Doors are still broken, however item frames work
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1 changed files with 162 additions and 18 deletions
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@ -5,6 +5,8 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Terraria;
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using Terraria.DataStructures;
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using Terraria.GameContent.Tile_Entities;
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using Terraria.ID;
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using Terraria.ObjectData;
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using TShockAPI.Net;
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@ -15,9 +17,9 @@ namespace TShockAPI.Handlers
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{
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Dictionary<ushort, List<ushort>> _grassToPlantMap = new Dictionary<ushort, List<ushort>>
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{
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{ TileID.Grass, new List<ushort> { TileID.Plants, TileID.Plants2 } },
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{ TileID.HallowedGrass, new List<ushort> { TileID.HallowedPlants, TileID.HallowedPlants2 } },
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{ TileID.JungleGrass, new List<ushort> { TileID.JunglePlants, TileID.JunglePlants2 } }
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{ TileID.Grass, new List<ushort> { TileID.Plants, TileID.Plants2 } },
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{ TileID.HallowedGrass, new List<ushort> { TileID.HallowedPlants, TileID.HallowedPlants2 } },
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{ TileID.JungleGrass, new List<ushort> { TileID.JunglePlants, TileID.JunglePlants2 } }
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};
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List<int> _flowerBootItems = new List<int>
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@ -26,6 +28,18 @@ namespace TShockAPI.Handlers
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ItemID.FairyBoots
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};
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Dictionary<int, int> _tileEntityIdToTileIdMap = new Dictionary<int, int>
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{
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{ TileID.TargetDummy, TETrainingDummy._myEntityID },
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{ TileID.ItemFrame, TEItemFrame._myEntityID },
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{ TileID.LogicSensor, TELogicSensor._myEntityID },
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{ TileID.DisplayDoll, TEDisplayDoll._myEntityID },
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{ TileID.WeaponsRack2, TEWeaponsRack._myEntityID },
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{ TileID.HatRack, TEHatRack._myEntityID },
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{ TileID.FoodPlatter, TEFoodPlatter._myEntityID },
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{ TileID.TeleportationPylon, TETeleportationPylon._myEntityID }
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};
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/// <summary>
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/// Updates a single tile
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/// </summary>
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@ -89,6 +103,8 @@ namespace TShockAPI.Handlers
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}
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tile.slope(slope);
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare updated a tile from type {0} to {1}", tile.type, newTile.Type);
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}
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/// <summary>
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@ -97,30 +113,65 @@ namespace TShockAPI.Handlers
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/// <param name="realx"></param>
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/// <param name="realy"></param>
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/// <param name="newTile"></param>
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/// <param name="player"></param>
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/// <param name="args"></param>
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/// <returns></returns>
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internal bool HandleFlowerBoots(int realx, int realy, NetTile newTile, TSPlayer player)
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internal void HandleFlowerBoots(int realx, int realy, NetTile newTile, GetDataHandlers.SendTileSquareEventArgs args)
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{
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// We need to get the tile below the tile square to determine what grass types are allowed
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if (!WorldGen.InWorld(realx, realy + 1))
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{
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return true;
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return;
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}
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ITile tile = Main.tile[realx, realy + 1];
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if (!_grassToPlantMap.TryGetValue(tile.type, out List<ushort> plantTiles) && !plantTiles.Contains(newTile.Type))
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{
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return true;
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return;
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}
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return false;
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UpdateTile(Main.tile[realx, realy], newTile);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="tile"></param>
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/// <param name="newTile"></param>
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internal void HandleConversionSpreads(ITile tile, NetTile newTile)
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{
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// Update if the existing tile or wall is convertible and the new tile or wall is a valid conversion
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if (
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((TileID.Sets.Conversion.Stone[tile.type] || Main.tileMoss[tile.type]) && (TileID.Sets.Conversion.Stone[newTile.Type] || Main.tileMoss[newTile.Type])) ||
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((tile.type == 0 || tile.type == 59) && (newTile.Type == 0 || newTile.Type == 59)) ||
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TileID.Sets.Conversion.Grass[tile.type] && TileID.Sets.Conversion.Grass[newTile.Type] ||
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TileID.Sets.Conversion.Ice[tile.type] && TileID.Sets.Conversion.Ice[newTile.Type] ||
