using Content.Shared.Construction;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Construction
{
///
/// Holds data about an entity that is in the process of being constructed or destructed.
///
[RegisterComponent]
public class ConstructionComponent : Component, IExamine
{
#pragma warning disable 649
[Dependency] private readonly ILocalizationManager _loc;
#pragma warning restore 649
///
public override string Name => "Construction";
///
/// The current construction recipe being used to build this entity.
///
[ViewVariables]
public ConstructionPrototype Prototype { get; set; }
///
/// The current stage of construction.
///
[ViewVariables]
public int Stage { get; set; }
///
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("prototype", null,
value => Prototype = value, () => Prototype);
serializer.DataReadWriteFunction("stage", 0,
value => Stage = value, () => Stage);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
EntitySystem.Get().DoExamine(message, Prototype, Stage, inDetailsRange);
}
}
}