TShock/TShockAPI/Utils.cs
2022-10-26 22:17:25 +08:00

1115 lines
32 KiB
C#

/*
TShock, a server mod for Terraria
Copyright (C) 2011-2019 Pryaxis & TShock Contributors
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 <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Text.RegularExpressions;
using Terraria;
using Terraria.ID;
using Terraria.Utilities;
using Microsoft.Xna.Framework;
using Terraria.Localization;
using TShockAPI.Localization;
namespace TShockAPI
{
/// <summary>
/// Utilities and other TShock core calls that don't fit anywhere else
/// </summary>
public class Utils
{
/// <summary>
/// Hex code for a blue pastel color
/// </summary>
public const string BoldHighlight = "AAAAFF";
/// <summary>
/// Hex code for a red pastel color
/// </summary>
public const string RedHighlight = "FFAAAA";
/// <summary>
/// Hex code for a green pastel color
/// </summary>
public const string GreenHighlight = "AAFFAA";
/// <summary>
/// Hex code for a pink pastel color
/// </summary>
public const string PinkHighlight = "FFAAFF";
/// <summary>
/// Hex code for a yellow pastel color
/// </summary>
public const string YellowHighlight = "FFFAAA";
/// <summary>
/// Hex code for a white highlight
/// </summary>
public const string WhiteHighlight = "FFFFFF";
/// <summary>
/// Hex code for a cyan pastel color
/// </summary>
public const string CyanHighlight = "AAFFFF";
/// <summary>
/// The lowest id for a prefix.
/// </summary>
private const int FirstItemPrefix = 1;
/// <summary>
/// The highest id for a prefix.
/// </summary>
private const int LastItemPrefix = 83;
/// <summary>instance - an instance of the utils class</summary>
private static readonly Utils instance = new Utils();
/// <summary>Utils - Creates a utilities object.</summary>
private Utils() {}
/// <summary>Instance - An instance of the utils class.</summary>
/// <value>value - the Utils instance</value>
public static Utils Instance { get { return instance; } }
/// <summary>
/// Provides the real IP address from a RemoteEndPoint string that contains a port and an IP
/// </summary>
/// <param name="mess">A string IPv4 address in IP:PORT form.</param>
/// <returns>A string IPv4 address.</returns>
public string GetRealIP(string mess)
{
return mess.Split(':')[0];
}
/// <summary>
/// It's a clamp function
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="value">Value to clamp</param>
/// <param name="max">Maximum bounds of the clamp</param>
/// <param name="min">Minimum bounds of the clamp</param>
/// <returns></returns>
public T Clamp<T>(T value, T max, T min)
where T : IComparable<T>
{
T result = value;
if (value.CompareTo(max) > 0)
result = max;
if (value.CompareTo(min) < 0)
result = min;
return result;
}
/// <summary>
/// Saves the map data by calling the SaveManager and instructing it to save the world.
/// </summary>
public void SaveWorld()
{
SaveManager.Instance.SaveWorld();
}
/// <summary>Broadcast - Broadcasts a message to all players on the server, as well as the server console, and the logs.</summary>
/// <param name="msg">msg - The message to send</param>
/// <param name="red">red - The amount of red (0-255) in the color for supported destinations.</param>
/// <param name="green">green - The amount of green (0-255) in the color for supported destinations.</param>
/// <param name="blue">blue - The amount of blue (0-255) in the color for the supported destinations.</param>
public void Broadcast(string msg, byte red, byte green, byte blue)
{
TSPlayer.All.SendMessage(msg, red, green, blue);
TSPlayer.Server.SendMessage(msg, red, green, blue);
TShock.Log.Info(string.Format("Broadcast: {0}", msg));
}
/// <summary>>Broadcast - Broadcasts a message to all players on the server, as well as the server console, and the logs.</summary>
/// <param name="msg">msg - The message to send</param>
/// <param name="color">color - The color object for supported destinations.</param>
public void Broadcast(string msg, Color color)
{
Broadcast(msg, color.R, color.G, color.B);
}
/// <summary>
/// Broadcasts a message from a Terraria player, not TShock
/// </summary>
/// <param name="ply">ply - the Terraria player index that will send the packet</param>
/// <param name="msg">msg - The message to send</param>
/// <param name="red">red - The amount of red (0-255) in the color for supported destinations.</param>
/// <param name="green">green - The amount of green (0-255) in the color for supported destinations.</param>
/// <param name="blue">blue - The amount of blue (0-255) in the color for the supported destinations.</param>
public void Broadcast(int ply, string msg, byte red, byte green, byte blue)
{
TSPlayer.All.SendMessageFromPlayer(msg, red, green, blue, ply);
TSPlayer.Server.SendMessage(Main.player[ply].name + ": " + msg, red, green, blue);
TShock.Log.Info(string.Format("Broadcast: {0}", Main.player[ply].name + ": " + msg));
}
/// <summary>
/// Sends message to all players with 'logs' permission.