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TileID.Sets.Conversion.Sand[tile.type] && TileID.Sets.Conversion.Sand[newTile.Type] ||
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TileID.Sets.Conversion.Sandstone[tile.type] && TileID.Sets.Conversion.Sandstone[newTile.Type] ||
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TileID.Sets.Conversion.HardenedSand[tile.type] && TileID.Sets.Conversion.HardenedSand[newTile.Type] ||
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TileID.Sets.Conversion.Thorn[tile.type] && TileID.Sets.Conversion.Thorn[newTile.Type] ||
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TileID.Sets.Conversion.Moss[tile.type] && TileID.Sets.Conversion.Moss[newTile.Type] ||
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TileID.Sets.Conversion.MossBrick[tile.type] && TileID.Sets.Conversion.MossBrick[newTile.Type] ||
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WallID.Sets.Conversion.Stone[tile.wall] && WallID.Sets.Conversion.Stone[newTile.Wall] ||
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WallID.Sets.Conversion.Grass[tile.wall] && WallID.Sets.Conversion.Grass[newTile.Wall] ||
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WallID.Sets.Conversion.Sandstone[tile.wall] && WallID.Sets.Conversion.Sandstone[newTile.Wall] ||
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WallID.Sets.Conversion.HardenedSand[tile.wall] && WallID.Sets.Conversion.HardenedSand[newTile.Wall] ||
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WallID.Sets.Conversion.PureSand[tile.wall] && WallID.Sets.Conversion.PureSand[newTile.Wall] ||
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WallID.Sets.Conversion.NewWall1[tile.wall] && WallID.Sets.Conversion.NewWall1[newTile.Wall] ||
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WallID.Sets.Conversion.NewWall2[tile.wall] && WallID.Sets.Conversion.NewWall2[newTile.Wall] ||
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WallID.Sets.Conversion.NewWall3[tile.wall] && WallID.Sets.Conversion.NewWall3[newTile.Wall] ||
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WallID.Sets.Conversion.NewWall4[tile.wall] && WallID.Sets.Conversion.NewWall4[newTile.Wall]
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)
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare processing a conversion update - [{0}|{1}] -> [{2}|{3}]", tile.type, tile.wall, newTile.Type, newTile.Wall);
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UpdateTile(tile, newTile);
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}
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}
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internal void ProcessSingleTile(int realx, int realy, NetTile newTile, int squareSize, GetDataHandlers.SendTileSquareEventArgs args)
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{
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if (squareSize == 1 && args.Player.Accessories.Any(a => a != null && _flowerBootItems.Contains(a.type)))
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{
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args.Handled = HandleFlowerBoots(realx, realy, newTile, args.Player);
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HandleFlowerBoots(realx, realy, newTile, args);
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return;
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}
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@ -136,19 +187,86 @@ namespace TShockAPI.Handlers
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UpdateTile(tile, newTile);
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}
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HandleConversionSpreads(Main.tile[realx, realy], newTile);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="tileType"></param>
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/// <param name="data"></param>
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/// <param name="newTiles"></param>
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/// <param name="realx"></param>
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/// <param name="realy"></param>
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/// <param name="player"></param>
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public void ProcessTileObject(TileObjectData data, NetTile[,] newTiles, int realx, int realy, TSPlayer player)
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/// <param name="args"></param>
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public void ProcessTileObject(int tileType, TileObjectData data, NetTile[,] newTiles, int realx, int realy, GetDataHandlers.SendTileSquareEventArgs args)
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{
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// As long as the player has permission to build, we should allow a tile object to be placed
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// More in depth checks should take place in handlers for the Place Object (79), Update Tile Entity (86), and Place Tile Entity (87) packets
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if (!args.Player.HasBuildPermissionForTileObject(realx, realy, data.Width, data.Height))
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from no permission for tile object from {0}", args.Player.Name);
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return;
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}
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if (tileType == TileID.ClosedDoor || tileType == TileID.OpenDoor)
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{
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ProcessDoor(realx, realy, newTiles, args);
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return;
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}
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for (int x = 0; x < data.Width; x++)
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{
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for (int y = 0; y < data.Height; y++)
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{
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// Update all tiles in the tile object
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UpdateTile(Main.tile[realx + x, realy + y], newTiles[x, y]);
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}
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}
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args.Handled = false;
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}
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private void ProcessDoor(int realx, int realy, NetTile[,] newTiles, GetDataHandlers.SendTileSquareEventArgs args)
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{
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//If we handle this then doors disappear... We only send back the tile square if args.Handled == true, so somewhere we're either breaking or not implementing the tile square properly
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///Calling UpdateTile on all tiles in newTiles doesn't help either.
