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 _actions = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnShutdown);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
_actions.AddAction(ent, ent.Comp.ShopActionId);
}
private void OnShutdown(Entity ent, ref ComponentShutdown args)
{
_actions.RemoveAction(ent.Owner, ent.Comp.ShopAction);
}
}
public sealed partial class PAIShopActionEvent : InstantActionEvent
{
}