/// </summary>
/// <param name="log">Message to send</param>
/// <param name="color">Color of the message</param>
/// <param name="excludedPlayer">The player to not send the message to.</param>
public void SendLogs(string log, Color color, TSPlayer excludedPlayer = null)
{
TShock.Log.Info(log);
TSPlayer.Server.SendMessage(log, color);
foreach (TSPlayer player in TShock.Players)
{
if (player != null && player != excludedPlayer && player.Active && player.HasPermission(Permissions.logs) &&
player.DisplayLogs && TShock.Config.Settings.DisableSpewLogs == false)
player.SendMessage(log, color);
}
}
/// <summary>
/// Gets the number of active players on the server.
/// </summary>
/// <returns>The number of active players on the server.</returns>
public int GetActivePlayerCount()
{
return Main.player.Where(p => null != p && p.active).Count();
}
//Random should not be generated in a method
Random r = new Random();
/// <summary>
/// Gets a random clear tile in range
/// </summary>
/// <param name="startTileX">Bound X</param>
/// <param name="startTileY">Bound Y</param>
/// <param name="tileXRange">Range on the X axis</param>
/// <param name="tileYRange">Range on the Y axis</param>
/// <param name="tileX">X location</param>
/// <param name="tileY">Y location</param>
public void GetRandomClearTileWithInRange(int startTileX, int startTileY, int tileXRange, int tileYRange,
out int tileX, out int tileY)
{
int j = 0;
do
{
if (j == 100)
{
tileX = startTileX;
tileY = startTileY;
break;
}
tileX = startTileX + r.Next(tileXRange*-1, tileXRange);
tileY = startTileY + r.Next(tileYRange*-1, tileYRange);
j++;
} while (TilePlacementValid(tileX, tileY) && TileSolid(tileX, tileY));
}
/// <summary>
/// Determines if a tile is valid.
/// </summary>
/// <param name="tileX">Location X</param>
/// <param name="tileY">Location Y</param>
/// <returns>If the tile is valid</returns>
public bool TilePlacementValid(int tileX, int tileY)
{
return tileX >= 0 && tileX < Main.maxTilesX && tileY >= 0 && tileY < Main.maxTilesY;
}
/// <summary>
/// Checks if the tile is solid.
/// </summary>
/// <param name="tileX">Location X</param>
/// <param name="tileY">Location Y</param>
/// <returns>The tile's solidity.</returns>
public bool TileSolid(int tileX, int tileY)
{
return TilePlacementValid(tileX, tileY) && Main.tile[tileX, tileY] != null &&
Main.tile[tileX, tileY].active() && Main.tileSolid[Main.tile[tileX, tileY].type] &&
!Main.tile[tileX, tileY].inActive() && !Main.tile[tileX, tileY].halfBrick() &&
Main.tile[tileX, tileY].slope() == 0 && Main.tile[tileX, tileY].type != TileID.Bubble;
}
/// <summary>
/// Gets a list of items by ID, Name or Tag.
