/* TShock, a server mod for Terraria Copyright (C) 2011-2016 Nyx Studios (fka. The TShock Team) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ using Microsoft.Xna.Framework; using OTAPI.Tile; using System; using System.Collections.Generic; using Terraria; using Terraria.Utilities; using TShockAPI; using TShockAPI.DB; namespace TShockAPI { public class TSServerPlayer : TSPlayer { public static string AccountName = "ServerConsole"; public TSServerPlayer() : base("Server") { Group = new SuperAdminGroup(); User = new User { Name = AccountName }; } public override void SendErrorMessage(string msg) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine(msg); Console.ResetColor(); } public override void SendInfoMessage(string msg) { Console.ForegroundColor = ConsoleColor.Yellow; Console.WriteLine(msg); Console.ResetColor(); } public override void SendSuccessMessage(string msg) { Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine(msg); Console.ResetColor(); } public override void SendWarningMessage(string msg) { Console.ForegroundColor = ConsoleColor.DarkRed; Console.WriteLine(msg); Console.ResetColor(); } public override void SendMessage(string msg, Color color) { SendMessage(msg, color.R, color.G, color.B); } public override void SendMessage(string msg, byte red, byte green, byte blue) { Console.WriteLine(msg); } public void SetFullMoon() { Main.dayTime = false; Main.moonPhase = 0; Main.time = 0.0; TSPlayer.All.SendData(PacketTypes.WorldInfo); } public void SetBloodMoon(bool bloodMoon) { if (bloodMoon) { Main.dayTime = false; Main.bloodMoon = true; Main.time = 0.0; } else Main.bloodMoon = false; TSPlayer.All.SendData(PacketTypes.WorldInfo); } public void SetFrostMoon(bool snowMoon) { if (snowMoon) { Main.dayTime = false; Main.snowMoon = true; Main.time = 0.0; } else Main.snowMoon = false; TSPlayer.All.SendData(PacketTypes.WorldInfo); } public void SetPumpkinMoon(bool pumpkinMoon) { if (pumpkinMoon) { Main.dayTime = false; Main.pumpkinMoon = true; Main.time = 0.0; } else Main.pumpkinMoon = false; TSPlayer.All.SendData(PacketTypes.WorldInfo); } public void SetEclipse(bool eclipse) { if (eclipse) { Main.dayTime = Main.eclipse = true; Main.time = 0.0; } else Main.eclipse = false; TSPlayer.All.SendData(PacketTypes.WorldInfo); } public void SetTime(bool dayTime, double time) { Main.dayTime = dayTime; Main.time = time; TSPlayer.All.SendData(PacketTypes.TimeSet, "", dayTime ? 1 : 0, (int)time, Main.sunModY, Main.moonModY); } public void SpawnNPC(int type, string name, int amount, int startTileX, int startTileY, int tileXRange = 100, int tileYRange = 50) { for (int i = 0; i < amount; i++) { int spawnTileX; int spawnTileY; TShock.Utils.GetRandomClearTileWithInRange(startTileX, startTileY, tileXRange, tileYRange, out spawnTileX, out spawnTileY); int npcid = NPC.NewNPC(spawnTileX * 16, spawnTileY * 16, type, 0); // This is for special slimes if (type == 1) { Main.npc[npcid].SetDefaults(name); } else { Main.npc[npcid].netDefaults(type); } } } public void StrikeNPC(int npcid, int damage, float knockBack, int hitDirection) { // Main.rand is thread static. if (Main.rand == null) Main.rand = new UnifiedRandom(); Main.npc[npcid].StrikeNPC(damage, knockBack, hitDirection); NetMessage.SendData((int)PacketTypes.NpcStrike, -1, -1, "", npcid, damage, knockBack, hitDirection); } public void RevertTiles(Dictionary tiles) { // Update Main.Tile first so that when tile sqaure is sent it is correct foreach (KeyValuePair entry in tiles) { Main.tile[(int)entry.Key.X, (int)entry.Key.Y] = entry.Value; } // Send all players updated tile sqaures foreach (Vector2 coords in tiles.Keys) { All.SendTileSquare((int)coords.X, (int)coords.Y, 3); } } } }