Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/SharedConstructionSystem.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

78 lines
2.5 KiB
C#

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