Microwaved pais get scrambled name + randomly bricked (#19982)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-16 07:07:36 +01:00
committed by GitHub
parent 8aba52d796
commit e8c58d1574
4 changed files with 166 additions and 75 deletions

View File

@@ -124,6 +124,7 @@ public sealed class ToggleableGhostRoleSystem : EntitySystem
{ {
if (component.Deleted || !HasComp<GhostTakeoverAvailableComponent>(uid)) if (component.Deleted || !HasComp<GhostTakeoverAvailableComponent>(uid))
return; return;
RemCompDeferred<GhostTakeoverAvailableComponent>(uid); RemCompDeferred<GhostTakeoverAvailableComponent>(uid);
RemCompDeferred<GhostRoleComponent>(uid); RemCompDeferred<GhostRoleComponent>(uid);
_popup.PopupEntity(Loc.GetString(component.StopSearchVerbPopup), uid, args.User); _popup.PopupEntity(Loc.GetString(component.StopSearchVerbPopup), uid, args.User);
@@ -133,4 +134,26 @@ public sealed class ToggleableGhostRoleSystem : EntitySystem
args.Verbs.Add(verb); args.Verbs.Add(verb);
} }
} }
/// <summary>
/// If there is a player present, kicks it out.
/// If not, prevents future ghosts taking it.
/// No popups are made, but appearance is updated.
/// </summary>
public void Wipe(EntityUid uid)
{
if (TryComp<MindContainerComponent>(uid, out var mindContainer) &&
mindContainer.HasMind &&
_mind.TryGetMind(uid, out var mindId, out var mind))
{
_mind.TransferTo(mindId, null, mind: mind);
}
if (!HasComp<GhostTakeoverAvailableComponent>(uid))
return;
RemCompDeferred<GhostTakeoverAvailableComponent>(uid);
RemCompDeferred<GhostRoleComponent>(uid);
UpdateAppearance(uid, ToggleableGhostRoleStatus.Off);
}
} }

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@@ -1,70 +1,119 @@
using Content.Server.Ghost.Roles;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Instruments; using Content.Server.Instruments;
using Content.Server.Kitchen.Components;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Mind.Components; using Content.Shared.Mind.Components;
using Content.Shared.PAI; using Content.Shared.PAI;
using Content.Shared.Popups;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Random;
using System.Text;
namespace Content.Server.PAI namespace Content.Server.PAI;
public sealed class PAISystem : SharedPAISystem
{ {
public sealed class PAISystem : SharedPAISystem [Dependency] private readonly InstrumentSystem _instrumentSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly ToggleableGhostRoleSystem _toggleableGhostRole = default!;
/// <summary>
/// Possible symbols that can be part of a scrambled pai's name.
/// </summary>
private static readonly char[] SYMBOLS = new[] { '#', '~', '-', '@', '&', '^', '%', '$', '*', ' '};
public override void Initialize()
{ {
[Dependency] private readonly InstrumentSystem _instrumentSystem = default!; base.Initialize();
[Dependency] private readonly MetaDataSystem _metaData = default!;
public override void Initialize() SubscribeLocalEvent<PAIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<PAIComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<PAIComponent, MindRemovedMessage>(OnMindRemoved);
SubscribeLocalEvent<PAIComponent, BeingMicrowavedEvent>(OnMicrowaved);
}
private void OnUseInHand(EntityUid uid, PAIComponent component, UseInHandEvent args)
{
if (!TryComp<MindContainerComponent>(uid, out var mind) || !mind.HasMind)
component.LastUser = args.User;
}
private void OnMindAdded(EntityUid uid, PAIComponent component, MindAddedMessage args)
{
if (component.LastUser == null)
return;
// Ownership tag
var val = Loc.GetString("pai-system-pai-name", ("owner", component.LastUser));
// TODO Identity? People shouldn't dox-themselves by carrying around a PAI.
// But having the pda's name permanently be "old lady's PAI" is weird.
// Changing the PAI's identity in a way that ties it to the owner's identity also seems weird.
// Cause then you could remotely figure out information about the owner's equipped items.
_metaData.SetEntityName(uid, val);
}
private void OnMindRemoved(EntityUid uid, PAIComponent component, MindRemovedMessage args)
{
// Mind was removed, shutdown the PAI.
PAITurningOff(uid);
}
private void OnMicrowaved(EntityUid uid, PAIComponent comp, BeingMicrowavedEvent args)
{
// name will always be scrambled whether it gets bricked or not, this is the reward
ScrambleName(uid, comp);
// randomly brick it
if (_random.Prob(comp.BrickChance))
{ {
base.Initialize(); _popup.PopupEntity(Loc.GetString(comp.BrickPopup), uid, PopupType.LargeCaution);
_toggleableGhostRole.Wipe(uid);
RemComp<PAIComponent>(uid);
RemComp<ToggleableGhostRoleComponent>(uid);
}
else
{
// you are lucky...
_popup.PopupEntity(Loc.GetString(comp.ScramblePopup), uid, PopupType.Large);
}
}
SubscribeLocalEvent<PAIComponent, UseInHandEvent>(OnUseInHand); private void ScrambleName(EntityUid uid, PAIComponent comp)
SubscribeLocalEvent<PAIComponent, MindAddedMessage>(OnMindAdded); {
SubscribeLocalEvent<PAIComponent, MindRemovedMessage>(OnMindRemoved); // create a new random name
var len = _random.Next(6, 18);
var name = new StringBuilder(len);
for (int i = 0; i < len; i++)
{
name.Append(_random.Pick(SYMBOLS));
} }
private void OnUseInHand(EntityUid uid, PAIComponent component, UseInHandEvent args) // add 's pAI to the scrambled name
var val = Loc.GetString("pai-system-pai-name-raw", ("name", name.ToString()));
_metaData.SetEntityName(uid, val);
}
public void PAITurningOff(EntityUid uid)
{
// Close the instrument interface if it was open
// before closing
if (HasComp<ActiveInstrumentComponent>(uid) && TryComp<ActorComponent>(uid, out var actor))
{ {
if (!TryComp<MindContainerComponent>(uid, out var mind) || !mind.HasMind) _instrumentSystem.ToggleInstrumentUi(uid, actor.PlayerSession);
component.LastUser = args.User;
} }
private void OnMindAdded(EntityUid uid, PAIComponent component, MindAddedMessage args) // Stop instrument
if (TryComp<InstrumentComponent>(uid, out var instrument)) _instrumentSystem.Clean(uid, instrument);
if (TryComp<MetaDataComponent>(uid, out var metadata))
{ {
if (component.LastUser == null) var proto = metadata.EntityPrototype;
return; if (proto != null)
_metaData.SetEntityName(uid, proto.Name);
// Ownership tag
var val = Loc.GetString("pai-system-pai-name", ("owner", component.LastUser));
// TODO Identity? People shouldn't dox-themselves by carrying around a PAI.
// But having the pda's name permanently be "old lady's PAI" is weird.
// Changing the PAI's identity in a way that ties it to the owner's identity also seems weird.
// Cause then you could remotely figure out information about the owner's equipped items.
_metaData.SetEntityName(uid, val);
}
private void OnMindRemoved(EntityUid uid, PAIComponent component, MindRemovedMessage args)
{
// Mind was removed, shutdown the PAI.
PAITurningOff(uid);
}
public void PAITurningOff(EntityUid uid)
{
// Close the instrument interface if it was open
// before closing
if (HasComp<ActiveInstrumentComponent>(uid) && TryComp<ActorComponent>(uid, out var actor))
{
_instrumentSystem.ToggleInstrumentUi(uid, actor.PlayerSession);
}
// Stop instrument
if (TryComp<InstrumentComponent>(uid, out var instrument)) _instrumentSystem.Clean(uid, instrument);
if (TryComp<MetaDataComponent>(uid, out var metadata))
{
var proto = metadata.EntityPrototype;
if (proto != null)
_metaData.SetEntityName(uid, proto.Name);
}
} }
} }
} }

