Move Region related code into a separate subsystem
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5 changed files with 201 additions and 93 deletions
189
TShockAPI/RegionHandler.cs
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189
TShockAPI/RegionHandler.cs
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/*
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TShock, a server mod for Terraria
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Copyright (C) 2011-2018 Pryaxis & TShock Contributors
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections.Generic;
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using System.Data;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using TerrariaApi.Server;
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using TShockAPI.DB;
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using TShockAPI.Hooks;
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namespace TShockAPI
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{
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/// <summary>
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/// Represents TShock's Region subsystem. This subsystem is in charge of executing region related logic, such as
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/// setting temp points.
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/// </summary>
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internal sealed class RegionHandler
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{
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private readonly RegionManager _regionManager;
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private DateTime _lastCheck = DateTime.Now;
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/// <summary>
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/// Initializes a new instance of the <see cref="RegionHandler"/> class with the specified TShock instance and database connection.
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/// </summary>
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/// <param name="plugin">The <see cref="TShock"/> instance.</param>
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/// <param name="connection">The database connection.</param>
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public RegionHandler(TShock plugin, IDbConnection connection)
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{
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_regionManager = new RegionManager(connection);
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GetDataHandlers.TileEdit += OnTileEdit;
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ServerApi.Hooks.GameUpdate.Register(plugin, OnGameUpdate);
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}
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private void OnGameUpdate(EventArgs args)
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{
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// Do not perform checks unless enough time has passed since the last execution.
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if ((DateTime.Now - _lastCheck).TotalSeconds < 1)
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{
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return;
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}
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foreach (var player in TShock.Players.Where(p => p?.Active == true))
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{
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// Store the player's last known region and update the current based on known regions at their coordinates.
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var oldRegion = player.CurrentRegion;
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player.CurrentRegion = _regionManager.GetTopRegion(_regionManager.InAreaRegion(player.TileX, player.TileY));
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// Do not fire any hooks if the player has not left and/or entered a region.
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if (player.CurrentRegion == oldRegion)
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{
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continue;
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}
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// Ensure that the player has left a region before invoking the RegionLeft event
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if (oldRegion != null)
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{
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RegionHooks.OnRegionLeft(player, oldRegion);
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}
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// Ensure that the player has entered a valid region before invoking the RegionEntered event
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if (player.CurrentRegion != null)
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{
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RegionHooks.OnRegionEntered(player, player.CurrentRegion);
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}
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}
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// Set last execution time to this moment so we know when to execute the above code block again
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_lastCheck = DateTime.Now;
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}
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private void OnTileEdit(object sender, GetDataHandlers.TileEditEventArgs e)
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{
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#region Region Information Display
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if (e.Player.AwaitingName)
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{
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bool includeUnprotected = false;
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bool includeZIndexes = false;
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bool persistentMode = false;
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foreach (string nameParameter in e.Player.AwaitingNameParameters)
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{
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// If this flag is passed the final output will include unprotected regions, i.e regions
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// that do not have the DisableBuild flag set to false
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if (nameParameter.Equals("-u", StringComparison.InvariantCultureIgnoreCase))
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{
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includeUnprotected = true;
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}
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// If this flag is passed the final output will include a region's Z index
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if (nameParameter.Equals("-z", StringComparison.InvariantCultureIgnoreCase))
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{
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includeZIndexes = true;
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}
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// If this flag is passed the player will continue to receive region information upon editing tiles
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if (nameParameter.Equals("-p", StringComparison.InvariantCultureIgnoreCase))
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{
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persistentMode = true;
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}
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}
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var output = new List<string>();
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foreach (Region region in _regionManager.Regions.OrderBy(r => r.Z).Reverse())
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{
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// Ensure that the specified tile is region protected
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if (e.X < region.Area.Left || e.X > region.Area.Right)
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{
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continue;
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}
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if (e.Y < region.Area.Top || e.X > region.Area.Bottom)
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{
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continue;
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}
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// Do not include the current region if it has not been protected and the includeProtected flag has not been set
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if (!region.DisableBuild && !includeUnprotected)
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{
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continue;
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}
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output.Add($"{region.Name} {(includeZIndexes ? $"(Z:{region.Z}" : string.Empty)}");
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}
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if (output.Count == 0)
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{
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e.Player.SendInfoMessage(includeUnprotected
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? "There are no regions at this point."
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: "There are no regions at this point, or they are not protected.");
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}
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else
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{
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e.Player.SendInfoMessage(includeUnprotected ? "Regions at this point: " : "Protected regions at this point: ");
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foreach (string line in PaginationTools.BuildLinesFromTerms(output))
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{
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e.Player.SendMessage(line, Color.White);
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}
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}
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if (!persistentMode)
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{
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e.Player.AwaitingName = false;
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e.Player.AwaitingNameParameters = null;
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}
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// Revert all tile changes and handle the event
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e.Player.SendTileSquare(e.X, e.Y, 4);
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e.Handled = true;
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}
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#endregion
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#region TempPoints Setup
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if (e.Player.AwaitingTempPoint != 0)
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{
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// Set temp point coordinates to current tile coordinates
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e.Player.TempPoints[e.Player.AwaitingTempPoint - 1].X = e.X;
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e.Player.TempPoints[e.Player.AwaitingTempPoint - 1].Y = e.Y;
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e.Player.SendInfoMessage($"Set temp point {e.Player.AwaitingTempPoint}.");
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e.Player.AwaitingTempPoint = 0;
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// Revert all tile changes and handle the event
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e.Player.SendTileSquare(e.X, e.Y, 4);
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e.Handled = true;
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}
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#endregion
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}
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}
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}
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