Move StartInvasion() out of the TShock main class
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4 changed files with 26 additions and 24 deletions
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@ -66,6 +66,7 @@ Putting this stuff down here so things don't conflict as often.
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* Added `GetDataHandlers.ProjectileKill` hook. (@hakusaro)
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* Added `GetDataHandlers.ProjectileKill` hook. (@hakusaro)
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* Removed `TShock.CheckProjectilePermission` and replaced it with `TSPlayer.HasProjectilePermission` and `TSPlayer.LacksProjectilePermission` respectively. (@hakusaro)
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* Removed `TShock.CheckProjectilePermission` and replaced it with `TSPlayer.HasProjectilePermission` and `TSPlayer.LacksProjectilePermission` respectively. (@hakusaro)
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* Added `TSPlayer` object to `GetDataHandlers.LiquidSetEventArgs`. (@hakusaro)
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* Added `TSPlayer` object to `GetDataHandlers.LiquidSetEventArgs`. (@hakusaro)
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* Removed `TShock.StartInvasion` for public use (moved to Utils and marked internal). (@hakusaro)
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## TShock 4.3.25
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## TShock 4.3.25
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* Fixed a critical exploit in the Terraria protocol that could cause massive unpreventable world corruption as well as a number of other problems. Thanks to @bartico6 for reporting. Fixed by the efforts of @QuiCM, @hakusaro, and tips in the right directioon from @bartico6.
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* Fixed a critical exploit in the Terraria protocol that could cause massive unpreventable world corruption as well as a number of other problems. Thanks to @bartico6 for reporting. Fixed by the efforts of @QuiCM, @hakusaro, and tips in the right directioon from @bartico6.
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@ -2044,19 +2044,19 @@ namespace TShockAPI
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case "goblin":
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case "goblin":
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case "goblins":
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case "goblins":
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TSPlayer.All.SendInfoMessage("{0} has started a goblin army invasion.", args.Player.Name);
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TSPlayer.All.SendInfoMessage("{0} has started a goblin army invasion.", args.Player.Name);
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TShock.StartInvasion(1);
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TShock.Utils.StartInvasion(1);
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break;
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break;
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case "snowman":
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case "snowman":
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case "snowmen":
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case "snowmen":
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TSPlayer.All.SendInfoMessage("{0} has started a snow legion invasion.", args.Player.Name);
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TSPlayer.All.SendInfoMessage("{0} has started a snow legion invasion.", args.Player.Name);
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TShock.StartInvasion(2);
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TShock.Utils.StartInvasion(2);
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break;
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break;
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case "pirate":
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case "pirate":
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case "pirates":
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case "pirates":
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TSPlayer.All.SendInfoMessage("{0} has started a pirate invasion.", args.Player.Name);
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TSPlayer.All.SendInfoMessage("{0} has started a pirate invasion.", args.Player.Name);
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TShock.StartInvasion(3);
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TShock.Utils.StartInvasion(3);
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break;
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break;
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case "pumpkin":
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case "pumpkin":
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@ -2098,7 +2098,7 @@ namespace TShockAPI
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case "martian":
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case "martian":
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case "martians":
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case "martians":
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TSPlayer.All.SendInfoMessage("{0} has started a martian invasion.", args.Player.Name);
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TSPlayer.All.SendInfoMessage("{0} has started a martian invasion.", args.Player.Name);
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TShock.StartInvasion(4);
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TShock.Utils.StartInvasion(4);
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break;
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break;
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}
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}
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}
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}
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@ -1755,27 +1755,7 @@ namespace TShockAPI
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}
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}
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/// <summary>StartInvasion - Starts an invasion on the server.</summary>
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/// <param name="type">type - The invasion type id.</param>
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//TODO: Why is this in TShock's main class?
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public static void StartInvasion(int type)
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{
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int invasionSize = 0;
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if (Config.InfiniteInvasion)
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{
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invasionSize = 20000000;
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}
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else
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{
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invasionSize = 100 + (Config.InvasionMultiplier * Utils.ActivePlayers());
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}
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// Note: This is a workaround to previously providing the size as a parameter in StartInvasion
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Main.invasionSize = invasionSize;
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Main.StartInvasion(type);
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}
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/// <summary>CheckRangePermission - Checks if a player has permission to modify a tile dependent on range checks.</summary>
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/// <summary>CheckRangePermission - Checks if a player has permission to modify a tile dependent on range checks.</summary>
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/// <param name="player">player - The TSPlayer object.</param>
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/// <param name="player">player - The TSPlayer object.</param>
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@ -1457,6 +1457,27 @@ namespace TShockAPI
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}
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}
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}
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}
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/// <summary>Starts an invasion on the server.</summary>
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/// <param name="type">The invasion type id.</param>
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internal void StartInvasion(int type)
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{
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int invasionSize = 0;
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if (TShock.Config.InfiniteInvasion)
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{
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invasionSize = 20000000;
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}
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else
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{
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invasionSize = 100 + (TShock.Config.InvasionMultiplier * ActivePlayers());
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}
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// Note: This is a workaround to previously providing the size as a parameter in StartInvasion
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Main.invasionSize = invasionSize;
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Main.StartInvasion(type);
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}
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/// <summary>Verifies that each stack in each chest is valid and not over the max stack count.</summary>
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/// <summary>Verifies that each stack in each chest is valid and not over the max stack count.</summary>
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internal void FixChestStacks()
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internal void FixChestStacks()
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{
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{
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