using System; using Content.Shared.DragDrop; using Content.Shared.Emoting; using Content.Shared.Interaction.Events; using Content.Shared.Item; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; 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 { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnUseAttempt); SubscribeLocalEvent(OnInteractAttempt); SubscribeLocalEvent(OnAttackAttempt); SubscribeLocalEvent(OnDropAttempt); SubscribeLocalEvent(OnPickupAttempt); } private void OnUseAttempt(EntityUid uid, PAIComponent component, UseAttemptEvent args) { args.Cancel(); } private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent args) { args.Cancel(); } private void OnAttackAttempt(EntityUid uid, PAIComponent component, AttackAttemptEvent args) { args.Cancel(); } private void OnDropAttempt(EntityUid uid, PAIComponent component, DropAttemptEvent args) { args.Cancel(); } private void OnPickupAttempt(EntityUid uid, PAIComponent component, PickupAttemptEvent args) { args.Cancel(); } } [Serializable, NetSerializable] public enum PAIVisuals : byte { Status } [Serializable, NetSerializable] public enum PAIStatus : byte { Off, Searching, On } }