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
}
}