @@
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using System;
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using Content.Shared.Ghost.Roles;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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namespace Content.Client.Ghost.Roles.UI
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{
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[GenerateTypedNameReferences]
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public partial class GhostRoleRulesWindow : SS14Window
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{
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public GhostRoleRulesWindow(string rules, Action<BaseButton.ButtonEventArgs> requestAction)
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{
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RobustXamlLoader.Load(this);
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Title.SetMessage(rules);
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RequestButton.OnPressed += requestAction;
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}
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}
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}
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@@ -9,14 +9,27 @@ namespace Content.Client.Ghost.Roles.UI
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public class GhostRolesEui : BaseEui
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{
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private readonly GhostRolesWindow _window;
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private GhostRoleRulesWindow? _windowRules = null;
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private uint _windowRulesId = 0;
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public GhostRolesEui()
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{
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_window = new GhostRolesWindow();
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_window.RoleRequested += id =>
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_window.RoleRequested += info =>
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{
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SendMessage(new GhostRoleTakeoverRequestMessage(id));
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if (_windowRules != null)
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_windowRules.Close();
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_windowRules = new GhostRoleRulesWindow(info.Rules, _ =>
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{
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SendMessage(new GhostRoleTakeoverRequestMessage(info.Identifier));
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});
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_windowRulesId = info.Identifier;
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_windowRules.OnClose += () =>
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{
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_windowRules = null;
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};
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_windowRules.OpenCentered();
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};
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_window.OnClose += () =>
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@@ -35,6 +48,7 @@ namespace Content.Client.Ghost.Roles.UI
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{
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base.Closed();
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_window.Close();
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_windowRules?.Close();
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}
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public override void HandleState(EuiStateBase state)
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@@ -43,11 +57,22 @@ namespace Content.Client.Ghost.Roles.UI
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if (state is not GhostRolesEuiState ghostState) return;
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var closeRulesWindow = true;
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_window.ClearEntries();
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foreach (var info in ghostState.GhostRoles)
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{
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_window.AddEntry(info);
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if (info.Identifier == _windowRulesId)
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{
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closeRulesWindow = false;
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}
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}
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if (closeRulesWindow)
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{
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_windowRules?.Close();
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}
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}
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}
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@@ -8,7 +8,7 @@ namespace Content.Client.Ghost.Roles.UI
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[GenerateTypedNameReferences]
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public partial class GhostRolesWindow : SS14Window
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{
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public event Action<uint>? RoleRequested;
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public event Action<GhostRoleInfo>? RoleRequested;
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public void ClearEntries()
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{
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@@ -19,7 +19,7 @@ namespace Content.Client.Ghost.Roles.UI
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public void AddEntry(GhostRoleInfo info)
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{
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NoRolesMessage.Visible = false;
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EntryContainer.AddChild(new GhostRolesEntry(info, _ => RoleRequested?.Invoke(info.Identifier)));
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EntryContainer.AddChild(new GhostRolesEntry(info, _ => RoleRequested?.Invoke(info)));
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}
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}
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}
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@@ -42,7 +42,7 @@ namespace Content.Client.Ghost.Roles.UI
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_window.OpenCentered();
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}
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private void OnMake(EntityUid uid, string name, string description, bool makeSentient)
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private void OnMake(EntityUid uid, string name, string description, string rules, bool makeSentient)
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{
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var player = _playerManager.LocalPlayer;
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if (player == null)
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@@ -54,7 +54,8 @@ namespace Content.Client.Ghost.Roles.UI
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$"makeghostrole " +
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$"\"{CommandParsing.Escape(uid.ToString())}\" " +
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$"\"{CommandParsing.Escape(name)}\" " +
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$"\"{CommandParsing.Escape(description)}\"";
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$"\"{CommandParsing.Escape(description)}\" " +
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$"\"{CommandParsing.Escape(rules)}\"";
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_consoleHost.ExecuteCommand(player.Session, makeGhostRoleCommand);
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@@ -14,6 +14,10 @@
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<Label Name="RoleDescriptionLabel" Text="Role Description" />
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<LineEdit Name="RoleDescription" HorizontalExpand="True" />
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</BoxContainer>
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<BoxContainer Orientation="Horizontal">
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<Label Name="RoleRulesLabel" Text="Role Rules" />
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<LineEdit Name="RoleRules" HorizontalExpand="True" Text="{Loc ghost-role-component-default-rules}" />
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</BoxContainer>
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<BoxContainer Orientation="Horizontal">
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<Label Name="MakeSentientLabel" Text="Make Sentient" />
