82 lines
2.9 KiB
C#
82 lines
2.9 KiB
C#
using System;
|
|
using Content.Shared.DragDrop;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Movement;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.PAI
|
|
{
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public abstract class SharedPAISystem : EntitySystem
|
|
{
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PAIComponent, UseAttemptEvent>(OnUseAttempt);
|
|
SubscribeLocalEvent<PAIComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
|
SubscribeLocalEvent<PAIComponent, DropAttemptEvent>(OnDropAttempt);
|
|
SubscribeLocalEvent<PAIComponent, PickupAttemptEvent>(OnPickupAttempt);
|
|
SubscribeLocalEvent<PAIComponent, MovementAttemptEvent>(OnMoveAttempt);
|
|
SubscribeLocalEvent<PAIComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
|
|
}
|
|
|
|
private void OnMoveAttempt(EntityUid uid, PAIComponent component, MovementAttemptEvent args)
|
|
{
|
|
args.Cancel(); // no more scurrying around on lil robot legs.
|
|
}
|
|
|
|
private void OnChangeDirectionAttempt(EntityUid uid, PAIComponent component, ChangeDirectionAttemptEvent args)
|
|
{
|
|
// PAIs can't rotate, but decapitated heads and sentient crowbars can, life isn't fair. Seriously though, why
|
|
// tf does this have to be actively blocked, surely this should just not be blanket enabled for any player
|
|
// controlled entity. Same goes for moving really.
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnUseAttempt(EntityUid uid, PAIComponent component, UseAttemptEvent args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnInteractAttempt(EntityUid uid, PAIComponent component, InteractionAttemptEvent 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
|
|
}
|
|
}
|
|
|