/// </summary>
/// <param name="text">Item ID, Name or Tag.</param>
/// <returns>A list of matching items.</returns>
public List<Item> GetItemByIdOrName(string text)
{
int type = -1;
if (Int32.TryParse(text, out type))
{
if (type >= Main.maxItemTypes)
return new List<Item>();
return new List<Item> {GetItemById(type)};
}
Item item = GetItemFromTag(text);
if (item != null)
return new List<Item>() { item };
return GetItemByName(text);
}
/// <summary>
/// Gets an item by ID
/// </summary>
/// <param name="id">ID</param>
/// <returns>Item</returns>
public Item GetItemById(int id)
{
Item item = new Item();
item.netDefaults(id);
return item;
}
/// <summary>
/// Gets items by name
/// </summary>
/// <param name="name">name</param>
/// <returns>List of Items</returns>
public List<Item> GetItemByName(string name)
{
var found = new List<Item>();
Item item = new Item();
string nameLower = name.ToLowerInvariant();
var checkEnglish = Language.ActiveCulture != GameCulture.FromCultureName(GameCulture.CultureName.English);
for (int i = 1; i < Main.maxItemTypes; i++)
{
item.netDefaults(i);
if (!String.IsNullOrWhiteSpace(item.Name))
{
if (item.Name.ToLowerInvariant() == nameLower)
return new List<Item> { item };
if (item.Name.ToLowerInvariant().StartsWith(nameLower))
found.Add(item.Clone());
}
if (!checkEnglish)
{
continue;
}
string englishName = EnglishLanguage.GetItemNameById(i).ToLowerInvariant();
if (!String.IsNullOrEmpty(englishName))
{
if (englishName == nameLower)
return new List<Item> { item };
if (englishName.StartsWith(nameLower))
found.Add(item.Clone());
}
}
return found;
}
/// <summary>
/// Gets an item based on a chat item tag.
/// </summary>
/// <param name="tag">A tag in the [i/s#/p#:netid] format.</param>
/// <returns>The item represented by the tag.</returns>
public Item GetItemFromTag(string tag)
{
Regex regex = new Regex(@"\[i(tem)?(?:\/s(?<Stack>\d{1,3}))?(?:\/p(?<Prefix>\d{1,3}))?:(?<NetID>-?\d{1,4})\]");
Match match = regex.Match(tag);
if (!match.Success)
return null;
Item item = new Item();
item.netDefaults(Int32.Parse(match.Groups["NetID"].Value));
if (!String.IsNullOrWhiteSpace(match.Groups["Stack"].Value))
item.stack = Int32.Parse(match.Groups["Stack"].Value);
if (!String.IsNullOrWhiteSpace(match.Groups["Prefix"].Value))
item.prefix = Byte.Parse(match.Groups["Prefix"].Value);
return item;
}
/// <summary>
/// Gets an NPC by ID or Name
/// </summary>
/// <param name="idOrName"></param>
/// <returns>List of NPCs</returns>
public List<NPC> GetNPCByIdOrName(string idOrName)
{
int type = -1;
if (int.TryParse(idOrName, out type))
{
if (type >= Main.maxNPCTypes)
return new List<NPC>();
return new List<NPC> { GetNPCById(type) };
}
return GetNPCByName(idOrName);
}
/// <summary>
/// Gets an NPC by ID
/// </summary>
/// <param name="id">ID</param>
/// <returns>NPC</returns>
public NPC GetNPCById(int id)
{
NPC npc = new NPC();
npc.SetDefaults(id);
return npc;
}
/// <summary>
/// Gets a NPC by name
/// </summary>
/// <param name="name">Name</param>
/// <returns>List of matching NPCs</returns>
public List<NPC> GetNPCByName(string name)
{
var found = new List<NPC>();
NPC npc = new NPC();
string nameLower = name.ToLowerInvariant();
for (int i = -17; i < Main.maxNPCTypes; i++)
{
string englishName = EnglishLanguage.GetNpcNameById(i).ToLowerInvariant();
npc.SetDefaults(i);
if (npc.FullName.ToLowerInvariant() == nameLower || npc.TypeName.ToLowerInvariant() == nameLower
|| nameLower == englishName)
return new List<NPC> { npc };
if (npc.FullName.ToLowerInvariant().StartsWith(nameLower) || npc.TypeName.ToLowerInvariant().StartsWith(nameLower)
