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crystall-punk-14/Content.Shared/PAI/SharedPAISystem.cs

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