Move Region related code into a separate subsystem

This commit is contained in:
Ivan 2018-04-29 18:33:07 +02:00
parent 8d45222af3
commit ec78a070a7
5 changed files with 201 additions and 93 deletions

View file

@ -1232,82 +1232,6 @@ namespace TShockAPI
return;
}
// TODO: Remove from bouncer (does't look like Bouncer code)
if (args.Player.AwaitingName)
{
bool includeUnprotected = false;
bool includeZIndexes = false;
bool persistentMode = false;
foreach (string parameter in args.Player.AwaitingNameParameters)
{
if (parameter.Equals("-u", StringComparison.InvariantCultureIgnoreCase))
includeUnprotected = true;
if (parameter.Equals("-z", StringComparison.InvariantCultureIgnoreCase))
includeZIndexes = true;
if (parameter.Equals("-p", StringComparison.InvariantCultureIgnoreCase))
persistentMode = true;
}
// TODO: REMOVE. This does NOT look like Bouncer code.
List<string> outputRegions = new List<string>();
foreach (Region region in TShock.Regions.Regions.OrderBy(r => r.Z).Reverse())
{
if (!includeUnprotected && !region.DisableBuild)
continue;
if (tileX < region.Area.Left || tileX > region.Area.Right)
continue;
if (tileY < region.Area.Top || tileY > region.Area.Bottom)
continue;
string format = "{1}";
if (includeZIndexes)
format = "{1} (z:{0})";
outputRegions.Add(string.Format(format, region.Z, region.Name));
}
if (outputRegions.Count == 0)
{
if (includeUnprotected)
args.Player.SendInfoMessage("There are no regions at this point.");
else
args.Player.SendInfoMessage("There are no regions at this point or they are not protected.");
}
else
{
if (includeUnprotected)
args.Player.SendSuccessMessage("Regions at this point:");
else
args.Player.SendSuccessMessage("Protected regions at this point:");
foreach (string line in PaginationTools.BuildLinesFromTerms(outputRegions))
args.Player.SendMessage(line, Color.White);
}
if (!persistentMode)
{
args.Player.AwaitingName = false;
args.Player.AwaitingNameParameters = null;
}
args.Player.SendTileSquare(tileX, tileY, 4);
args.Handled = true;
return;
}
// TODO: REMOVE. This does NOT look like Bouncer code.
if (args.Player.AwaitingTempPoint > 0)
{
args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].X = tileX;
args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].Y = tileY;
args.Player.SendInfoMessage("Set temp point {0}.", args.Player.AwaitingTempPoint);
args.Player.SendTileSquare(tileX, tileY, 4);
args.Player.AwaitingTempPoint = 0;
args.Handled = true;
return;
}
Item selectedItem = args.Player.SelectedItem;
int lastKilledProj = args.Player.LastKilledProjectile;
ITile tile = Main.tile[tileX, tileY];