|| englishName?.StartsWith(nameLower) == true)
found.Add((NPC)npc.Clone());
}
return found;
}
/// <summary>
/// Gets a buff name by id
/// </summary>
/// <param name="id">ID</param>
/// <returns>name</returns>
public string GetBuffName(int id)
{
return (id > 0 && id < Main.maxBuffTypes) ? Lang.GetBuffName(id) : null;
}
/// <summary>
/// Gets the description of a buff
/// </summary>
/// <param name="id">ID</param>
/// <returns>description</returns>
public string GetBuffDescription(int id)
{
return (id > 0 && id < Main.maxBuffTypes) ? Lang.GetBuffDescription(id) : null;
}
/// <summary>
/// Gets a list of buffs by name
/// </summary>
/// <param name="name">name</param>
/// <returns>Matching list of buff ids</returns>
public List<int> GetBuffByName(string name)
{
string nameLower = name.ToLower();
string buffname;
for (int i = 1; i < Main.maxBuffTypes; i++)
{
buffname = Lang.GetBuffName(i);
if (!String.IsNullOrWhiteSpace(buffname) && buffname.ToLower() == nameLower)
return new List<int> {i};
}
var found = new List<int>();
for (int i = 1; i < Main.maxBuffTypes; i++)
{
buffname = Lang.GetBuffName(i);
if (!String.IsNullOrWhiteSpace(buffname) && buffname.ToLower().StartsWith(nameLower))
found.Add(i);
}
return found;
}
/// <summary>
/// Gets a prefix based on its id
/// </summary>
/// <param name="id">ID</param>
/// <returns>Prefix name</returns>
public string GetPrefixById(int id)
{
return id < FirstItemPrefix || id > LastItemPrefix ? "" : Lang.prefix[id].ToString() ?? "";
}
/// <summary>
/// Gets a list of prefixes by name
/// </summary>
/// <param name="name">Name</param>
/// <returns>List of prefix IDs</returns>
public List<int> GetPrefixByName(string name)
{
Item item = new Item();
item.SetDefaults(0);
string lowerName = name.ToLowerInvariant();
var found = new List<int>();
for (int i = FirstItemPrefix; i <= LastItemPrefix; i++)
{
item.prefix = (byte)i;
string prefixName = item.AffixName().Trim().ToLowerInvariant();
string englishName = EnglishLanguage.GetPrefixById(i).ToLowerInvariant();
if (prefixName == lowerName || englishName == lowerName)
return new List<int>() { i };
else if (prefixName.StartsWith(lowerName) || englishName?.StartsWith(lowerName) == true) // Partial match
found.Add(i);
}
return found;
}
/// <summary>
/// Gets a prefix by ID or name
/// </summary>
/// <param name="idOrName">ID or name</param>
/// <returns>List of prefix IDs</returns>
public List<int> GetPrefixByIdOrName(string idOrName)
{
int type = -1;
if (int.TryParse(idOrName, out type) && type >= FirstItemPrefix && type <= LastItemPrefix)
{
return new List<int> {type};
}
return GetPrefixByName(idOrName);
}
/// <summary>
/// Stops the server after kicking all players with a reason message, and optionally saving the world
/// </summary>
/// <param name="save">bool perform a world save before stop (default: true)</param>
/// <param name="reason">string reason (default: "Server shutting down!")</param>
public void StopServer(bool save = true, string reason = "Server shutting down!")
{
TShock.ShuttingDown = true;
if (save)
SaveManager.Instance.SaveWorld();
foreach (var player in TShock.Players.Where(p => p != null))
{
if (player.IsLoggedIn)
{
player.SaveServerCharacter();
}
player.Disconnect(reason);
}
// Broadcast so console can see we are shutting down as well
TShock.Utils.Broadcast(reason, Color.Red);
// Disconnect after kick as that signifies server is exiting and could cause a race
Netplay.Disconnect = true;
}
/// <summary>
/// Reloads all configuration settings, groups, regions and raises the reload event.
