340 lines
10 KiB
C#
340 lines
10 KiB
C#
/*
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TShock, a server mod for Terraria
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Copyright (C) 2011-2016 Nyx Studios (fka. The TShock Team)
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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.Collections.Generic;
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using System.ComponentModel;
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namespace TShockAPI.Hooks
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{
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerPostLogin"/> event.
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/// </summary>
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public class PlayerPostLoginEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// Initializes a new instance of the PlayerPostLoginEventArgs class.
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/// </summary>
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/// <param name="ply">The player who fired the event.</param>
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public PlayerPostLoginEventArgs(TSPlayer ply)
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{
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Player = ply;
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}
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}
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerPreLogin"/> event.
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/// </summary>
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public class PlayerPreLoginEventArgs : HandledEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// The player's login name.
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/// </summary>
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public string LoginName { get; set; }
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/// <summary>
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/// The player's raw password.
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/// </summary>
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public string Password { get; set; }
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}
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerLogout"/> event.
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/// </summary>
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public class PlayerLogoutEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// Initializes a new instance of the PlayerLogoutEventArgs class.
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/// </summary>
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/// <param name="player">The player who fired the event.</param>
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public PlayerLogoutEventArgs(TSPlayer player)
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{
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Player = player;
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}
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}
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerCommand"/> event.
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/// </summary>
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public class PlayerCommandEventArgs : HandledEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// The command's name that follows the <see cref="Commands.Specifier"/>.
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/// </summary>
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public string CommandName { get; set; }
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/// <summary>
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/// The command's full text.
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/// </summary>
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public string CommandText { get; set; }
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/// <summary>
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/// The command's parameters extracted from <see cref="CommandText"/>.
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/// </summary>
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public List<string> Parameters { get; set; }
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/// <summary>
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/// The full list of server commands.
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/// </summary>
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public IEnumerable<Command> CommandList { get; set; }
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/// <summary>
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/// The prefix used to send the command (either <see cref="Commands.Specifier"/> or <see cref="Commands.SilentSpecifier"/>).
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/// </summary>
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public string CommandPrefix { get; set; }
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}
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerChat"/> event.
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/// </summary>
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public class PlayerChatEventArgs : HandledEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// The raw chat text as received by the server.
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/// </summary>
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public string RawText { get; set; }
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/// <summary>
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/// The <see cref="RawText"/> string after being formatted by TShock as specified in the config file.
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/// </summary>
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public string TShockFormattedText { get; set; }
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}
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/// <summary>
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/// EventArgs used for the <see cref="PlayerHooks.PlayerPermission"/> event.
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/// </summary>
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public class PlayerPermissionEventArgs : HandledEventArgs
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{
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/// <summary>
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/// The player who fired the event.
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/// </summary>
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public TSPlayer Player { get; set; }
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/// <summary>
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/// The permission being checked.
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/// </summary>
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public string Permission { get; set; }
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/// <summary>
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/// Initializes a new instance of the PlayerPermissionEventArgs class.
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/// </summary>
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/// <param name="player">The player who fired the event.</param>
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/// <param name="permission">The permission being checked.</param>
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public PlayerPermissionEventArgs(TSPlayer player, string permission)
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{
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Player = player;
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Permission = permission;
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}
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}
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/// <summary>
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/// A collection of events fired by players that can be hooked to.
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/// </summary>
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public static class PlayerHooks
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{
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/// <summary>
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/// The delegate of the <see cref="PlayerPostLogin"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerPostLoginD(PlayerPostLoginEventArgs e);
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/// <summary>
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/// Fired by players after they've successfully logged in to a user account.
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/// </summary>
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public static event PlayerPostLoginD PlayerPostLogin;
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/// <summary>
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/// The delegate of the <see cref="PlayerPreLogin"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerPreLoginD(PlayerPreLoginEventArgs e);
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/// <summary>
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/// Fired by players when sending login credentials to the server.
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/// </summary>
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public static event PlayerPreLoginD PlayerPreLogin;
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/// <summary>
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/// The delegate of the <see cref="PlayerLogout"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerLogoutD(PlayerLogoutEventArgs e);
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/// <summary>
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/// Fired by players upon logging out from a user account.
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/// </summary>
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public static event PlayerLogoutD PlayerLogout;
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/// <summary>
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/// The delegate of the <see cref="PlayerCommand"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerCommandD(PlayerCommandEventArgs e);
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/// <summary>
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/// Fired by players when using a command.
