using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.EntitySystems;
using Content.Shared.Construction;
using Robust.Client.Placement;
using Robust.Client.Utility;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Client.Construction
{
public class ConstructionPlacementHijack : PlacementHijack
{
private readonly ConstructionSystem _constructionSystem;
private readonly ConstructionPrototype _prototype;
public ConstructionPlacementHijack(ConstructionSystem constructionSystem, ConstructionPrototype prototype)
{
_constructionSystem = constructionSystem;
_prototype = prototype;
}
///
public override bool HijackPlacementRequest(GridCoordinates coordinates)
{
if (_prototype != null)
{
var dir = Manager.Direction;
_constructionSystem.SpawnGhost(_prototype, coordinates, dir);
}
return true;
}
///
public override bool HijackDeletion(IEntity entity)
{
if (entity.TryGetComponent(out ConstructionGhostComponent ghost))
{
_constructionSystem.ClearGhost(ghost.GhostID);
}
return true;
}
///
public override void StartHijack(PlacementManager manager)
{
base.StartHijack(manager);
manager.CurrentBaseSprite = _prototype.Icon.DirFrame0();
}
}
}