/// </summary>
public void Reload()
{
FileTools.SetupConfig();
TShock.HandleCommandLinePostConfigLoad(Environment.GetCommandLineArgs());
TShock.Groups.LoadPermisions();
TShock.Regions.Reload();
TShock.ItemBans.DataModel.UpdateItemBans();
TShock.ProjectileBans.UpdateBans();
TShock.TileBans.UpdateBans();
}
/// <summary>
/// Returns an IPv4 address from a DNS query
/// </summary>
/// <param name="hostname">string ip</param>
public string GetIPv4AddressFromHostname(string hostname)
{
try
{
//Get the ipv4 address from GetHostAddresses, if an ip is passed it will return that ip
var ip = Dns.GetHostAddresses(hostname).FirstOrDefault(i => i.AddressFamily == AddressFamily.InterNetwork);
//if the dns query was successful then return it, otherwise return an empty string
return ip != null ? ip.ToString() : "";
}
catch (SocketException)
{
}
return "";
}
/// <summary>
/// Checks if world has hit the max number of chests
/// </summary>
/// <returns>True if the entire chest array is used</returns>
public bool HasWorldReachedMaxChests()
{
for (int i = 0; i < Main.chest.Length; i++)
{
if (Main.chest[i] == null)
return false;
}
return true;
}
/// <summary>
/// Attempts to parse a string as a timespan (_d_m_h_s).
/// </summary>
/// <param name="str">The time string.</param>
/// <param name="seconds">The seconds.</param>
/// <returns>Whether the string was parsed successfully.</returns>
public bool TryParseTime(string str, out int seconds)
{
seconds = 0;
if (string.IsNullOrWhiteSpace(str))
{
return false;
}
var sb = new StringBuilder(3);
for (int i = 0; i < str.Length; i++)
{
if (char.IsDigit(str[i]) || str[i] == '-' || str[i] == '+' || str[i] == ' ')
sb.Append(str[i]);
else
{
int num;
if (!int.TryParse(sb.ToString(), out num))
return false;
sb.Clear();
switch (str[i])
{
case 's':
seconds += num;
break;
case 'm':
seconds += num * 60;
break;
case 'h':
seconds += num * 60 * 60;
break;
case 'd':
seconds += num * 60 * 60 * 24;
break;
default:
return false;
}
}
}
if (sb.Length != 0)
return false;
return true;
}
/// <summary>
/// Attempts to parse a string as a positive timespan (_d_m_h_s).
/// </summary>
/// <param name="str">The time string.</param>
/// <param name="seconds">The seconds.</param>
/// <returns>Whether the string was parsed successfully.</returns>
public bool TryParseTime(string str, out ulong seconds)
{
seconds = 0;
if (string.IsNullOrWhiteSpace(str))
{
return false;
}
var sb = new StringBuilder(3);
for (int i = 0; i < str.Length; i++)
{
if (char.IsDigit(str[i]) || str[i] == '-' || str[i] == '+' || str[i] == ' ')
sb.Append(str[i]);
else
{
int num;
if (!int.TryParse(sb.ToString().Trim(' '), out num))
return false;
sb.Clear();
if (num == 0)
{
continue;
}
int numSeconds;
switch (str[i])
{
case 's':
numSeconds = num;
break;
case 'm':
numSeconds = num * 60;
break;
case 'h':
numSeconds = num * 60 * 60;
break;
case 'd':
numSeconds = num * 60 * 60 * 24;
break;
default:
return false;
}
if (numSeconds > 0)
{
if (ulong.MaxValue - seconds < (uint)numSeconds)
{
return false;
}
seconds += (uint)numSeconds;
}
else if (seconds >= (uint)Math.Abs(numSeconds))
{
seconds -= (uint)Math.Abs(numSeconds);
}
else
{
return false;
}
}
}
if (sb.Length != 0)
return false;
return true;
}
/// <summary>
/// Searches for a projectile by identity and owner
/// </summary>
/// <param name="identity">identity</param>
/// <param name="owner">owner</param>
/// <returns>projectile ID</returns>
public int SearchProjectile(short identity, int owner)
{
for (int i = 0; i < Main.maxProjectiles; i++)
{
if (Main.projectile[i].identity == identity && Main.projectile[i].owner == owner)
return i;
}
return 1000;
}
/// <summary>
/// Enumerates boundary points of the given region's rectangle.