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//Need to figure out what's differing from Vanilla in this regard
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args.Handled = false;
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare processing door from {0}", args.Player.Name);
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}
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static List<char> symbols = new List<char> { 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y' };
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void VisualiseTileSquare(NetTile[,] tiles, int size)
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{
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Dictionary<int, char> tileToCharMap = new Dictionary<int, char>();
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int lastCharIndex = 0;
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StringBuilder sb = new StringBuilder("\n");
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for (int y = 0; y < size; y++)
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{
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for (int x = 0; x < size; x++)
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{
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NetTile tile = tiles[x, y];
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char symbol;
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if (tileToCharMap.ContainsKey(tile.Type))
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{
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symbol = tileToCharMap[tile.Type];
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}
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else
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{
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symbol = symbols[lastCharIndex++];
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tileToCharMap.Add(tile.Type, symbol);
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}
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sb.Append(symbol);
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}
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sb.Append("\n");
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}
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sb.Append("Key: " + String.Join(", ", tileToCharMap.Select(kvp => $"{kvp.Value} = {kvp.Key}")));
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TShock.Log.ConsoleDebug(sb.ToString());
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}
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/// <summary>
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@ -162,6 +280,9 @@ namespace TShockAPI.Handlers
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int tileX = args.TileX;
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int tileY = args.TileY;
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// By default, we'll handle everything
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args.Handled = true;
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if (args.Player.HasPermission(Permissions.allowclientsideworldedit))
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare accepted clientside world edit from {0}", args.Player.Name);
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@ -174,7 +295,6 @@ namespace TShockAPI.Handlers
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if (size > 5)
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from non-vanilla tilemod from {0}", args.Player.Name);
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args.Handled = true;
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return;
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}
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@ -182,7 +302,6 @@ namespace TShockAPI.Handlers
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from throttle from {0}", args.Player.Name);
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args.Player.SendTileSquare(tileX, tileY, size);
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args.Handled = true;
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return;
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}
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@ -190,7 +309,6 @@ namespace TShockAPI.Handlers
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from being disabled from {0}", args.Player.Name);
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args.Player.SendTileSquare(tileX, tileY, size);
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args.Handled = true;
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return;
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}
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@ -204,13 +322,18 @@ namespace TShockAPI.Handlers
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}
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}
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VisualiseTileSquare(tiles, size);
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for (int x = 0; x < size; x++)
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{
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for (int y = 0; y < size; y++)
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare tile ({0}, {1})", x, y);
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// Do not handle already processed tiles
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if (processed[x, y])
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare skipping processed tile from {0}", args.Player.Name);
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continue;
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}
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@ -218,7 +341,7 @@ namespace TShockAPI.Handlers
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int realy = tileY + y;
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if ((realx < 0 || realx >= Main.maxTilesX)
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|| (realy < 0 || realy < Main.maxTilesY))
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|| (realy < 0 || realy > Main.maxTilesY))
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{
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processed[x, y] = true;
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continue;
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@ -245,17 +368,38 @@ namespace TShockAPI.Handlers
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}
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}
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ProcessTileObject(data, newTiles, realx, realy, args.Player);
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare processing tile object ({1}) from {0}", args.Player.Name, newTile.Type);
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ProcessTileObject(newTile.Type, data, newTiles, realx, realy, args);
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continue;
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}
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if (Main.tile[realx, realy].type == TileID.ClosedDoor || Main.tile[realx, realy].type == TileID.OpenDoor)
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{
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NetTile[,] newTiles = new NetTile[2, 3];
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for (int i = 0; i < 2; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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newTiles[i, j] = tiles[x + i, y + j];
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processed[x + i, y + j] = true;
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}
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}
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ProcessDoor(realx, realy, newTiles, args);
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continue;
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}
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare processing single tile ({1}->{2}) from {0}", args.Player.Name, Main.tile[realx, realy].type, newTile.Type);
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ProcessSingleTile(realx, realy, newTile, size, args);
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processed[x, y] = true;
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}
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}
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare reimplemented from spaghetti from {0}", args.Player.Name);
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args.Handled = true;
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if (args.Handled == true)
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{
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args.Player.SendTileSquare(tileX, tileY, size);
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TShock.Log.ConsoleDebug("Bouncer / SendTileSquare reimplemented from spaghetti from {0}", args.Player.Name);
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}
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}
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}
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