using OTAPI.Tile; using System; using System.Collections.Generic; using System.Linq; using Terraria; using Terraria.DataStructures; using Terraria.GameContent.Tile_Entities; using Terraria.ID; using Terraria.ObjectData; using TShockAPI.Net; namespace TShockAPI.Handlers { /// /// Provides processors and handling for Tile Square packets /// public class SendTileSquareHandler { /// /// Maps grass-type blocks to flowers that can be grown on them with flower boots /// Dictionary> _grassToPlantMap = new Dictionary> { { TileID.Grass, new List { TileID.Plants, TileID.Plants2 } }, { TileID.HallowedGrass, new List { TileID.HallowedPlants, TileID.HallowedPlants2 } }, { TileID.JungleGrass, new List { TileID.JunglePlants, TileID.JunglePlants2 } } }; /// /// Item IDs that can spawn flowers while you walk /// List _flowerBootItems = new List { ItemID.FlowerBoots, ItemID.FairyBoots }; Dictionary _tileEntityIdToTileIdMap = new Dictionary { { TileID.TargetDummy, TETrainingDummy._myEntityID }, { TileID.ItemFrame, TEItemFrame._myEntityID }, { TileID.LogicSensor, TELogicSensor._myEntityID }, { TileID.DisplayDoll, TEDisplayDoll._myEntityID }, { TileID.WeaponsRack2, TEWeaponsRack._myEntityID }, { TileID.HatRack, TEHatRack._myEntityID }, { TileID.FoodPlatter, TEFoodPlatter._myEntityID }, { TileID.TeleportationPylon, TETeleportationPylon._myEntityID } }; /// /// Syncs a single tile on the server with a tile from the tile square packet /// /// The tile to update /// The NetTile containing new tile properties public static void UpdateTile(ITile tile, NetTile newTile) { tile.active(newTile.Active); tile.type = newTile.Type; if (newTile.FrameImportant) { tile.frameX = newTile.FrameX; tile.frameY = newTile.FrameY; } if (newTile.HasWall) { tile.wall = newTile.Wall; } if (newTile.HasLiquid) { tile.liquid = newTile.Liquid; tile.liquidType(newTile.LiquidType); } tile.wire(newTile.Wire); tile.wire2(newTile.Wire2); tile.wire3(newTile.Wire3); tile.wire4(newTile.Wire4); tile.halfBrick(newTile.IsHalf); if (newTile.HasColor) { tile.color(newTile.TileColor); } if (newTile.HasWallColor) { tile.wallColor(newTile.WallColor); } byte slope = 0; if (newTile.Slope) { slope += 1; } if (newTile.Slope2) { slope += 2; } if (newTile.Slope3) { slope += 4; } tile.slope(slope); TShock.Log.ConsoleDebug("Bouncer / SendTileSquare updated a tile from type {0} to {1}", tile.type, newTile.Type); } /// /// Determines if a Tile Square for flower-growing boots should be accepted or not /// /// The tile x position of the tile square packet - this is where the flowers are intending to grow /// The tile y position of the tile square packet - this is where the flowers are intending to grow /// The NetTile containing information about the flowers that are being grown /// SendTileSquareEventArgs containing event information internal void HandleFlowerBoots(int realx, int realy, NetTile newTile, GetDataHandlers.SendTileSquareEventArgs args) { // We need to get the tile below the tile square to determine what grass types are allowed if (!WorldGen.InWorld(realx, realy + 1)) { // If the tile below the tile square isn't valid, we return here and don't update the server tile state return; } ITile tile = Main.tile[realx, realy + 1]; if (!