/// </summary>
/// <param name="regionArea">The region's area to enumerate through.</param>
/// <returns>The enumerated boundary points.</returns>
public IEnumerable<Point> EnumerateRegionBoundaries(Rectangle regionArea)
{
for (int x = 0; x < regionArea.Width + 1; x++)
{
yield return new Point(regionArea.Left + x, regionArea.Top);
yield return new Point(regionArea.Left + x, regionArea.Bottom);
}
for (int y = 1; y < regionArea.Height; y++)
{
yield return new Point(regionArea.Left, regionArea.Top + y);
yield return new Point(regionArea.Right, regionArea.Top + y);
}
}
/// <summary>EncodeColor - Encodes a color as an int.</summary>
/// <param name="color">color - The color to encode</param>
/// <returns>int? - The encoded color</returns>
public int? EncodeColor(Color? color)
{
if (color == null)
return null;
return BitConverter.ToInt32(new[] { color.Value.R, color.Value.G, color.Value.B, color.Value.A }, 0);
}
/// <summary>DecodeColor - Decodes a color encoded by the EncodeColor function.</summary>
/// <param name="encodedColor">encodedColor - The encoded color</param>
/// <returns>Color? - The decoded color</returns>
public Color? DecodeColor(int? encodedColor)
{
if (encodedColor == null)
return null;
byte[] data = BitConverter.GetBytes(encodedColor.Value);
return new Color(data[0], data[1], data[2], data[3]);
}
/// <summary>
/// Encodes a Boolean Array as an int.
/// </summary>
/// <param name="bools">The boolean array to encode.</param>
/// <returns>The encoded int.</returns>
public int? EncodeBoolArray(bool[] bools)
{
if (bools == null)
return null;
int result = 0;
for (int i = 0; i < bools.Length; i++)
if (bools[i])
result |= (1 << i);
return result;
}
/// <summary>
/// Decodes a Boolean Array from an int.
/// </summary>
/// <param name="encodedbools">The encoded Boolean Array.</param>
/// <returns>The resulting Boolean Array.</returns>
public bool[] DecodeBoolArray(int? encodedbools)
{
if (encodedbools == null)
return null;
bool[] result = new bool[10];
for (int i = 0; i < result.Length; i++)
result[i] = (encodedbools & 1 << i) != 0;
return result;
}
/// <summary>EncodeBitsByte - Encodes a BitsByte as a byte.</summary>
/// <param name="bitsByte">bitsByte - The BitsByte object</param>
/// <returns>byte? - The converted byte</returns>
public byte? EncodeBitsByte(BitsByte? bitsByte)
{
if (bitsByte == null)
return null;
byte result = 0;
for (int i = 0; i < 8; i++)
if (bitsByte.Value[i])
result |= (byte)(1 << i);
return result;
}
/// <summary>DecodeBitsByte - Decodes a bitsbyte from an int.</summary>
/// <param name="encodedBitsByte">encodedBitsByte - The encoded bitsbyte object.</param>
/// <returns>BitsByte? - The decoded bitsbyte object</returns>
public BitsByte? DecodeBitsByte(int? encodedBitsByte)
{
if (encodedBitsByte == null)
return null;
BitsByte result = new BitsByte();
for (int i = 0; i < 8; i++)
result[i] = (encodedBitsByte & 1 << i) != 0;
return result;
}
/// <summary>GetResponseNoException - Gets a web response without generating an exception.</summary>
/// <param name="req">req - The request to send.</param>
/// <returns>HttpWebResponse - The response object.</returns>
public HttpWebResponse GetResponseNoException(HttpWebRequest req)
{
try
{
return (HttpWebResponse)req.GetResponse();
}
catch (WebException we)
{
var resp = we.Response as HttpWebResponse;
if (resp == null)
throw;
return resp;
}
}
/// <summary>
/// Colors the given text by correctly applying the color chat tag.
