SendBlockchange() public method

public SendBlockchange ( ushort x, ushort y, ushort z, byte type ) : void
x ushort
y ushort
z ushort
type byte
return void
Beispiel #1
0
                for (int i = 0; i < opMats.doorBlocks.Length; i++)
                {
                    if ((message.Contains(" " + Block.Name(opMats.doorBlocks[i]))) || (message.Contains(" " + Block.Name(opMats.regBlocks[i]))))
                    {
                        ignoreList[counter] = opMats.doorBlocks[i];
                        counter += 1;
                        if (counter > ignoreList.Length - 1)
                        {
                            break;
                        }
                    }
                }
            } // Not allowing user to use "all" because turning a map into door_material would be pointless
              // User can still manually do it by placing blocks.
            p.SendMessage("Place two blocks to determine the edges.");
            p.ClearBlockchange();
            p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
        }
       
        public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z); //get the tile type of first set and set that to byte b
            p.SendBlockchange(x, y, z, b);
            CatchPos bp = (CatchPos)p.blockchangeObject;
            bp.x = x; bp.y = y; bp.z = z; p.blockchangeObject = bp;
            p.Blockchange += new Player.BlockchangeEventHandler(Blockchange2);
        }
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();
            switch (cpos.solid)
            {
                case SolidType.solid:
                    if (!Server.operators.Contains(p.name))
                    {
                        int attemptedLimit = (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z));
                        if (attemptedLimit > p.group.CuboidLimit && p.group.CuboidLimit != 0) //OPERATOR door LIMIT, same as cuboid
                        {
                            p.SendMessage("You're trying to convert " + attemptedLimit + " blocks.");
                            p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                            return;
                        }
                    }
                    buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                    for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                        for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                                /*if (p.level.GetTile(xx, yy, zz) != type) {*/
                                BufferAdd(buffer, xx, yy, zz); //}
                    break;
            }

            p.SendMessage("Converting " + buffer.Count.ToString() + " blocks into door_material.");
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();
            switch (cpos.solid)
            {
                case SolidType.solid:
                    if (!Server.operators.Contains(p.name))
                    {
                        int attemptedLimit = (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z));
                        if (attemptedLimit > 200000 && p.group.CuboidLimit != 0)
                        { //OPERATOR opview limit, NOT DESTRUCTIVE, therefor high limit
                            p.SendMessage("You're trying to view " + attemptedLimit + " blocks.");
                            p.SendMessage("Your OpView limit is " + 200000 + " blocks. Build in stages.");
                            return;
                        }
                    }
                    buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                    for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                        for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                                /*if (p.level.GetTile(xx, yy, zz) != type) {*/
                                BufferAdd(buffer, xx, yy, zz); //}
                    break;
            }

            p.SendMessage("Processing " + buffer.Count.ToString() + " blocks.");

            buffer.ForEach(delegate(Pos pos)
            {
                byte bl = p.level.GetTile(pos.x, pos.y, pos.z); //Get the block that is there at the moment
                if (!ignoreList.Contains(bl)) // if the block is not being ignored
                {
                    if (opMats.doorBlocks.Contains(bl)) // if the block is a door_material
                    {
                        p.SendBlockchange(pos.x, pos.y, pos.z, ((byte)Block.green)); // turn it green
                    }
                }
            }
            );
            p.SendMessage("Doorview complete.");
        }
Beispiel #3
0
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();
            switch (cpos.solid)
            {
                case SolidType.solid:
                    if (!Server.operators.Contains(p.name))
                    {
                        int attemptedLimit = (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z));
                        if (attemptedLimit > p.group.CuboidLimit && p.group.CuboidLimit != 0) // Use cuboid limit
                        {
                            p.SendMessage("You're trying to unview " + attemptedLimit + " blocks.");
                            p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                            return;
                        }
                    }
                    buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                    for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                        for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                                /*if (p.level.GetTile(xx, yy, zz) != type) {*/
                                BufferAdd(buffer, xx, yy, zz); //}
                    break;
            }

            p.SendMessage("Processing " + buffer.Count.ToString() + " blocks.");