_grassToPlantMap.TryGetValue(tile.type, out List plantTiles) && !plantTiles.Contains(newTile.Type)) { // If the tile below the tile square isn't a valid plant tile (eg grass) then we don't update the server tile state return; } UpdateTile(Main.tile[realx, realy], newTile); } /// /// Updates a single tile on the server if it is a valid conversion from one tile or wall type to another (eg stone -> corrupt stone) /// /// The tile to update /// The NetTile containing new tile properties internal void HandleConversionSpreads(ITile tile, NetTile newTile) { // Update if the existing tile or wall is convertible and the new tile or wall is a valid conversion if ( ((TileID.Sets.Conversion.Stone[tile.type] || Main.tileMoss[tile.type]) && (TileID.Sets.Conversion.Stone[newTile.Type] || Main.tileMoss[newTile.Type])) || ((tile.type == 0 || tile.type == 59) && (newTile.Type == 0 || newTile.Type == 59)) || TileID.Sets.Conversion.Grass[tile.type] && TileID.Sets.Conversion.Grass[newTile.Type] || TileID.Sets.Conversion.Ice[tile.type] && TileID.Sets.Conversion.Ice[newTile.Type] || TileID.Sets.Conversion.Sand[tile.type] && TileID.Sets.Conversion.Sand[newTile.Type] || TileID.Sets.Conversion.Sandstone[tile.type] && TileID.Sets.Conversion.Sandstone[newTile.Type] || TileID.Sets.Conversion.HardenedSand[tile.type] && TileID.Sets.Conversion.HardenedSand[newTile.Type] || TileID.Sets.Conversion.Thorn[tile.type] && TileID.Sets.Conversion.Thorn[newTile.Type] || TileID.Sets.Conversion.Moss[tile.type] && TileID.Sets.Conversion.Moss[newTile.Type] || TileID.Sets.Conversion.MossBrick[tile.type] && TileID.Sets.Conversion.MossBrick[newTile.Type] || WallID.Sets.Conversion.Stone[tile.wall] && WallID.Sets.Conversion.Stone[newTile.Wall] || WallID.Sets.Conversion.Grass[tile.wall] && WallID.Sets.Conversion.Grass[newTile.Wall] || WallID.Sets.Conversion.Sandstone[tile.wall] && WallID.Sets.Conversion.Sandstone[newTile.Wall] || WallID.Sets.Conversion.HardenedSand[tile.wall] && WallID.Sets.Conversion.HardenedSand[newTile.Wall] || WallID.Sets.Conversion.PureSand[tile.wall] && WallID.Sets.Conversion.PureSand[newTile.Wall] || WallID.Sets.Conversion.NewWall1[tile.wall] && WallID.Sets.Conversion.NewWall1[newTile.Wall] || WallID.Sets.Conversion.NewWall2[tile.wall] && WallID.Sets.Conversion.NewWall2[newTile.Wall] || WallID.Sets.Conversion.NewWall3[tile.wall] && WallID.Sets.Conversion.NewWall3[newTile.Wall] || WallID.Sets.Conversion.NewWall4[tile.wall] && WallID.Sets.Conversion.NewWall4[newTile.Wall] ) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare processing a conversion update - [{0}|{1}] -> [{2}|{3}]", tile.type, tile.wall, newTile.Type, newTile.Wall); UpdateTile(tile, newTile); } } /// /// Processes a single tile from the tile square packet /// /// X position at the top left of the object /// Y position at the top left of the object /// The NetTile containing new tile properties /// The size of the tile square being received /// SendTileSquareEventArgs containing event information internal void ProcessSingleTile(int realx, int realy, NetTile newTile, int squareSize, GetDataHandlers.SendTileSquareEventArgs args) { // Some boots allow growing flowers on grass. This process sends a 1x1 tile square to grow the flowers // The square size must be 1 and the player must have an accessory that allows growing flowers in order for this square to be valid if (squareSize == 1 && args.Player.Accessories.Any(a => a != null && _flowerBootItems.Contains(a.type))) { HandleFlowerBoots(realx, realy, newTile, args); return; } ITile tile = Main.tile[realx, realy]; if (tile.type == TileID.LandMine && !newTile.Active) { UpdateTile(tile, newTile); } if (tile.type == TileID.WirePipe) { UpdateTile(tile, newTile); } HandleConversionSpreads(Main.tile[realx, realy], newTile); // All other single tile updates should not be processed. } /// /// Processes a tile object consisting of multiple tiles from the tile square packet /// /// The tile type the object is comprised of /// 2D array of NetTile containing the new tiles properties /// X position at the top left of the object /// Y position at the top left of the object /// Width of the tile object /// Height of the tile object /// SendTileSquareEventArgs containing event information public void ProcessTileObject(int tileType, int realx, int realy, int width, int height, NetTile[,] newTiles, GetDataHandlers.SendTileSquareEventArgs args) { // As long as the player has permission to build, we should allow a tile object to be placed // More in depth checks should take place in handlers for the Place Object (79), Update Tile Entity (86), and Place Tile Entity (87) packets if (!args.Player.HasBuildPermissionForTileObject(realx, realy, width, height)) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from no permission for tile object from {0}", args.Player.Name); return; } for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { // Update all tiles in the tile object. These will be synced back to the player later UpdateTile(Main.tile[realx + x, realy + y], newTiles[x, y]); } } // Tile entities have special placements that we should let the game deal with if (_tileEntityIdToTileIdMap.ContainsKey(tileType)) { TileEntity.PlaceEntityNet(realx, realy, _tileEntityIdToTileIdMap[tileType]); } } private void ProcessClosedTrapDoor(int realx, int realy, NetTile[,] newTiles) { for (int x = 0; x < 2; x++) { for (int y = 0; y < 3; y++) { UpdateTile(Main.tile[realx + x, realy + y], newTiles[x, y]); } } } /// /// Invoked when a SendTileSquare packet is received /// /// /// public void OnReceiveSendTileSquare(object sender, GetDataHandlers.SendTileSquareEventArgs args) { short size = args.Size; int tileX = args.TileX; int tileY = args.TileY; // By default, we'll handle everything args.Handled = true; if (args.Player.HasPermission(Permissions.allowclientsideworldedit)) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare accepted clientside world edit from {0}", args.Player.Name); args.Handled = false; return; } // 5x5 is the largest vanilla-sized tile square. Anything larger than this should not be seen in the vanilla game and should be rejected if (size > 5) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from non-vanilla tilemod from {0}", args.Player.Name); return; } if (args.Player.IsBouncerThrottled()) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from throttle from {0}", args.Player.Name); args.Player.SendTileSquare(tileX, tileY, size); return; } if (args.Player.IsBeingDisabled()) { TShock.Log.ConsoleDebug("Bouncer / SendTileSquare rejected from being disabled from {0}", args.Player.Name); args.Player.SendTileSquare(tileX, tileY, size); return; } bool[,] processed = new bool[size, size]; NetTile[,] tiles = new NetTile[size, size]; for (int x = 0; x < size; x++) { for (int y = 0; y < size; y++) { tiles[x, y] = new NetTile(args.Data); } } Debug.VisualiseTileSetDiff(tileX, tileY, size, size, tiles); for (int x = 0; x < size; x++) { for (int y = 0; y < size; y++) { // Do not process already processed tiles if (processed[x, y]) { continue; } int realx = tileX + x; int realy = tileY + y; // Do not process tiles outside of the world boundaries if ((realx < 0 || realx >= Main.maxTilesX) || (realy < 0 || realy > Main.maxTilesY)) { processed[x, y] = true; continue; } // Do not process tiles that the player cannot update if (!args.Player.HasBuildPermission(realx, realy) || !args.Player.IsInRange(realx, realy)) { continue; } NetTile newTile = tiles[x, y]; TileObjectData data; // If the new tile has an associated TileObjectData object, we take the tile and the surrounding tiles that make up the tile object // and process them as a tile object if (newTile.Type < TileObjectData._data.Count && (data = TileObjectData._data[newTile.Type]) != null) { NetTile[,] newTiles; if (newTile.Type == TileID.TrapdoorClosed) { // Trapdoors can modify a 2x3 space. When it closes it will have leftover