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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Silicons.StationAi;
- /// <summary>
- /// Indicates this entity can interact with station equipment and is a "Station AI".
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class StationAiCoreComponent : Component
- {
- /*
- * I couldn't think of any other reason you'd want to split these out.
- */
- /// <summary>
- /// Can it move its camera around and interact remotely with things.
- /// When false, the AI is being projected into a local area, such as a holopad
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Remote = true;
- /// <summary>
- /// The invisible eye entity being used to look around.
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityUid? RemoteEntity;
- /// <summary>
- /// Prototype that represents the 'eye' of the AI
- /// </summary>
- [DataField(readOnly: true)]
- public EntProtoId? RemoteEntityProto = "StationAiHolo";
- /// <summary>
- /// Prototype that represents the physical avatar of the AI
- /// </summary>
- [DataField(readOnly: true)]
- public EntProtoId? PhysicalEntityProto = "StationAiHoloLocal";
- public const string Container = "station_ai_mind_slot";
- }
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