            buffer.ForEach(delegate(Pos pos)
            {
                byte bl = p.level.GetTile(pos.x, pos.y, pos.z); //Get the block that is there at the moment
                if (!ignoreList.Contains(bl))// if the block is not being ignored
                {
                    if (opMats.doorBlocks.Contains(bl))   // if the block is a door_material// Saves bandwidth not sending reg_material updates
                    {
                        p.SendBlockchange(pos.x, pos.y, pos.z, bl); // Send original texture back to client
                    }
                }
            }
            );
            p.SendMessage("Undoorview complete.");
        }
Beispiel #4
0
 public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type)
 {
     p.ClearBlockchange();
     byte b = p.level.GetTile(x, y, z);
     p.SendBlockchange(x, y, z, b);
     CatchPos bp = (CatchPos)p.blockchangeObject;
     bp.x = x; bp.y = y; bp.z = z; p.blockchangeObject = bp;
     p.Blockchange += new Player.BlockchangeEventHandler(Blockchange2);
 }
Beispiel #5
0
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();
            switch (cpos.solid)
            {
                case SolidType.solid:
                    if (!Server.operators.Contains(p.name))
                    {
                        int attemptedLimit = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                        if (attemptedLimit > p.group.CuboidLimit && p.group.CuboidLimit != 0) //OPERATOR unlock LIMIT, same as cuboid
                        {
                            p.SendMessage("You're trying to unlock " + attemptedLimit + " blocks.");
                            p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                            return;
                        }
                    }
                    buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                    for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                        for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                                /*if (p.level.GetTile(xx, yy, zz) != type) {*/
                                BufferAdd(buffer, xx, yy, zz); //}
                    break;
            }

            p.SendMessage("Unlocking " + buffer.Count.ToString() + " blocks.");

            // Disable physics before changing the blocks
            Physics physicsSetting = p.level.Physics;
            p.level.Physics = Physics.Off;
            p.level.ClearPhysics();

            buffer.ForEach(delegate(Pos pos)
            {
                byte bl = p.level.GetTile(pos.x, pos.y, pos.z); //Get the block that is there at the moment
                if (opMats.opBlocks.Contains(bl))  // if the block is op_material
                {

                    if (!ignoreList.Contains(bl)) // if the block is not being ignored
                    {
                        p.level.Blockchange(p, pos.x, pos.y, pos.z, (byte)Block.convertOp(bl)); // send converted reg_material
                    }
                }
            });
            //p.level.Blockchange(p, pos.x, pos.y, pos.z, (byte)(Block.lavastill));
            p.level.Physics = physicsSetting;
            p.SendMessage("Unlocking complete.");
        }
Beispiel #6
0
 public void Blockchange(Player p,ushort x,ushort y,ushort z,byte type)
 {
     p.ClearBlockchange();
     byte b = p.level.GetTile(x,y,z);
     if (b != Block.Zero)
     {
         p.SendBlockchange(x, y, z, b);
         string message = "Block (" + x + "," + y + "," + z + "): ";
         message += "&f" + b + " = " + Block.Name(b);
         p.SendMessage(message + "&e.");
     }
     else
     {
         p.SendMessage("Invalid Block(" + x + "," + y + "," + z + ")!");
     }
 }
Beispiel #7
0
        // Code to run when used by a player
        public override void Use(Player p, string message)
        {
            byte type = Block.yellow; // Default value
            message = message.ToLower().Trim();
            int number = message.Split(' ').Length;

            //p.SendMessage("DEBUG /AID: Number = " + number);
            if (number < 2)
            {
                if (number == 1) // Set the block type to what the user wanted
                {
                    type = Block.Byte(message);
                    if (type == 255)
                    {
                        type = Block.yellow;
                    }
                }
                if (p.Rank >= GroupEnum.AdvBuilder && !Block.Placable(type) && !Block.AdvPlacable(type))
                {
                    p.SendMessage("You're not allowed to place that block type.");
                }
                else
                {
                    double x = p.pos[0];
                    double y = p.pos[1];
                    double z = p.pos[2];

                    x = Math.Round((x / 32) - 0.4, MidpointRounding.AwayFromZero);
                    y = Math.Round((y / 32), MidpointRounding.AwayFromZero) - 3;
                    z = Math.Round((z / 32) - 0.4, MidpointRounding.AwayFromZero);

                    Logger.Log("Command /aid debug info. Used by " + p.name, LogType.Debug);
                    Logger.Log("Player X: " + x, LogType.Debug);
                    Logger.Log("Player Y: " + y, LogType.Debug);
                    Logger.Log("Player Z: " + z, LogType.Debug);
                    p.SendBlockchange((ushort)x, (ushort)y, (ushort)z, (byte)(type)); // take currently held block?
                }
            }
            else
            {
                Help(p);
            }
        }
Beispiel #8
0
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();

            for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
            {
                for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                {
                    for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                    {
                        if (p.level.GetTile(xx, yy, zz) == type)
                        {
                            BufferAdd(buffer, xx, yy, zz);
                        }
                    }
                }
            }

                if (buffer.Count > p.group.CuboidLimit && p.group.CuboidLimit != 0)
                {
                    p.SendMessage("You're trying to replace " + buffer.Count.ToString() + " blocks.");
                    p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Replace in stages.");
                    return;
                }

