Files
tbd-station-14/Content.Server/PAI/PAISystem.cs
Nemanja 98fa00a21f Borgs (#18136)
* Laws

* positronic brain and PAI rewrite

* MMI

* MMI pt. 2

* borg brain transfer

* Roleban support, Borg job (WIP), the end of mind shenaniganry

* battery drain, item slot cleanup, alerts

* visuals

* fix this pt1

* fix this pt2

* Modules, Lingering Stacks, Better borg flashlight

* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.

* sprotes

* no zombie borgs

* oh fuck yeah i love a good relay

* charger

* fix the tiniest of sprite issues

* adjustable names

* a functional UI????

* foobar

* more modules

* this shit for some reason

* upstream

* genericize selectable borg modules

* upstream again

* holy fucking shit

* i love christ

* proper construction

* da job

* AA borgs

* and boom more shit

* admin logs

* laws redux

* ok just do this rq

* oh boy that looks like modules

* oh shit research

* testos passo

* so much shit holy fuck

* fuckit we SHIP

* last minute snags

* should've gotten me on a better day
2023-08-12 16:39:58 -05:00

71 lines
2.6 KiB
C#

using Content.Server.Instruments;
using Content.Server.Mind.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.PAI;
using Robust.Server.GameObjects;
namespace Content.Server.PAI
{
public sealed class PAISystem : SharedPAISystem
{
[Dependency] private readonly InstrumentSystem _instrumentSystem = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PAIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<PAIComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<PAIComponent, MindRemovedMessage>(OnMindRemoved);
}
private void OnUseInHand(EntityUid uid, PAIComponent component, UseInHandEvent args)
{
if (!TryComp<MindContainerComponent>(uid, out var mind) || !mind.HasMind)
component.LastUser = args.User;
}
private void OnMindAdded(EntityUid uid, PAIComponent component, MindAddedMessage args)
{
if (component.LastUser == null)
return;
// Ownership tag
var val = Loc.GetString("pai-system-pai-name", ("owner", component.LastUser));
// TODO Identity? People shouldn't dox-themselves by carrying around a PAI.
// But having the pda's name permanently be "old lady's PAI" is weird.
// Changing the PAI's identity in a way that ties it to the owner's identity also seems weird.
// Cause then you could remotely figure out information about the owner's equipped items.
_metaData.SetEntityName(uid, val);
}
private void OnMindRemoved(EntityUid uid, PAIComponent component, MindRemovedMessage args)
{
// Mind was removed, shutdown the PAI.
PAITurningOff(uid);
}
public void PAITurningOff(EntityUid uid)
{
// Close the instrument interface if it was open
// before closing
if (HasComp<ActiveInstrumentComponent>(uid) && TryComp<ActorComponent>(uid, out var actor))
{
_instrumentSystem.ToggleInstrumentUi(uid, actor.PlayerSession);
}
// Stop instrument
if (TryComp<InstrumentComponent>(uid, out var instrument)) _instrumentSystem.Clean(uid, instrument);
if (TryComp<MetaDataComponent>(uid, out var metadata))
{
var proto = metadata.EntityPrototype;
if (proto != null)
_metaData.SetEntityName(uid, proto.Name);
}
}
}
}