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PlayerState.cs
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266 lines (241 loc) · 9.29 KB
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using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using TerrariaApi.Server;
using TShockAPI;
using static CreateSpawn.Utils;
namespace CreateSpawn;
internal class PlayerState
{
#region 玩家数据状态类(内存)
public class MyData
{
// 创建时的区域名称
public string RegionName { get; set; } = string.Empty;
public List<string> AllowedPlayer { get; set; } = new();
public List<string> AllowedGroup { get; set; } = new();
// 1 创建 2 删除 3 修改禁止建筑 4 修改白名单玩家 5 修改白名单用户组
public int Mode { get; set; } = 0;
// 地图快照路径,用来修复局部图格
public string rwSnap { get; set; } = string.Empty;
// 标牌文件路径,用来修复标牌信息
public string rwSign { get; set; } = string.Empty;
// 获取到快照,开启精密线控仪检测
public bool rwFix { get; set; } = false;
// 待保存的建筑名称
public string rwCopy { get; set; } = string.Empty;
// 待粘贴的建筑名称
public string rwPaste { get; set; } = string.Empty;
// 统一的图格操作模式
public int rw = 0; // 操作编号 1清理 2半砖 3方块 4墙壁 5电路 6喷漆 7液体
public int rwA1 = 0; // 参数1
public int rwA2 = 0; // 参数2
public int rwA3 = 0; // 参数3
public int rwDir = 0; // 操作时玩家的朝向(1右 -1左)
public int rwToolMode = 0; // 当前操作的精密线控仪工具模式(电线颜色)
public int sKind = -1; // 连锁源类型种类:0物块 1墙 2油漆 3涂料 4液体
public int sVal = -1; // 连锁源类型的具体值
public void Reset()
{
RegionName = string.Empty;
AllowedPlayer.Clear();
AllowedGroup.Clear();
Mode = 0;
}
}
#endregion
#region 获取数据方法
public static Dictionary<string, MyData> PlrData = new();
public static MyData GetData(string name)
{
if (!PlrData.ContainsKey(name))
PlrData[name] = new MyData();
return PlrData[name];
}
#endregion
#region 精密线控仪事件(创建与删除区域)
public static void SetRegion(GetDataHandlers.MassWireOperationEventArgs e,
TSPlayer plr, MyData Mydata, int x1, int y1, Rectangle rect)
{
// 使用 Intersects 检查矩形是否有交集(而不是 InArea 只检查左上角点)
var region = TShock.Regions.Regions.FirstOrDefault(r => r.Area.Intersects(rect));
switch (Mydata.Mode)
{
case 1: // 创建区域
if (!string.IsNullOrEmpty(Mydata.RegionName))
{
// 检查名称是否已存在
var NewRegion = TShock.Regions.GetRegionByName(Mydata.RegionName);
if (NewRegion != null)
{
SendMess(plr, $"区域 {Mydata.RegionName} 已存在");
AnimMag.Add(NewRegion.Area);
}
else if (region != null)
{
SendMess(plr, $"区域创建失败:与现有区域重叠,请重试");
AnimMag.Add(region.Area);
}
else
{
var worldid = Main.worldID.ToString();
if (TShock.Regions.AddRegion(x1, y1, rect.Width, rect.Height, Mydata.RegionName, plr.Name, worldid))
{
// 记录到配置文件
if (!Plugin.Config.CreatedReg.Contains(Mydata.RegionName))
{
Plugin.Config.CreatedReg.Add(Mydata.RegionName);
Plugin.Config.Write();
}
SendMess(plr, $"区域 {Mydata.RegionName} 创建成功");
var created = TShock.Regions.GetRegionByName(Mydata.RegionName);
if (created != null) AnimMag.Add(created.Area);
}
}
}
Mydata.Reset();
e.Handled = true;
break;
case 2: // 删除区域