/// </summary>
/// <param name="text">The text to color.</param>
/// <param name="color">The color to apply.</param>
/// <returns>The <paramref name="text"/>, surrounded by the color tag with the appropriated hex code.</returns>
public string ColorTag(string text, Color color)
{
return String.Format("[c/{0}:{1}]", color.Hex3(), text);
}
/// <summary>
/// Converts an item into its text representation using the item chat tag.
/// </summary>
/// <param name="item">The item to convert.</param>
/// <returns>The <paramref name="item"/> NetID surrounded by the item tag with proper stack/prefix data.</returns>
public string ItemTag(Item item)
{
int netID = item.netID;
int stack = item.stack;
int prefix = item.prefix;
string options = stack > 1 ? "/s" + stack : prefix != 0 ? "/p" + prefix : "";
return String.Format("[i{0}:{1}]", options, netID);
}
/// <summary>
/// Gets a list of points selected by a mass-wiring tool.
/// </summary>
/// <param name="start">The starting point for the selection.</param>
/// <param name="end">The ending point for the selection.</param>
/// <param name="direction">False if facing left, True if facing right.</param>
/// <returns>
/// A list of coordinates containing the <paramref name="start"/> and <paramref name="end"/>
/// points and a list of points between them, forming an L shape based on <paramref name="direction"/>.
/// </returns>
public List<Point> GetMassWireOperationRange(Point start, Point end, bool direction = false)
{
List<Point> points = new List<Point>();
#region Tile Selection Logic stolen from Wiring.cs
// Slightly modified version of Wiring.MassWireOperationInner, ignores a player's wire count
int num = Math.Sign(end.X - start.X);
int num2 = Math.Sign(end.Y - start.Y);
Point pt = new Point();
int num3;
int num4;
int num5;
if (direction)
{
pt.X = start.X;
num3 = start.Y;
num4 = end.Y;
num5 = num2;
}
else
{
pt.Y = start.Y;
num3 = start.X;
num4 = end.X;
num5 = num;
}
int num6 = num3;
while (num6 != num4)
{
if (direction)
{
pt.Y = num6;
}
else
{
pt.X = num6;
}
points.Add(pt);
num6 += num5;
}
if (direction)
{
pt.Y = end.Y;
num3 = start.X;
num4 = end.X;
num5 = num;
}
else
{
pt.X = end.X;
num3 = start.Y;
num4 = end.Y;
num5 = num2;
}
int num7 = num3;
while (num7 != num4)
{
if (!direction)
{
pt.Y = num7;
}
else
{
pt.X = num7;
}
points.Add(pt);
num7 += num5;
}
points.Add(end);
#endregion
return points;
}
/// <summary>
/// Dumps information and optionally exits afterwards
/// </summary>
/// <param name="exit"></param>
public void Dump(bool exit = true)
{
PrepareLangForDump();
// Lang.setLang(true);
Directory.CreateDirectory("docs");
Configuration.TShockConfig.DumpDescriptions();
Permissions.DumpDescriptions();
Configuration.ServerSideConfig.DumpDescriptions();
RestManager.DumpDescriptions();
if (exit)
{
Environment.Exit(1);
}
}
internal void PrepareLangForDump()
{
for(int i = 0; i < Main.recipe.Length; i++)
Main.recipe[i] = new Recipe();
}
/// <summary>Dumps a matrix of all permissions &amp; all groups in Markdown table format.</summary>
/// <param name="path">The save destination.</param>
internal void DumpPermissionMatrix(string path)
{
StringBuilder output = new StringBuilder();
output.Append("|Permission|");
// Traverse to build group name list
foreach (Group g in TShock.Groups.groups)
{
output.Append("[[");
output.Append(g.Name);
output.Append("]]");
output.Append("|");
}
output.AppendLine();
output.Append("|-------|");
foreach (Group g in TShock.Groups.groups)
{
output.Append("-------|");
}
output.AppendLine();
