Regions can now be defined in any direction.

Fixed column names are now in the insert. This should fix any weirdness with column order.
This commit is contained in:
high 2011-08-17 18:21:32 -04:00
parent f90b530531
commit 4dae27001c
4 changed files with 33 additions and 108 deletions

View file

@ -289,33 +289,13 @@ namespace TShockAPI
return true;
}
if (args.Player.AwaitingTemp1)
if (args.Player.AwaitingTempPoint > 0)
{
args.Player.TempArea.X = x;
args.Player.TempArea.Y = y;
args.Player.SendMessage("Set Temp Point 1", Color.Yellow);
args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].X = x;
args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].Y = y;
args.Player.SendMessage("Set Temp Point " + args.Player.AwaitingTempPoint, Color.Yellow);
args.Player.SendTileSquare(x, y);
args.Player.AwaitingTemp1 = false;
return true;
}
if (args.Player.AwaitingTemp2)
{
if (x > args.Player.TempArea.X && y > args.Player.TempArea.Y)
{
args.Player.TempArea.Width = x - args.Player.TempArea.X;
args.Player.TempArea.Height = y - args.Player.TempArea.Y;
args.Player.SendMessage("Set Temp Point 2", Color.Yellow);
args.Player.SendTileSquare(x, y);
args.Player.AwaitingTemp2 = false;
}
else
{
args.Player.SendMessage("Point 2 must be below and right of Point 1", Color.Yellow);
args.Player.SendMessage("Use /region clear to start again", Color.Yellow);
args.Player.SendTileSquare(x, y);
args.Player.AwaitingTemp2 = false;
}
args.Player.AwaitingTempPoint = 0;
return true;
}
@ -615,44 +595,6 @@ namespace TShockAPI
if (tilex < 0 || tilex >= Main.maxTilesX || tiley < 0 || tiley >= Main.maxTilesY)
return false;
if (args.Player.AwaitingName)
{
args.Player.SendMessage("Region Name: " + TShock.Regions.InAreaRegionName(tilex, tiley), Color.Yellow);
args.Player.SendTileSquare(tilex, tiley);
args.Player.AwaitingName = false;
return true;
}
if (args.Player.AwaitingTemp1)
{
args.Player.TempArea.X = tilex;
args.Player.TempArea.Y = tiley;
args.Player.SendMessage("Set Temp Point 1", Color.Yellow);
args.Player.SendTileSquare(tilex, tiley);
args.Player.AwaitingTemp1 = false;
return true;
}
if (args.Player.AwaitingTemp2)
{
if (tilex > args.Player.TempArea.X && tiley > args.Player.TempArea.Y)
{
args.Player.TempArea.Width = tilex - args.Player.TempArea.X;
args.Player.TempArea.Height = tiley - args.Player.TempArea.Y;
args.Player.SendMessage("Set Temp Point 2", Color.Yellow);
args.Player.SendTileSquare(tilex, tiley);
args.Player.AwaitingTemp2 = false;
}
else
{
args.Player.SendMessage("Point 2 must be below and right of Point 1", Color.Yellow);
args.Player.SendMessage("Use /region clear to start again", Color.Yellow);
args.Player.SendTileSquare(tilex, tiley);
args.Player.AwaitingTemp2 = false;
}
return true;
}
if (Main.tile[tilex, tiley].type != 0x15 && (!Tools.MaxChests() && Main.tile[tilex, tiley].type != 0)) //Chest
{
Log.Debug(string.Format("TileKill(TileXY:{0}_{1}, Type:{2})",