using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Construction
{
///
/// Basically handles the logic of "this mob can do construction".
///
public abstract class SharedConstructorComponent : Component
{
public override string Name => "Constructor";
public override uint? NetID => ContentNetIDs.CONSTRUCTOR;
///
/// Sent client -> server to to tell the server that we started building
/// a structure-construction.
///
[Serializable, NetSerializable]
protected class TryStartStructureConstructionMessage : ComponentMessage
{
///
/// Position to start building.
///
public readonly GridCoordinates 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(GridCoordinates loc, string prototypeName, Angle angle, int ack)
{
Directed = true;
Location = loc;
PrototypeName = prototypeName;
Angle = angle;
Ack = ack;
}
}
[Serializable, NetSerializable]
protected class AckStructureConstructionMessage : ComponentMessage
{
public readonly int Ack;
public AckStructureConstructionMessage(int ack)
{
Directed = true;
Ack = ack;
}
}
}
}