tiles either on top or bottom. // If we don't update these tiles, the trapdoor gets confused and disappears. // So we capture all 6 possible tiles and process them all newTiles = new NetTile[2, 3]; for (int i = 0; i < 2; i++) { for (int j = 0; j < 3; j++) { newTiles[i, j] = tiles[x + i, y + j - 1]; // -1 will give us the tile above the closed door, the closed door, the tile below the closed door processed[x + i, y + j] = true; } } // Use realy - 1 to target the correct tile, otherwise we will write a closed trapdoor a block below where it should be ProcessTileObject(newTile.Type, realx, realy - 1, width: 2, height: 3, newTiles, args); } else { newTiles = new NetTile[data.Width, data.Height]; for (int i = 0; i < data.Width; i++) { for (int j = 0; j < data.Height; j++) { newTiles[i, j] = tiles[x + i, y + j]; processed[x + i, y + j] = true; } } ProcessTileObject(newTile.Type, realx, realy, data.Width, data.Height, newTiles, args); } continue; } // If the new tile does not have an associated tile object, process it as an individual tile ProcessSingleTile(realx, realy, newTile, size, args); processed[x, y] = true; } } // Uncommenting this function will send the same tile square 10 blocks above you for visualisation. This will modify your world and overwrite existing blocks. // Use in test worlds only. Debug.DisplayTileSetInGame(tileX, tileY - 10, size, size, tiles, args.Player); Debug.VisualiseTileSetDiff(tileX, tileY, size, size, tiles); // If we are handling this event then we have updated the server's Main.tile state the way we want it. // At this point we should send our state back to the client so they remain in sync with the server if (args.Handled == true) { args.Player.SendTileSquare(tileX, tileY, size + 1); TShock.Log.ConsoleDebug("Bouncer / SendTileSquare reimplemented from spaghetti from {0}", args.Player.Name); } } class Debug { /// /// Displays the difference in IDs between existing tiles and a set of NetTiles to the console /// /// X position at the top left of the square /// Y position at the top left of the square /// Width of the NetTile set /// Height of the NetTile set /// New tiles to be visualised public static void VisualiseTileSetDiff(int tileX, int tileY, int width, int height, NetTile[,] newTiles) { if (TShock.Config.DebugLogs) { char pad = '0'; for (int y = 0; y < height; y++) { int realY = y + tileY; for (int x = 0; x < width; x++) { int realX = x + tileX; ushort type = Main.tile[realX, realY].type; string type2 = type.ToString(); Console.Write((type2.ToString()).PadLeft(3, pad) + (Main.tile[realX, realY].active() ? "a" : "-") + " "); } Console.Write(" -> "); for (int x = 0; x < width; x++) { int realX = x + tileX; ushort type = newTiles[x, y].Type; string type2 = type.ToString(); Console.Write((type2.ToString()).PadLeft(3, pad) + (newTiles[x, y].Active ? "a" : "-") + " "); } Console.Write("\n"); } } } /// /// Sends a tile square at the given (tileX, tileY) coordinate, using the given set of NetTiles information to update the tile square /// /// X position at the top left of the square /// Y position at the top left of the square /// Width of the NetTile set /// Height of the NetTile set /// New tiles to place in the square /// Player to send the debug display to public static void DisplayTileSetInGame(int tileX, int tileY, int width, int height, NetTile[,] newTiles, TSPlayer player) { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { UpdateTile(Main.tile[tileX + x, tileY + y], newTiles[x, y]); } //Add a line of dirt blocks at the bottom for safety UpdateTile(Main.tile[tileX + x, tileY + height], new NetTile { Active = true, Type = 0 }); } player.SendTileSquare(tileX, tileY, Math.Max(width, height) + 1); } } } }