using Robust.Shared.GameStates;
namespace Content.Shared.PAI;
///
/// 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.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PAIComponent : Component
{
///
/// The last person who activated this PAI.
/// Used for assigning the name.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? LastUser;
///
/// When microwaved there is this chance to brick the pai, kicking out its player and preventing it from being used again.
///
[DataField]
public float BrickChance = 0.5f;
///
/// Locale id for the popup shown when the pai gets bricked.
///
[DataField]
public string BrickPopup = "pai-system-brick-popup";
///
/// Locale id for the popup shown when the pai is microwaved but does not get bricked.
///
[DataField]
public string ScramblePopup = "pai-system-scramble-popup";
}