64 lines
2.0 KiB
C#
64 lines
2.0 KiB
C#
using System;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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using SS14.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Construction
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{
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/// <summary>
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/// Basically handles the logic of "this mob can do construction".
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/// </summary>
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public abstract class SharedConstructorComponent : Component
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{
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public override string Name => "Constructor";
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public override uint? NetID => ContentNetIDs.CONSTRUCTOR;
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/// <summary>
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/// Sent client -> server to to tell the server that we started building
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/// a structure-construction.
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/// </summary>
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[Serializable, NetSerializable]
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protected class TryStartStructureConstructionMessage : ComponentMessage
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{
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/// <summary>
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/// Position to start building.
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/// </summary>
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public readonly GridCoordinates Location;
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/// <summary>
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/// The construction prototype to start building.
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/// </summary>
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public readonly string PrototypeName;
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public readonly Angle Angle;
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/// <summary>
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/// Identifier to be sent back in the acknowledgement so that the client can clean up its ghost.
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/// </summary>
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public readonly int Ack;
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public TryStartStructureConstructionMessage(GridCoordinates loc, string prototypeName, Angle angle, int ack)
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{
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Directed = true;
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Location = loc;
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PrototypeName = prototypeName;
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Angle = angle;
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Ack = ack;
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}
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}
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[Serializable, NetSerializable]
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protected class AckStructureConstructionMessage : ComponentMessage
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{
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public readonly int Ack;
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public AckStructureConstructionMessage(int ack)
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{
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Directed = true;
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Ack = ack;
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}
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}
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}
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}
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