Replace RegionHandler.OnGameUpdate with RegionHandler.OnPlayerUpdate
This commit is contained in:
parent
0dab238fd3
commit
4d241381be
2 changed files with 51 additions and 62 deletions
|
|
@ -15,10 +15,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Data;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using TerrariaApi.Server;
|
||||
using TShockAPI.DB;
|
||||
using TShockAPI.Hooks;
|
||||
|
||||
|
|
@ -26,62 +24,23 @@ namespace TShockAPI
|
|||
{
|
||||
/// <summary>
|
||||
/// Represents TShock's Region subsystem. This subsystem is in charge of executing region related logic, such as
|
||||
/// setting temp points.
|
||||
/// setting temp points or invoking region events.
|
||||
/// </summary>
|
||||
internal sealed class RegionHandler
|
||||
{
|
||||
private readonly RegionManager _regionManager;
|
||||
private DateTime _lastCheck = DateTime.Now;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RegionHandler"/> class with the specified TShock instance and database connection.
|
||||
/// Initializes a new instance of the <see cref="RegionHandler"/> class with the specified <see cref="RegionManager"/> instance.
|
||||
/// </summary>
|
||||
/// <param name="plugin">The <see cref="TShock"/> instance.</param>
|
||||
/// <param name="connection">The database connection.</param>
|
||||
public RegionHandler(TShock plugin, IDbConnection connection)
|
||||
/// <param name="regionManager">The <see cref="RegionManager"/> instance.</param>
|
||||
public RegionHandler(RegionManager regionManager)
|
||||
{
|
||||
_regionManager = new RegionManager(connection);
|
||||
_regionManager = regionManager;
|
||||
|
||||
GetDataHandlers.GemLockToggle += OnGemLockToggle;
|
||||
GetDataHandlers.PlayerUpdate += OnPlayerUpdate;
|
||||
GetDataHandlers.TileEdit += OnTileEdit;
|
||||
ServerApi.Hooks.GameUpdate.Register(plugin, OnGameUpdate);
|
||||
}
|
||||
|
||||
private void OnGameUpdate(EventArgs args)
|
||||
{
|
||||
// Do not perform checks unless enough time has passed since the last execution.
|
||||
if ((DateTime.Now - _lastCheck).TotalSeconds < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var player in TShock.Players.Where(p => p?.Active == true))
|
||||
{
|
||||
// Store the player's last known region and update the current based on known regions at their coordinates.
|
||||
var oldRegion = player.CurrentRegion;
|
||||
player.CurrentRegion = _regionManager.GetTopRegion(_regionManager.InAreaRegion(player.TileX, player.TileY));
|
||||
|
||||
// Do not fire any hooks if the player has not left and/or entered a region.
|
||||
if (player.CurrentRegion == oldRegion)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Ensure that the player has left a region before invoking the RegionLeft event
|
||||
if (oldRegion != null)
|
||||
{
|
||||
RegionHooks.OnRegionLeft(player, oldRegion);
|
||||
}
|
||||
|
||||
// Ensure that the player has entered a valid region before invoking the RegionEntered event
|
||||
if (player.CurrentRegion != null)
|
||||
{
|
||||
RegionHooks.OnRegionEntered(player, player.CurrentRegion);
|
||||
}
|
||||
}
|
||||
|
||||
// Set last execution time to this moment so we know when to execute the above code block again
|
||||
_lastCheck = DateTime.Now;
|
||||
}
|
||||
|
||||
private void OnGemLockToggle(object sender, GetDataHandlers.GemLockToggleEventArgs e)
|
||||
|
|
@ -92,17 +51,46 @@ namespace TShockAPI
|
|||
}
|
||||
}
|
||||
|
||||
private void OnPlayerUpdate(object sender, GetDataHandlers.PlayerUpdateEventArgs e)
|
||||
{
|
||||
var player = e.Player;
|
||||
|
||||
// Store the player's last known region and update the current based on known regions at their coordinates.
|
||||
var oldRegion = player.CurrentRegion;
|
||||
player.CurrentRegion = _regionManager.GetTopRegion(_regionManager.InAreaRegion(player.TileX, player.TileY));
|
||||
|
||||
// Do not fire any hooks if the player has not left and/or entered a region.