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<CheckBox Name="MakeSentientCheckbox" />
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@@ -9,7 +9,7 @@ namespace Content.Client.Ghost.Roles.UI
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[GenerateTypedNameReferences]
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public partial class MakeGhostRoleWindow : SS14Window
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{
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public delegate void MakeRole(EntityUid uid, string name, string description, bool makeSentient);
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public delegate void MakeRole(EntityUid uid, string name, string description, string rules, bool makeSentient);
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public MakeGhostRoleWindow()
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{
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@@ -21,6 +21,8 @@ namespace Content.Client.Ghost.Roles.UI
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RoleName.MinSize = (300, 0);
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RoleDescriptionLabel.MinSize = (150, 0);
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RoleDescription.MinSize = (300, 0);
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RoleRulesLabel.MinSize = (150, 0);
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RoleRules.MinSize = (300, 0);
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MakeButton.OnPressed += OnPressed;
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}
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@@ -42,7 +44,7 @@ namespace Content.Client.Ghost.Roles.UI
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return;
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}
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OnMake?.Invoke(EntityUid.Value, RoleName.Text, RoleDescription.Text, MakeSentientCheckbox.Pressed);
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OnMake?.Invoke(EntityUid.Value, RoleName.Text, RoleDescription.Text, RoleRules.Text, MakeSentientCheckbox.Pressed);
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}
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}
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}
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@@ -2,6 +2,7 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Localization;
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namespace Content.Server.Ghost.Roles.Components
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{
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@@ -11,6 +12,8 @@ namespace Content.Server.Ghost.Roles.Components
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[DataField("description")] private string _roleDescription = "Unknown";
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[DataField("rules")] private string _roleRules = "";
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// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -35,6 +38,17 @@ namespace Content.Server.Ghost.Roles.Components
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public string RoleRules
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{
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get => _roleRules;
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set
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{
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_roleRules = value;
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EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
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}
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}
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[ViewVariables(VVAccess.ReadOnly)]
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public bool Taken { get; protected set; }
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@@ -44,7 +58,8 @@ namespace Content.Server.Ghost.Roles.Components
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protected override void Initialize()
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{
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base.Initialize();
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if (_roleRules == "")
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_roleRules = Loc.GetString("ghost-role-component-default-rules");
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EntitySystem.Get<GhostRoleSystem>().RegisterGhostRole(this);
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}
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@@ -123,7 +123,7 @@ namespace Content.Server.Ghost.Roles
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foreach (var (id, role) in _ghostRoles)
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{
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roles[i] = new GhostRoleInfo(){Identifier = id, Name = role.RoleName, Description = role.RoleDescription};
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roles[i] = new GhostRoleInfo(){Identifier = id, Name = role.RoleName, Description = role.RoleDescription, Rules = role.RoleRules};
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i++;
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}
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@@ -5,6 +5,7 @@ using Content.Shared.Administration;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Ghost.Roles
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{
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@@ -13,11 +14,11 @@ namespace Content.Server.Ghost.Roles
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{
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public string Command => "makeghostrole";
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public string Description => "Turns an entity into a ghost role.";
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public string Help => $"Usage: {Command} <entity uid> <name> <description>";
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public string Help => $"Usage: {Command} <entity uid> <name> <description> [<rules>]";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 3)
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if (args.Length < 3 || args.Length > 4)
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{
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shell.WriteLine($"Invalid amount of arguments.\n{Help}");
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return;
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@@ -46,6 +47,7 @@ namespace Content.Server.Ghost.Roles
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var name = args[1];
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var description = args[2];
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var rules = args.Length >= 4 ? args[3] : Loc.GetString("ghost-role-component-default-rules");
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if (entity.EnsureComponent(out GhostTakeoverAvailableComponent takeOver))
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{
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@@ -55,6 +57,7 @@ namespace Content.Server.Ghost.Roles
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takeOver.RoleName = name;
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takeOver.RoleDescription = description;
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takeOver.RoleRules = rules;
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shell.WriteLine($"Made entity {entity.Name} a ghost role.");
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}
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21
Content.Server/PAI/PAIComponent.cs
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21
Content.Server/PAI/PAIComponent.cs
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@@ -0,0 +1,21 @@
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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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@@ -0,0 +1,154 @@
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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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@@ -10,6 +10,7 @@ namespace Content.Shared.Ghost.Roles
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public uint Identifier { get; set; }
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public string Name { get; set; }
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public string Description { get; set; }
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||||
public string Rules { get; set; }
|
||||
}
|
||||
|
||||
[NetSerializable, Serializable]
|
||||
|
||||
23
Content.Shared/PAI/PAIShared.cs
Normal file
23
Content.Shared/PAI/PAIShared.cs
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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.
|
||||
|
||||
15
Resources/Locale/en-US/pai/pai-system.ftl
Normal file
15
Resources/Locale/en-US/pai/pai-system.ftl
Normal file
@@ -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.
|
||||
|
||||
38
Resources/Prototypes/Entities/Objects/Fun/pai.yml
Normal file
38
Resources/Prototypes/Entities/Objects/Fun/pai.yml
Normal file
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user