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@@ -2,34 +2,50 @@ using Robust.Shared.GameStates;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.PAI namespace Content.Shared.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, NetworkedComponent]
public sealed partial class PAIComponent : Component
{ {
/// <summary> /// <summary>
/// pAIs, or Personal AIs, are essentially portable ghost role generators. /// The last person who activated this PAI.
/// In their current implementation in SS14, they create a ghost role anyone can access, /// Used for assigning the name.
/// 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> /// </summary>
[RegisterComponent, NetworkedComponent] [DataField("lastUser"), ViewVariables(VVAccess.ReadWrite)]
public sealed partial class PAIComponent : Component public EntityUid? LastUser;
{
/// <summary>
/// The last person who activated this PAI.
/// Used for assigning the name.
/// </summary>
[DataField("lastUSer"), ViewVariables(VVAccess.ReadWrite)]
public EntityUid? LastUser;
[DataField("midiActionId", serverOnly: true, [DataField("midiActionId", serverOnly: true,
customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? MidiActionId = "ActionPAIPlayMidi"; public string? MidiActionId = "ActionPAIPlayMidi";
[DataField("midiAction", serverOnly: true)] // server only, as it uses a server-BUI event !type [DataField("midiAction", serverOnly: true)] // server only, as it uses a server-BUI event !type
public EntityUid? MidiAction; public EntityUid? MidiAction;
}
/// <summary>
/// When microwaved there is this chance to brick the pai, kicking out its player and preventing it from being used again.
/// </summary>
[DataField("brickChance")]
public float BrickChance = 0.5f;
/// <summary>
/// Locale id for the popup shown when the pai gets bricked.
/// </summary>
[DataField("brickPopup")]
public string BrickPopup = "pai-system-brick-popup";
/// <summary>
/// Locale id for the popup shown when the pai is microwaved but does not get bricked.
/// </summary>
[DataField("scramblePopup")]
public string ScramblePopup = "pai-system-scramble-popup";
} }

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@@ -17,4 +17,7 @@ pai-system-stop-searching-verb-text = Stop searching
pai-system-stopped-searching = The device stopped searching for a pAI. pai-system-stopped-searching = The device stopped searching for a pAI.
pai-system-pai-name = { CAPITALIZE(THE($owner)) }'s pAI pai-system-pai-name = { CAPITALIZE(THE($owner)) }'s pAI
pai-system-pai-name-raw = {$name}'s pAI
pai-system-brick-popup = The pAI's circuits loudly pop and fizzle out!
pai-system-scramble-popup = The pAI's circuits are overloaded with electricity!