|
||||
if (player.CurrentRegion == oldRegion)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure that the player has left a region before invoking the RegionLeft event
|
||||
if (oldRegion != null)
|
||||
{
|
||||
RegionHooks.OnRegionLeft(player, oldRegion);
|
||||
}
|
||||
|
||||
// Ensure that the player has entered a valid region before invoking the RegionEntered event
|
||||
if (player.CurrentRegion != null)
|
||||
{
|
||||
RegionHooks.OnRegionEntered(player, player.CurrentRegion);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTileEdit(object sender, GetDataHandlers.TileEditEventArgs e)
|
||||
{
|
||||
var player = e.Player;
|
||||
|
||||
#region Region Information Display
|
||||
|
||||
if (e.Player.AwaitingName)
|
||||
if (player.AwaitingName)
|
||||
{
|
||||
bool includeUnprotected = false;
|
||||
bool includeZIndexes = false;
|
||||
bool persistentMode = false;
|
||||
|
||||
foreach (string nameParameter in e.Player.AwaitingNameParameters)
|
||||
foreach (string nameParameter in player.AwaitingNameParameters)
|
||||
{
|
||||
// If this flag is passed the final output will include unprotected regions, i.e regions
|
||||
// that have the DisableBuild flag set to false
|
||||
|
|
@ -149,28 +137,28 @@ namespace TShockAPI
|
|||
|
||||
if (output.Count == 0)
|
||||
{
|
||||
e.Player.SendInfoMessage(includeUnprotected
|
||||
player.SendInfoMessage(includeUnprotected
|
||||
? "There are no regions at this point."
|
||||
: "There are no regions at this point, or they are not protected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
e.Player.SendInfoMessage(includeUnprotected ? "Regions at this point: " : "Protected regions at this point: ");
|
||||
player.SendInfoMessage(includeUnprotected ? "Regions at this point: " : "Protected regions at this point: ");
|
||||
|
||||
foreach (string line in PaginationTools.BuildLinesFromTerms(output))
|
||||
{
|
||||
e.Player.SendMessage(line, Color.White);
|
||||
player.SendMessage(line, Color.White);
|
||||
}
|
||||
}
|
||||
|
||||
if (!persistentMode)
|
||||
{
|
||||
e.Player.AwaitingName = false;
|
||||
e.Player.AwaitingNameParameters = null;
|
||||
player.AwaitingName = false;
|
||||
player.AwaitingNameParameters = null;
|
||||
}
|
||||
|
||||
// Revert all tile changes and handle the event
|
||||
e.Player.SendTileSquare(e.X, e.Y, 4);
|
||||
player.SendTileSquare(e.X, e.Y, 4);
|
||||
e.Handled = true;
|
||||
}
|
||||
|
||||
|
|
@ -178,17 +166,18 @@ namespace TShockAPI
|
|||
|
||||
#region TempPoints Setup
|
||||
|
||||
if (e.Player.AwaitingTempPoint != 0)
|
||||
if (player.AwaitingTempPoint != 0)
|
||||
{
|
||||
// Set temp point coordinates to current tile coordinates
|
||||
e.Player.TempPoints[e.Player.AwaitingTempPoint - 1].X = e.X;
|
||||
e.Player.TempPoints[e.Player.AwaitingTempPoint - 1].Y = e.Y;
|
||||
e.Player.SendInfoMessage($"Set temp point {e.Player.AwaitingTempPoint}.");
|
||||
player.TempPoints[player.AwaitingTempPoint - 1].X = e.X;
|
||||
player.TempPoints[player.AwaitingTempPoint - 1].Y = e.Y;
|
||||
player.SendInfoMessage($"Set temp point {player.AwaitingTempPoint}.");
|
||||
|
||||
e.Player.AwaitingTempPoint = 0;
|
||||
// Reset the awaiting temp point
|
||||
player.AwaitingTempPoint = 0;
|
||||
|
||||
// Revert all tile changes and handle the event
|
||||
e.Player.SendTileSquare(e.X, e.Y, 4);
|
||||
player.SendTileSquare(e.X, e.Y, 4);
|
||||
e.Handled = true;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue