using Content.Shared.Actions;
namespace Content.Shared.PAI
{
///
/// 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.
///
public abstract class SharedPAISystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnShutdown);
}
private void OnMapInit(EntityUid uid, PAIComponent component, MapInitEvent args)
{
_actionsSystem.AddAction(uid, ref component.MidiAction, component.MidiActionId);
_actionsSystem.AddAction(uid, ref component.MapAction, component.MapActionId);
}
private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, component.MidiAction);
_actionsSystem.RemoveAction(uid, component.MapAction);
}
}
}