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/// </summary>
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public static event PlayerCommandD PlayerCommand;
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/// <summary>
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/// The delegate of the <see cref="PlayerChat"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerChatD(PlayerChatEventArgs e);
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/// <summary>
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/// Fired by players when they send a chat message packet to the server
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/// and before it is transmitted to the rest of the players.
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/// </summary>
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public static event PlayerChatD PlayerChat;
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/// <summary>
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/// The delegate of the <see cref="PlayerPermission"/> event.
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/// </summary>
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/// <param name="e">The EventArgs for this event.</param>
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public delegate void PlayerPermissionD(PlayerPermissionEventArgs e);
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/// <summary>
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/// Fired by players every time a permission check involving them occurs.
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/// </summary>
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public static event PlayerPermissionD PlayerPermission;
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/// <summary>
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/// Fires the <see cref="PlayerPostLogin"/> event.
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/// </summary>
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/// <param name="ply">The player firing the event.</param>
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public static void OnPlayerPostLogin(TSPlayer ply)
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{
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if (PlayerPostLogin == null)
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{
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return;
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}
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PlayerPostLoginEventArgs args = new PlayerPostLoginEventArgs(ply);
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PlayerPostLogin(args);
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}
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/// <summary>
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/// Fires the <see cref="PlayerCommand"/> event.
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/// </summary>
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/// <param name="player">The player firing the event.</param>
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/// <param name="cmdName">The command name.</param>
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/// <param name="cmdText">The raw command text.</param>
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/// <param name="args">The command args extracted from the command text.</param>
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/// <param name="commands">The list of commands.</param>
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/// <param name="cmdPrefix">The command specifier used.</param>
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/// <returns>True if the event has been handled.</returns>
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public static bool OnPlayerCommand(TSPlayer player, string cmdName, string cmdText, List<string> args, ref IEnumerable<Command> commands, string cmdPrefix)
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{
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if (PlayerCommand == null)
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{
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return false;
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}
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PlayerCommandEventArgs playerCommandEventArgs = new PlayerCommandEventArgs()
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{
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Player = player,
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CommandName = cmdName,
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CommandText = cmdText,
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Parameters = args,
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CommandList = commands,
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CommandPrefix = cmdPrefix,
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};
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PlayerCommand(playerCommandEventArgs);
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return playerCommandEventArgs.Handled;
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}
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/// <summary>
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/// Fires the <see cref="PlayerPreLogin"/> event.
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/// </summary>
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/// <param name="ply">The player firing the event.</param>
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/// <param name="name">The user name.</param>
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/// <param name="pass">The password.</param>
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/// <returns>True if the event has been handled.</returns>
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public static bool OnPlayerPreLogin(TSPlayer ply, string name, string pass)
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{
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if (PlayerPreLogin == null)
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return false;
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var args = new PlayerPreLoginEventArgs {Player = ply, LoginName = name, Password = pass};
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PlayerPreLogin(args);
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return args.Handled;
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}
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/// <summary>
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/// Fires the <see cref="PlayerLogout"/> event.
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/// </summary>
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/// <param name="ply">The player firing the event.</param>
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public static void OnPlayerLogout(TSPlayer ply)
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{
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if (PlayerLogout == null)
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return;
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var args = new PlayerLogoutEventArgs(ply);
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PlayerLogout(args);
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}
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/// <summary>
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/// Fires the <see cref="PlayerChat"/> event.
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/// </summary>
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/// <param name="ply">The player firing the event.</param>
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/// <param name="rawtext">The raw chat text sent by the player.</param>
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/// <param name="tshockText">The chat text after being formatted.</param>
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public static void OnPlayerChat(TSPlayer ply, string rawtext, ref string tshockText)
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{
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if (PlayerChat == null)
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return;
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var args = new PlayerChatEventArgs {Player = ply, RawText = rawtext, TShockFormattedText = tshockText};
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PlayerChat(args);
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tshockText = args.TShockFormattedText;
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}
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/// <summary>
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/// Fires the <see cref="PlayerPermission"/> event.
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/// </summary>
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/// <param name="player">The player firing the event.</param>
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/// <returns>True if the event has been handled.</returns>
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public static bool OnPlayerPermission(TSPlayer player, string permission)
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{
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if (PlayerPermission == null)
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return false;
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var args = new PlayerPermissionEventArgs(player, permission);
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PlayerPermission(args);
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return args.Handled;
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}
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}
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}
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