Beispiel #1
0
        public static void ServerRefreshLandClaimObject(IStaticWorldObject worldObject)
        {
            if (worldObject.IsDestroyed)
            {
                return;
            }

            if (!(worldObject.ProtoStaticWorldObject is IProtoObjectLandClaim))
            {
                // not a land claim structure
                return;
            }

            var area = LandClaimSystem.ServerGetLandClaimArea(worldObject);

            if (area == null)
            {
                // incorrect land claim - no area attached
                return;
            }

            var areaBounds = LandClaimSystem.SharedGetLandClaimAreaBounds(area);
            var owners     = LandClaimArea.GetPrivateState(area).LandOwners;

            foreach (var owner in owners)
            {
                var character = Server.Characters.GetPlayerCharacter(owner);
                if (character == null ||
                    !character.IsOnline)
                {
                    continue;
                }

                if (!areaBounds.Contains(character.TilePosition))
                {
                    continue;
                }

                // the land claim contains an online owner character
                // reset the decay timer for this land claim
                StructureDecaySystem.ServerResetDecayTimer(
                    worldObject.GetPrivateState <StructurePrivateState>());

                using (var tempVisitedAreas = Api.Shared.WrapObjectInTempList(area))
                {
                    ServerResetDecayTimerRecursively(tempVisitedAreas.AsList(),
                                                     areaBounds,
                                                     character);
                }

                return;
            }
        }
Beispiel #2
0
        void IInteractableProtoStaticWorldObject.ServerOnMenuClosed(ICharacter who, IStaticWorldObject worldObject)
        {
            var area = LandClaimSystem.ServerGetLandClaimArea(worldObject);

            if (area == null)
            {
                // area could be null in the Editor for the land claim without owners
                return;
            }

            var areasGroup = LandClaimArea.GetPublicState(area).LandClaimAreasGroup;

            if (CreativeModeSystem.SharedIsInCreativeMode(who) &&
                !LandClaimSystem.ServerIsOwnedArea(area, who))
            {
                Server.World.ExitPrivateScope(who, area);
            }

            Server.World.ExitPrivateScope(who, areasGroup);
        }
Beispiel #3
0
        void IInteractableProtoWorldObject.ServerOnClientInteract(ICharacter who, IWorldObject worldObject)
        {
            var area = LandClaimSystem.ServerGetLandClaimArea((IStaticWorldObject)worldObject);

            if (area == null)
            {
                // area could be null in the Editor for the land claim without owners
                return;
            }

            var areasGroup = LandClaimArea.GetPublicState(area).LandClaimAreasGroup;

            if (!LandClaimSystem.ServerIsOwnedArea(area, who) &&
                (PlayerCharacterSpectator.SharedIsSpectator(who) ||
                 CreativeModeSystem.SharedIsInCreativeMode(who)))
            {
                Server.World.EnterPrivateScope(who, area);
            }

            Server.World.EnterPrivateScope(who, areasGroup);
        }