* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
104 lines
3.7 KiB
C#
104 lines
3.7 KiB
C#
using System;
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using Content.Shared.Construction;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public class SharedConstructionSystem : EntitySystem
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{
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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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public class TryStartStructureConstructionMessage : EntitySystemMessage
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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 EntityCoordinates 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(EntityCoordinates loc, string prototypeName, Angle angle, int ack)
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{
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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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/// <summary>
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/// Sent client -> server to to tell the server that we started building
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/// an item-construction.
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/// </summary>
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[Serializable, NetSerializable]
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public class TryStartItemConstructionMessage : EntitySystemMessage
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{
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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 TryStartItemConstructionMessage(string prototypeName)
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{
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PrototypeName = prototypeName;
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}
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}
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/// <summary>
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/// Send server -> client to tell the client that a ghost has started to be constructed.
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/// </summary>
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[Serializable, NetSerializable]
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public class AckStructureConstructionMessage : EntitySystemMessage
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{
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public readonly int GhostId;
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public AckStructureConstructionMessage(int ghostId)
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{
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GhostId = ghostId;
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}
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}
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public void DoExamine(FormattedMessage message, ConstructionPrototype prototype, int stage, bool inDetailRange)
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{
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var stages = prototype.Stages;
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if (stage >= 0 && stage < stages.Count)
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{
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var curStage = stages[stage];
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if (curStage.Backward != null && curStage.Backward is ConstructionStepTool)
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{
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var backward = (ConstructionStepTool) curStage.Backward;
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message.AddText(Loc.GetString("To deconstruct: {0}x {1} Tool", backward.Amount, backward.ToolQuality));
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}
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if (curStage.Forward != null && curStage.Forward is ConstructionStepMaterial)
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{
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if (curStage.Backward != null)
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{
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message.AddText("\n");
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}
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var forward = (ConstructionStepMaterial) curStage.Forward;
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message.AddText(Loc.GetString("To construct: {0}x {1}", forward.Amount, forward.Material));
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}
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}
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}
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}
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}
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