Replace RegionHandler.OnGameUpdate with RegionHandler.OnPlayerUpdate

This commit is contained in:
Ivan 2018-05-06 12:18:06 +02:00
parent 0dab238fd3
commit 4d241381be
2 changed files with 51 additions and 62 deletions

View file

@ -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;
}