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;
}
}
}
}