//
// CondPacket.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using NosSmooth.Packets.Enums;
using NosSmooth.Packets.Enums.Entities;
using NosSmooth.PacketSerializer.Abstractions.Attributes;
namespace NosSmooth.Packets.Server.Entities;
/// <summary>
/// Cond packet is sent when the player is moving or when attacking an entity.
/// </summary>
/// <param name="EntityType">The type of the entity.</param>
/// <param name="EntityId">The id of the entity.</param>
/// <param name="CantAttack">Whether the entity cant attack.</param>
/// <param name="CantMove">Whether the entity cant move.</param>
/// <param name="Speed">The speed of the entity.</param>
[PacketHeader("cond", PacketSource.Server)]
[GenerateSerializer(true)]
public record CondPacket
(
[PacketIndex(0)]
EntityType EntityType,
[PacketIndex(1)]
long EntityId,
[PacketIndex(2)]
bool CantAttack,
[PacketIndex(3)]
bool CantMove,
[PacketIndex(4)]
int Speed
) : IPacket;