* Set pAI up with a trackless map * Added a untracked map user interface class to support gps-less mapping * Added to pAI by default, expect it to be given to borgs as well in time. As the personal AI is literally immobile as a ghost, it is useful to ensure that people carry one. With that idea in mind, it is worth giving the pAI a reason to be carried that doesn't depend on the player having a cracking selection of midi files on hand. * Tried to use new ProtoId and have EntityUid on the client as commented by metalgearsloth * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
40 lines
1.6 KiB
C#
40 lines
1.6 KiB
C#
using Content.Shared.Actions;
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namespace Content.Shared.PAI
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{
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/// <summary>
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/// pAIs, or Personal AIs, are essentially portable ghost role generators.
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/// In their current implementation, they create a ghost role anyone can access,
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/// and that a player can also "wipe" (reset/kick out player).
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/// Theoretically speaking pAIs are supposed to use a dedicated "offer and select" system,
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/// with the player holding the pAI being able to choose one of the ghosts in the round.
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/// This seems too complicated for an initial implementation, though,
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/// and there's not always enough players and ghost roles to justify it.
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/// </summary>
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public abstract class SharedPAISystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PAIComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PAIComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnMapInit(EntityUid uid, PAIComponent component, MapInitEvent args)
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{
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_actionsSystem.AddAction(uid, ref component.MidiAction, component.MidiActionId);
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_actionsSystem.AddAction(uid, ref component.MapAction, component.MapActionId);
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}
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private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args)
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{
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_actionsSystem.RemoveAction(uid, component.MidiAction);
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_actionsSystem.RemoveAction(uid, component.MapAction);
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}
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}
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}
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