foreach (var field in typeof(Permissions).GetFields().OrderBy(f => f.Name))
{
output.Append("|[[");
output.Append((string) field.GetValue(null));
output.Append("]]|");
foreach (Group g in TShock.Groups.groups)
{
if (g.HasPermission((string) field.GetValue(null)))
{
output.Append("✔|");
}
else
{
output.Append("|");
}
}
output.AppendLine();
}
File.WriteAllText(path, output.ToString());
}
/// <summary>Starts an invasion on the server.</summary>
/// <param name="type">The invasion type id.</param>
internal void StartInvasion(int type)
{
int invasionSize = 0;
if (TShock.Config.Settings.InfiniteInvasion)
{
// Not really an infinite size
invasionSize = 20000000;
}
else
{
invasionSize = 100 + (TShock.Config.Settings.InvasionMultiplier * GetActivePlayerCount());
}
// Order matters
// StartInvasion will reset the invasion size
Main.StartInvasion(type);
// Note: This is a workaround to previously providing the size as a parameter in StartInvasion
// Have to set start size to report progress correctly
Main.invasionSizeStart = invasionSize;
Main.invasionSize = invasionSize;
}
/// <summary>Verifies that each stack in each chest is valid and not over the max stack count.</summary>
internal void FixChestStacks()
{
if (TShock.Config.Settings.IgnoreChestStacksOnLoad)
return;
foreach (Chest chest in Main.chest)
{
if (chest != null)
{
foreach (Item item in chest.item)
{
if (item != null && item.stack > item.maxStack)
item.stack = item.maxStack;
}
}
}
}
/// <summary>Updates the console title with some pertinent information.</summary>
/// <param name="empty">If the server is empty; determines if we should use Utils.GetActivePlayerCount() for player count or 0.</param>
internal void SetConsoleTitle(bool empty)
{
Console.Title = string.Format("{0}{1}/{2} on {3} @ {4}:{5} (TShock for Terraria v{6})",
!string.IsNullOrWhiteSpace(TShock.Config.Settings.ServerName) ? TShock.Config.Settings.ServerName + " - " : "",
empty ? 0 : GetActivePlayerCount(),
TShock.Config.Settings.MaxSlots, Main.worldName, Netplay.ServerIP.ToString(), Netplay.ListenPort, TShock.VersionNum);
}
/// <summary>Determines the distance between two vectors.</summary>
/// <param name="value1">The first vector location.</param>
/// <param name="value2">The second vector location.</param>
/// <returns>The distance between the two vectors.</returns>
public static float Distance(Vector2 value1, Vector2 value2)
{
float num2 = value1.X - value2.X;
float num = value1.Y - value2.Y;
float num3 = (num2 * num2) + (num * num);
return (float)Math.Sqrt(num3);
}
/// <summary>Checks to see if a location is in the spawn protection area.</summary>
/// <param name="x">The x coordinate to check.</param>
/// <param name="y">The y coordinate to check.</param>
/// <returns>If the given x,y location is in the spawn area.</returns>
public static bool IsInSpawn(int x, int y)
{
Vector2 tile = new Vector2(x, y);
Vector2 spawn = new Vector2(Main.spawnTileX, Main.spawnTileY);
return Distance(spawn, tile) <= TShock.Config.Settings.SpawnProtectionRadius;
}
/// <summary>Computes the max styles...</summary>
internal void ComputeMaxStyles()
{
var item = new Item();
for (int i = 0; i < Main.maxItemTypes; i++)
{
item.netDefaults(i);
if (item.placeStyle >= 0)
{
if (GetDataHandlers.MaxPlaceStyles.ContainsKey(item.createTile))
{
if (item.placeStyle > GetDataHandlers.MaxPlaceStyles[item.createTile])
GetDataHandlers.MaxPlaceStyles[item.createTile] = item.placeStyle;
}
else
GetDataHandlers.MaxPlaceStyles.Add(item.createTile, item.placeStyle);
}
}
}
}
}