/*
TShock, a server mod for Terraria
Copyright (C) 2011 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 System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Terraria;
using TerrariaAPI;
namespace TShockAPI
{
public class TSPlayer
{
public static readonly TSServerPlayer Server = new TSServerPlayer();
public static readonly TSPlayer All = new TSPlayer("All");
public int TileThreshold { get; set; }
public Dictionary TilesDestroyed { get; protected set; }
public bool SyncHP { get; set; }
public bool SyncMP { get; set; }
public Group Group { get; set; }
public bool ReceivedInfo { get; set; }
public int Index { get; protected set; }
public DateTime LastPvpChange { get; protected set; }
public Rectangle TempArea = new Rectangle();
public DateTime LastExplosive { get; set; }
public bool InitSpawn = false;
public bool DisplayLogs = true;
public Vector2 oldSpawn = Vector2.Zero;
public TSPlayer LastWhisper;
public int LoginAttempts { get; set; }
Player FakePlayer = null;
public bool RealPlayer
{
get { return Index >= 0 && Index < Main.maxNetPlayers && Main.player[Index] != null; }
}
public bool ConnectionAlive
{
get { return RealPlayer ? Netplay.serverSock[Index] != null && Netplay.serverSock[Index].active && !Netplay.serverSock[Index].kill : false; }
}
public string IP
{
get
{
return RealPlayer ? Tools.GetRealIP(Netplay.serverSock[Index].tcpClient.Client.RemoteEndPoint.ToString()) : "";
}
}
///
/// Terraria Player
///
public Player TPlayer
{
get
{
return FakePlayer ?? Main.player[Index];
}
}
public string Name
{
get { return TPlayer.name; }
}
public bool Active
{
get { return TPlayer != null && TPlayer.active; }
}
public int Team
{
get { return TPlayer.team; }
}
public float X
{
get
{
return RealPlayer ? TPlayer.position.X : Main.spawnTileX * 16;
}
}
public float Y
{
get
{
return RealPlayer ? TPlayer.position.Y : Main.spawnTileY * 16;
}
}
public int TileX
{
get { return (int)(X / 16); }
}
public int TileY
{
get { return (int)(Y / 16); }
}
public bool InventorySlotAvailable
{
get
{
bool flag = false;
if (RealPlayer)
{
for (int i = 0; i < TPlayer.inventory.Length; i++)
{
if (TPlayer.inventory[i] == null || !TPlayer.inventory[i].active)
{
flag = true;
break;
}
}
}
return flag;
}
}
public TSPlayer(int index)
{
TilesDestroyed = new Dictionary();
Index = index;
Group = new Group("null");
}
protected TSPlayer(String playerName)
{
TilesDestroyed = new Dictionary();
Index = -1;
FakePlayer = new Player { name = playerName, whoAmi = -1 };
Group = new Group("null");
}
public virtual void Disconnect(string reason)
{
SendData(PacketTypes.Disconnect, reason);
}
public bool Teleport(int tileX, int tileY)
{
InitSpawn = false;
int spawnTileX = Main.spawnTileX;
int spawnTileY = Main.spawnTileY;
Main.spawnTileX = tileX;
Main.spawnTileY = tileY;
SendData(PacketTypes.WorldInfo);
//150 Should avoid all client crash errors
//The error occurs when a tile trys to update which the client hasnt load yet, Clients only update tiles withen 150 blocks
//Try 300 if it does not work (Higher number - Longer load times - Less chance of error)
SendTileSquare(tileX, tileY, 150);
if (TPlayer.SpawnX > 0 && TPlayer.SpawnY > 0)
{
int spX = TPlayer.SpawnX;
int spY = TPlayer.SpawnY;
Main.tile[spX, spY].active = false;
SendTileSquare(spX, spY);
Spawn();
Main.tile[spX, spY].active = true;
SendTileSquare(spX, spY);
oldSpawn = new Vector2(spX, spY);
}
else
{
//Checks if Player has spawn point set (Server may think player does not have spawn)
if (oldSpawn != Vector2.Zero)
{
Main.tile[(int)oldSpawn.X, (int)oldSpawn.Y].active = false;
SendTileSquare((int)oldSpawn.X, (int)oldSpawn.Y);
Spawn();
Main.tile[(int)oldSpawn.X, (int)oldSpawn.Y].active = true;
SendTileSquare((int)oldSpawn.X, (int)oldSpawn.Y);
NetMessage.syncPlayers();
}
//Player has no spawn point set
else
{
Spawn();
}
}
