TShock/TShockAPI/TSPlayer.cs
2011-12-05 17:54:23 -06:00

443 lines
No EOL
16 KiB
C#

/*
TShock, a server mod for Terraria
Copyright (C) 2011 The TShock Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using Terraria;
using TShockAPI.Net;
using Microsoft.Xna.Framework.Graphics;
namespace TShockAPI
{
public class TSPlayer
{
public static readonly TSServerPlayer Server = new TSServerPlayer();
public static readonly TSPlayer All = new TSPlayer("All");
public int TileThreshold { get; set; }
public Dictionary<Vector2, TileData> TilesDestroyed { get; protected set; }
public bool SyncHP { get; set; }
public bool SyncMP { get; set; }
public Group Group { get; set; }
public bool ReceivedInfo { get; set; }
public int Index { get; protected set; }
public DateTime LastPvpChange { get; protected set; }
public Point[] TempPoints = new Point[2];
public int AwaitingTempPoint { get; set; }
public bool AwaitingName { get; set; }
public DateTime LastExplosive { get; set; }
public DateTime LastTileChangeNotify { get; set; }
public bool InitSpawn;
public bool DisplayLogs = true;
public Vector2 oldSpawn = Vector2.Zero;
public TSPlayer LastWhisper;
public int LoginAttempts { get; set; }
public Vector2 TeleportCoords = new Vector2(-1, -1);
public string UserAccountName { get; set; }
public bool HasBeenSpammedWithBuildMessage;
public bool IsLoggedIn;
public int UserID = -1;
public bool HasBeenNaggedAboutLoggingIn;
public bool TpLock = false;
Player FakePlayer;
public bool RequestedSection = false;
public DateTime LastDeath { get; set; }
public bool ForceSpawn = false;
public string Country = "??";
public int Difficulty;
public bool RealPlayer
{
get { return Index >= 0 && Index < Main.maxNetPlayers && Main.player[Index] != null; }
}
public bool ConnectionAlive
{
get { return RealPlayer && (Netplay.serverSock[Index] != null && Netplay.serverSock[Index].active && !Netplay.serverSock[Index].kill); }
}
public string IP
{
get
{
return RealPlayer ? TShock.Utils.GetRealIP(Netplay.serverSock[Index].tcpClient.Client.RemoteEndPoint.ToString()) : "";
}
}
/// <summary>
/// Terraria Player
/// </summary>
public Player TPlayer
{
get
{
return FakePlayer ?? Main.player[Index];
}
}
public string Name
{
get { return TPlayer.name; }
}
public bool Active
{
get { return TPlayer != null && TPlayer.active; }
}
public int Team
{
get { return TPlayer.team; }
}
public float X
{
get
{
return RealPlayer ? TPlayer.position.X : Main.spawnTileX * 16;
}
}
public float Y
{
get
{
return RealPlayer ? TPlayer.position.Y : Main.spawnTileY * 16;
}
}
public int TileX
{
get { return (int)(X / 16); }
}
public int TileY
{
get { return (int)(Y / 16); }
}
public bool InventorySlotAvailable
{
get
{
bool flag = false;
if (RealPlayer)
{
for (int i = 0; i < 40; i++) //41 is trash can, 42-45 is coins, 46-49 is ammo
{
if (TPlayer.inventory[i] == null || !TPlayer.inventory[i].active || TPlayer.inventory[i].name == "")
{
flag = true;
break;
}
}
}
return flag;
}
}
public TSPlayer(int index)
{
TilesDestroyed = new Dictionary<Vector2, TileData>();
Index = index;
Group = new Group("null");
}
protected TSPlayer(String playerName)
{
TilesDestroyed = new Dictionary<Vector2, TileData>();
Index = -1;
FakePlayer = new Player { name = playerName, whoAmi = -1 };
Group = new Group("null");
}
public virtual void Disconnect(string reason)
{
SendData(PacketTypes.Disconnect, reason);
}
public virtual void Flush()
{
var sock = Netplay.serverSock[Index];
if (sock == null)
return;
TShock.PacketBuffer.Flush(sock);
}
void SendWorldInfo(int tilex, int tiley, bool fakeid)
{
using (var ms = new MemoryStream())
{
var msg = new WorldInfoMsg
{
Time = (int)Main.time,
DayTime = Main.dayTime,
MoonPhase = (byte)Main.moonPhase,
BloodMoon = Main.bloodMoon,
MaxTilesX = Main.maxTilesX,
MaxTilesY = Main.maxTilesY,
SpawnX = tilex,
SpawnY = tiley,
WorldSurface = (int)Main.worldSurface,
RockLayer = (int)Main.rockLayer,
//Sending a fake world id causes the client to not be able to find a stored spawnx/y.
