Microwaved pais get scrambled name + randomly bricked (#19982)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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!
|
||||||
|
|||||||
Reference in New Issue
Block a user