using System; using Content.Shared.Construction; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Localization; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Shared.GameObjects.EntitySystems { public class SharedConstructionSystem : EntitySystem { /// /// Sent client -> server to to tell the server that we started building /// a structure-construction. /// [Serializable, NetSerializable] public class TryStartStructureConstructionMessage : EntitySystemMessage { /// /// Position to start building. /// public readonly EntityCoordinates Location; /// /// The construction prototype to start building. /// public readonly string PrototypeName; public readonly Angle Angle; /// /// Identifier to be sent back in the acknowledgement so that the client can clean up its ghost. /// public readonly int Ack; public TryStartStructureConstructionMessage(EntityCoordinates loc, string prototypeName, Angle angle, int ack) { Location = loc; PrototypeName = prototypeName; Angle = angle; Ack = ack; } } /// /// Sent client -> server to to tell the server that we started building /// an item-construction. /// [Serializable, NetSerializable] public class TryStartItemConstructionMessage : EntitySystemMessage { /// /// The construction prototype to start building. /// public readonly string PrototypeName; public TryStartItemConstructionMessage(string prototypeName) { PrototypeName = prototypeName; } } /// /// Send server -> client to tell the client that a ghost has started to be constructed. /// [Serializable, NetSerializable] public class AckStructureConstructionMessage : EntitySystemMessage { public readonly int GhostId; public AckStructureConstructionMessage(int ghostId) { GhostId = ghostId; } } } }