* 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
31 lines
1.2 KiB
C#
31 lines
1.2 KiB
C#
using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.GameStates;
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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 in SS14, 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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/// All logic in PAISystem.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class PAIComponent : Component
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{
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/// <summary>
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/// The last person who activated this PAI.
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/// Used for assigning the name.
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/// </summary>
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[ViewVariables]
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public EntityUid? LastUser;
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[DataField("midiAction", required: true, serverOnly: true)] // server only, as it uses a server-BUI event !type
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public InstantAction? MidiAction;
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}
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}
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