//This fixes the bed spawn point bug. With a fake world id it wont be able to find the bed spawn.
WorldID = !fakeid ? Main.worldID : -1,
WorldFlags = (WorldGen.shadowOrbSmashed ? WorldInfoFlag.OrbSmashed : WorldInfoFlag.None) |
(NPC.downedBoss1 ? WorldInfoFlag.DownedBoss1 : WorldInfoFlag.None) |
(NPC.downedBoss2 ? WorldInfoFlag.DownedBoss2 : WorldInfoFlag.None) |
(NPC.downedBoss3 ? WorldInfoFlag.DownedBoss3 : WorldInfoFlag.None) |
(Main.hardMode ? WorldInfoFlag.HardMode : WorldInfoFlag.None) |
(NPC.downedClown ? WorldInfoFlag.DownedClown : WorldInfoFlag.None),
WorldName = Main.worldName
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
public bool Teleport(int tilex, int tiley)
{
InitSpawn = false;
SendWorldInfo(tilex, tiley, true);
//150 Should avoid all client crash errors
//The error occurs when a tile trys to update which the client hasnt load yet, Clients only update tiles withen 150 blocks
//Try 300 if it does not work (Higher number - Longer load times - Less chance of error)
//Should we properly send sections so that clients don't get tiles twice?
if (!SendTileSquare(tilex, tiley))
{
InitSpawn = true;
SendWorldInfo(Main.spawnTileX, Main.spawnTileY, false);
SendMessage("Warning, teleport failed due to being too close to the edge of the map.", Color.Red);
return false;
}
Spawn(-1, -1);
SendWorldInfo(Main.spawnTileX, Main.spawnTileY, false);
TPlayer.position.X = tilex;
TPlayer.position.Y = tiley;
return true;
}
public void Spawn()
{
Spawn(TPlayer.SpawnX, TPlayer.SpawnY);
}
public void Spawn(int tilex, int tiley)
{
using (var ms = new MemoryStream())
{
var msg = new SpawnMsg()
{
PlayerIndex = (byte)Index,
TileX = tilex,
TileY = tiley
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
public virtual bool SendTileSquare(int x, int y, int size = 10)
{
try
{
SendData(PacketTypes.TileSendSquare, "", size, (x - (size / 2)), (y - (size / 2)));
return true;
}
catch (Exception ex)
{
Log.Error(ex.ToString());
}
return false;
}
public virtual void GiveItem(int type, string name, int width, int height, int stack)
{
int itemid = Item.NewItem((int)X, (int)Y, width, height, type, stack, true);
// This is for special pickaxe/hammers/swords etc
Main.item[itemid].SetDefaults(name);
// The set default overrides the wet and stack set by NewItem
Main.item[itemid].wet = Collision.WetCollision(Main.item[itemid].position, Main.item[itemid].width, Main.item[itemid].height);
Main.item[itemid].stack = stack;
Main.item[itemid].owner = Index;
NetMessage.SendData((int)PacketTypes.ItemDrop, -1, -1, "", itemid, 0f, 0f, 0f);
NetMessage.SendData((int)PacketTypes.ItemOwner, -1, -1, "", itemid, 0f, 0f, 0f);
}
public virtual void SendMessage(string msg)
{
SendMessage(msg, 0, 255, 0);
}
public virtual void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public virtual void SendMessage(string msg, Microsoft.Xna.Framework.Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public virtual void SendMessage(string msg, byte red, byte green, byte blue)
{
SendData(PacketTypes.ChatText, msg, 255, red, green, blue);
}
public virtual void DamagePlayer(int damage)
{
NetMessage.SendData((int)PacketTypes.PlayerDamage, -1, -1, "", Index, ((new Random()).Next(-1, 1)), damage, (float)0);
}
public virtual void SetPvP(bool pvp)
{
if (TPlayer.hostile != pvp)
{
LastPvpChange = DateTime.UtcNow;
TPlayer.hostile = pvp;
