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