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- using Content.Shared.Actions;
- 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
- {
- [Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<PAIComponent, MapInitEvent>(OnMapInit);
- SubscribeLocalEvent<PAIComponent, ComponentShutdown>(OnShutdown);
- }
- private void OnMapInit(EntityUid uid, PAIComponent component, MapInitEvent args)
- {
- _actionsSystem.AddAction(uid, ref component.MidiAction, component.MidiActionId);
- _actionsSystem.AddAction(uid, ref component.MapAction, component.MapActionId);
- }
- private void OnShutdown(EntityUid uid, PAIComponent component, ComponentShutdown args)
- {
- _actionsSystem.RemoveAction(uid, component.MidiAction);
- _actionsSystem.RemoveAction(uid, component.MapAction);
- }
- }
- }
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