if (region == null)
SendMess(plr, $"未找到区域");
else
{
AnimMag.Add(region.Area);
TShock.Regions.DeleteRegion(region.Name);
SendMess(plr, $"已删除区域 {region.Name}");
}
Mydata.Reset();
e.Handled = true;
break;
case 3: // 切换保护状态
if (region == null)
SendMess(plr, $"未找到区域");
else
{
bool newState = !region.DisableBuild;
TShock.Regions.SetRegionState(region.Name, newState);
SendMess(plr, $"区域 {region.Name} 禁止建筑已切换为 {(newState ? "开启" : "关闭")}");
AnimMag.Add(region.Area);
}
Mydata.Reset();
e.Handled = true;
break;
case 4: // 切换玩家白名单
if (region == null)
{
SendMess(plr, $"未找到区域");
Mydata.Reset();
e.Handled = true;
break;
}
if (Mydata.AllowedPlayer.Count == 0)
{
SendMess(plr, $"未指定玩家名");
Mydata.Reset();
e.Handled = true;
break;
}
SetPlayers(plr, Mydata, region);
AnimMag.Add(region.Area);
Mydata.Reset();
e.Handled = true;
break;
case 5: // 切换组白名单
if (region == null)
{
SendMess(plr, $"未找到区域");
Mydata.Reset();
e.Handled = true;
break;
}
if (Mydata.AllowedGroup.Count == 0)
{
SendMess(plr, $"未指定组名");
Mydata.Reset();
e.Handled = true;
break;
}
SetGroup(plr, Mydata, region);
AnimMag.Add(region.Area);
Mydata.Reset();
e.Handled = true;
break;
}
}
#endregion
#region 修改区域白名单玩家方法
public static void SetPlayers(TSPlayer plr, MyData data, TShockAPI.DB.Region region)
{
List<string> added = new();
List<string> removed = new();
List<string> invalid = new();
foreach (string name in data.AllowedPlayer)
{
var acc = TShock.UserAccounts.GetUserAccountByName(name);
if (acc == null)
{
invalid.Add(name);
continue;
}
if (region.AllowedIDs.Contains(acc.ID))
{
TShock.Regions.RemoveUser(region.Name, name);
removed.Add(name);
}
else
{
TShock.Regions.AddNewUser(region.Name, name);
added.Add(name);
}
}
if (added.Count > 0)
SendMess(plr, $"已添加:{string.Join(",", added)}");
if (removed.Count > 0)
SendMess(plr, $"已移除:{string.Join(",", removed)}");
if (invalid.Count > 0)
SendMess(plr, $"无效玩家:{string.Join(",", invalid)}");
}
#endregion
#region 修改区域白名单组方法
public static void SetGroup(TSPlayer plr, MyData data, TShockAPI.DB.Region region)
{
List<string> gadded = new();
List<string> gremoved = new();
List<string> ginvalid = new();
foreach (string gp in data.AllowedGroup)
{
var group = TShock.Groups.GetGroupByName(gp);
if (group == null)
{
ginvalid.Add(gp);
continue;
}
if (region.AllowedGroups.Contains(gp))
{
TShock.Regions.RemoveGroup(region.Name, gp);
gremoved.Add(gp);
}
else
{
TShock.Regions.AllowGroup(region.Name, gp);
gadded.Add(gp);
}
}
if (gadded.Count > 0)
SendMess(plr, $"已添加组:{string.Join(",", gadded)}");
if (gremoved.Count > 0)
SendMess(plr, $"已移除组:{string.Join(",", gremoved)}");
if (ginvalid.Count > 0)
SendMess(plr, $"无效组:{string.Join(",", ginvalid)}");
}
#endregion
#region 玩家离开服务器清理数据方法
internal static void OnLeave(LeaveEventArgs args)
{
var plr = TShock.Players[args.Who];
if (plr != null && PlrData.ContainsKey(plr.Name))
PlrData.Remove(plr.Name);
}
#endregion
}