Main.spawnTileX = spawnTileX;
Main.spawnTileY = spawnTileY;
SendData(PacketTypes.WorldInfo);
return true;
}
public void Spawn()
{
SendData(PacketTypes.PlayerSpawn, "", Index, 0.0f, 0.0f, 0.0f);
}
public virtual void SendTileSquare(int x, int y, int size = 10)
{
SendData(PacketTypes.TileSendSquare, "", size, (float)(x - (size / 2)), (float)(y - (size / 2)), 0f);
}
public virtual void GiveItem(int type, string name, int width, int height, int stack)
{
int itemid = Terraria.Item.NewItem((int)X, (int)Y, width, height, type, stack, true);
// This is for special pickaxe/hammers/swords etc
Main.item[itemid].SetDefaults(name);
// The set default overrides the wet and stack set by NewItem
Main.item[itemid].wet = Collision.WetCollision(Main.item[itemid].position, Main.item[itemid].width, Main.item[itemid].height);
Main.item[itemid].stack = stack;
Main.item[itemid].owner = Index;
NetMessage.SendData((int)PacketTypes.ItemDrop, -1, -1, "", itemid, 0f, 0f, 0f);
NetMessage.SendData((int)PacketTypes.ItemOwner, -1, -1, "", itemid, 0f, 0f, 0f);
}
public virtual void SendMessage(string msg)
{
SendMessage(msg, 0, 255, 0);
}
public virtual void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public virtual void SendMessage(string msg, byte red, byte green, byte blue)
{
SendData(PacketTypes.ChatText, msg, 255, red, green, blue);
}
public virtual void DamagePlayer(int damage)
{
NetMessage.SendData((int)PacketTypes.PlayerDamage, -1, -1, "", Index, ((new Random()).Next(-1, 1)), damage, (float)0);
}
public virtual void SetPvP(bool pvp)
{
if (TPlayer.hostile != pvp)
{
LastPvpChange = DateTime.UtcNow;
TPlayer.hostile = pvp;
All.SendMessage(string.Format("{0} has {1} PvP!", Name, pvp ? "enabled" : "disabled"), Main.teamColor[Team]);
}
//Broadcast anyways to keep players synced
NetMessage.SendData((int)PacketTypes.TogglePVP, -1, -1, "", Index);
}
//Todo: Separate this into a few functions. SendTo, SendToAll, etc
public void SendData(PacketTypes msgType, string text = "", int number = 0, float number2 = 0f, float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int)msgType, Index, -1, text, number, number2, number3, number4, number5);
}
}
public class TSServerPlayer : TSPlayer
{
public TSServerPlayer() : base("Server")
{
Group = new SuperAdminGroup();
}
public override void SendMessage(string msg)
{
SendMessage(msg, 0, 255, 0);
}
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 SetBloodMoon(bool bloodMoon)
{
Main.bloodMoon = bloodMoon;
SetTime(false, 0);
}
public void SetTime(bool dayTime, double time)
{
Main.dayTime = dayTime;
Main.time = time;
NetMessage.SendData((int)PacketTypes.TimeSet, -1, -1, "", 0, 0, Main.sunModY, Main.moonModY);
NetMessage.syncPlayers();
}
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;
Tools.GetRandomClearTileWithInRange(startTileX, startTileY, tileXRange, tileYRange, out spawnTileX, out spawnTileY);
int npcid = NPC.NewNPC(spawnTileX * 16, spawnTileY * 16, type, 0);
// This is for special slimes
Main.npc[npcid].SetDefaults(name);
}
}
public void StrikeNPC(int npcid, int damage, float knockBack, int hitDirection)
{
Main.npc[npcid].StrikeNPC(damage, knockBack, hitDirection);
NetMessage.SendData((int)PacketTypes.NPCStrike, -1, -1, "", npcid, damage, knockBack, hitDirection);
}
public void RevertKillTile(Dictionary destroyedTiles)
{
// Update Main.Tile first so that when tile sqaure is sent it is correct
foreach (KeyValuePair entry in destroyedTiles)
{
Main.tile[(int)entry.Key.X, (int)entry.Key.Y] = entry.Value;
Log.Debug(string.Format("Reverted DestroyedTile(TileXY:{0}_{1}, Type:{2})",
entry.Key.X, entry.Key.Y, Main.tile[(int)entry.Key.X, (int)entry.Key.Y].type));
}
// Send all players updated tile sqaures
foreach (Vector2 coords in destroyedTiles.Keys)
{
TSPlayer.All.SendTileSquare((int)coords.X, (int)coords.Y, 3);
}
}
}
}