All.SendMessage(string.Format("{0} has {1} PvP!", Name, pvp ? "enabled" : "disabled"), Main.teamColor[Team]);
}
//Broadcast anyways to keep players synced
NetMessage.SendData((int)PacketTypes.TogglePvp, -1, -1, "", Index);
}
public virtual void SetTeam(int team)
{
Main.player[Index].team = team;
SendData(PacketTypes.PlayerTeam, "", Index);
}
public virtual void Whoopie(object time)
{
var time2 = (int)time;
var launch = DateTime.UtcNow;
var startname = Name;
SendMessage("You are now being annoyed.", Color.Red);
while ((DateTime.UtcNow - launch).TotalSeconds < time2 && startname == Name)
{
SendData(PacketTypes.NpcSpecial, number: Index, number2: 2f);
Thread.Sleep(50);
}
}
public virtual void SetBuff(int type, int time = 3600)
{
SendData(PacketTypes.PlayerAddBuff, number: Index, number2: (float)type, number3: (float)time);
}
//Todo: Separate this into a few functions. SendTo, SendToAll, etc
public virtual void SendData(PacketTypes msgType, string text = "", int number = 0, float number2 = 0f, float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int)msgType, Index, -1, text, number, number2, number3, number4, number5);
}
public virtual bool SendRawData(byte[] data)
{
if (!RealPlayer || !ConnectionAlive)
return false;
return TShock.SendBytes(Netplay.serverSock[Index], data);
}
}
public class TSServerPlayer : TSPlayer
{
public TSServerPlayer()
: base("Server")
{
Group = new SuperAdminGroup();
}
public override void SendMessage(string msg)
{
SendMessage(msg, 0, 255, 0);
}
public override void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public override void SendMessage(string msg, byte red, byte green, byte blue)
{
Console.WriteLine(msg);
RconHandler.Response += msg + "\n";
}
public void SetFullMoon(bool fullmoon)
{
Main.moonPhase = 0;
SetTime(false, 0);
}
public void SetBloodMoon(bool bloodMoon)
{
Main.bloodMoon = bloodMoon;
SetTime(false, 0);
}
public void SetTime(bool dayTime, double time)
{
Main.dayTime = dayTime;
Main.time = time;
NetMessage.SendData((int)PacketTypes.TimeSet, -1, -1, "", 0, 0, Main.sunModY, Main.moonModY);
NetMessage.syncPlayers();
}
public void SpawnNPC(int type, string name, int amount, int startTileX, int startTileY, int tileXRange = 100, int tileYRange = 50)
{
for (int i = 0; i < amount; i++)
{
int spawnTileX;
int spawnTileY;
TShock.Utils.GetRandomClearTileWithInRange(startTileX, startTileY, tileXRange, tileYRange, out spawnTileX, out spawnTileY);
int npcid = NPC.NewNPC(spawnTileX * 16, spawnTileY * 16, type, 0);
// This is for special slimes
Main.npc[npcid].SetDefaults(name);
}
}
public void StrikeNPC(int npcid, int damage, float knockBack, int hitDirection)
{
Main.npc[npcid].StrikeNPC(damage, knockBack, hitDirection);
NetMessage.SendData((int)PacketTypes.NpcStrike, -1, -1, "", npcid, damage, knockBack, hitDirection);
}
public void RevertKillTile(Dictionary<Vector2, TileData> destroyedTiles)
{
// Update Main.Tile first so that when tile sqaure is sent it is correct
foreach (KeyValuePair<Vector2, TileData> entry in destroyedTiles)
{
Main.tile[(int)entry.Key.X, (int)entry.Key.Y].Data = entry.Value;
Log.Debug(string.Format("Reverted DestroyedTile(TileXY:{0}_{1}, Type:{2})",
entry.Key.X, entry.Key.Y, Main.tile[(int)entry.Key.X, (int)entry.Key.Y].type));
}
// Send all players updated tile sqaures
foreach (Vector2 coords in destroyedTiles.Keys)
{
All.SendTileSquare((int)coords.X, (int)coords.Y, 3);
}
}
}
}