            p.SendMessage(buffer.Count.ToString() + " blocks.");
            buffer.ForEach(delegate(Pos pos)
            {
                p.level.Blockchange(p, pos.x, pos.y, pos.z, cpos.type2);                  //update block for everyone
            });
        }
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();

            if (Math.Abs(x - cpos.x) != Math.Abs(z - cpos.z)) { p.SendMessage("No good, make it a circle."); return; }

            float CenX = Middle(x , cpos.x);
            float CenZ = Middle(z , cpos.z);
            float Rad = Math.Abs(CenX - (float)x);

            if (Rad != (int)Rad) { p.SendMessage("No good, try a diferent radius."); return; }
            switch (cpos.solid)
            {
                case SolidType.solid:
                    //for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                    //    for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                    //        for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                    //            if (p.level.GetTile(xx, yy, zz).type != type) { BufferAdd(buffer, xx, yy, zz); }

                    float error = -Rad;
                    float varx = Rad;
                    float varz = 0;

                    p.SendMessage("Radius " + Rad.ToString());

                    while (varx >= varz)
                    {
                        for (ushort yy = (ushort)(Math.Min(cpos.y, y)); yy <= Math.Max(cpos.y, y); ++yy)
                        {
                            BufferAdd(buffer, (ushort)(CenX + varx), yy, (ushort)(CenZ + varz));
                            BufferAdd(buffer, (ushort)(CenX - varx), yy, (ushort)(CenZ + varz));
                            BufferAdd(buffer, (ushort)(CenX + varx), yy, (ushort)(CenZ - varz));
                            BufferAdd(buffer, (ushort)(CenX - varx), yy, (ushort)(CenZ - varz));

                            BufferAdd(buffer, (ushort)(CenX + varz), yy, (ushort)(CenZ + varx));
                            BufferAdd(buffer, (ushort)(CenX - varz), yy, (ushort)(CenZ + varx));
                            BufferAdd(buffer, (ushort)(CenX + varz), yy, (ushort)(CenZ - varx));
                            BufferAdd(buffer, (ushort)(CenX - varz), yy, (ushort)(CenZ - varx));
                        }

                        error += varz;
                        ++varz;
                        error += varz;

                        // The following test may be implemented in assembly language in
                        // most machines by testing the carry flag after adding 'y' to
                        // the value of 'error' in the previous step, since 'error'
                        // nominally has a negative value.
                        if (error >= 0)
                        {
                            --varx;
                            error -= varx;
                            error -= varx;
                        }
                    }

                    break;

                case SolidType.hollow:
                    p.SendMessage("Not implemented yet.");
                    return;
            }

            if (!Server.operators.Contains(p.name))
            {
                if (buffer.Count > 800)
                {
                    p.SendMessage("Too many blocks, build in stages.");
                    return;
                }
            }
            else if (buffer.Count > 20000)
            {
                p.SendMessage("That is a bad idea.");
                return;
            }

            p.SendMessage(buffer.Count.ToString() + " blocks.");
            buffer.ForEach(delegate(Pos pos)
            {
                p.level.Blockchange(p, pos.x, pos.y, pos.z, type);                  //update block for everyone
            });
        }
Beispiel #10
0
        // Get the second position
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;
            unchecked { if (cpos.type != (byte)-1) { type = cpos.type; } }

            byte[,,] blockBuffer;

            ushort lowX = Math.Min(cpos.x, x);
            ushort lowY = Math.Min(cpos.y, y);
            ushort lowZ = Math.Min(cpos.z, z);

            ushort highX = Math.Max(cpos.x, x);
            ushort highY = Math.Max(cpos.y, y);
            ushort highZ = Math.Max(cpos.z, z);

            ushort dimX = (ushort)Math.Abs(cpos.x - x);
            ushort dimY = (ushort)Math.Abs(cpos.y - y);
            ushort dimZ = (ushort)Math.Abs(cpos.z - z);

            dimX++;
            dimY++;
            dimZ++;

            Level copyLevel = p.level;

            // Now that we have the positions, check the size
            // If it's too big, cancel
            if (dimX * dimY * dimZ <= p.group.CuboidLimit || p.group.CuboidLimit == 0)
            {

                try
                {
                    // Resize the buffer
                    blockBuffer = new byte[highX - lowX + 1, highY - lowY + 1, highZ - lowZ + 1];

                    // Let the player know we're copying blocks now
                    p.SendMessage("Copying " + blockBuffer.Length + " blocks.");

                    // Add the tiles to a temporary buffer
                    for (ushort xx = lowX; xx <= highX; ++xx)
                    {
                        for (ushort yy = lowY; yy <= highY; ++yy)
                        {
                            for (ushort zz = lowZ; zz <= highZ; ++zz)
                            {
                                blockBuffer[xx - lowX, yy - lowY, zz - lowZ] = copyLevel.GetTile(xx, yy, zz);
                            }
                        }
                    }
                    // Replace the players buffer
                    p.copyBuffer.SetBuffer(blockBuffer, dimX, dimY, dimZ);
                    p.SendMessage("The block copy was successful!");
                }
                catch (Exception e)
                {
                    Logger.Log("Error copying blocks for " + p.name, LogType.Error);
                    Logger.Log(e.Message, LogType.ErrorMessage);
                    p.SendMessage("There was an error doing /copy!");
                }
            }
            else
            {
                p.SendMessage("You're trying to copy " + dimX * dimY * dimZ + " blocks.");
                p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Copy in stages.");
            }
        }
Beispiel #11
0
        // Second block change (defining second corner)
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos) p.blockchangeObject;
            unchecked { if (cpos.type != (byte) -1) { type = cpos.type; } }
            List<Pos> buffer = new List<Pos>();

            // Solid is default
            switch (cpos.solid)
            {
                case SolidType.solid:

                    // redundant?
                    if (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z) > p.group.CuboidLimit && p.group.CuboidLimit != 0)
                    {
                        p.SendMessage("You're trying to place " + buffer.Count.ToString() + " blocks.");
                        p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                        return;
                    }
                    // end redundant?

                    buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);

                    // Nested for loops to cover a solid cube
                    for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                        for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                                if (p.level.GetTile(xx, yy, zz) != type) { BufferAdd(buffer, xx, yy, zz); }
                    break;

                case SolidType.hollow:
                    // TODO: Work out if theres 800 blocks used before making the buffer

                    // Hollow will build only the outer shell of a cube leaving the center alone
                    for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                        for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                        {
                            if (p.level.GetTile(cpos.x, yy, zz) != type) { BufferAdd(buffer, cpos.x, yy, zz); }
                            if (cpos.x != x) { if (p.level.GetTile(x, yy, zz) != type) { BufferAdd(buffer, x, yy, zz); } }
                        }
                    if (Math.Abs(cpos.x - x) >= 2)
                    {
                        for (ushort xx = (ushort) (Math.Min(cpos.x, x) + 1); xx <= Math.Max(cpos.x, x) - 1; ++xx)
                            for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                            {
                                if (p.level.GetTile(xx, cpos.y, zz) != type) { BufferAdd(buffer, xx, cpos.y, zz); }
                                if (cpos.y != y) { if (p.level.GetTile(xx, y, zz) != type) { BufferAdd(buffer, xx, y, zz); } }
                            }
                        if (Math.Abs(cpos.y - y) >= 2)
                        {
                            for (ushort xx = (ushort) (Math.Min(cpos.x, x) + 1); xx <= Math.Max(cpos.x, x) - 1; ++xx)
                                for (ushort yy = (ushort) (Math.Min(cpos.y, y) + 1); yy <= Math.Max(cpos.y, y) - 1; ++yy)
                                {
                                    if (p.level.GetTile(xx, yy, cpos.z) != type) { BufferAdd(buffer, xx, yy, cpos.z); }
                                    if (cpos.z != z) { if (p.level.GetTile(xx, yy, z) != type) { BufferAdd(buffer, xx, yy, z); } }
                                }
                        }
                    }
                    break;

                // Walls builds only the surrounding vertical borders of a cube
                case SolidType.walls:
                    for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                        for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                        {
                            if (p.level.GetTile(cpos.x, yy, zz) != type) { BufferAdd(buffer, cpos.x, yy, zz); }
                            if (cpos.x != x) { if (p.level.GetTile(x, yy, zz) != type) { BufferAdd(buffer, x, yy, zz); } }
                        }
                    if (Math.Abs(cpos.x - x) >= 2)
                    {
                        if (Math.Abs(cpos.z - z) >= 2)
                        {
                            for (ushort xx = (ushort) (Math.Min(cpos.x, x) + 1); xx <= Math.Max(cpos.x, x) - 1; ++xx)
                                for (ushort yy = (ushort) (Math.Min(cpos.y, y)); yy <= Math.Max(cpos.y, y); ++yy)
                                {
                                    if (p.level.GetTile(xx, yy, cpos.z) != type) { BufferAdd(buffer, xx, yy, cpos.z); }
                                    if (cpos.z != z) { if (p.level.GetTile(xx, yy, z) != type) { BufferAdd(buffer, xx, yy, z); } }
                                }
                        }
                    }
                    break;
            }

            // Why are we running this in the solid case statement as well?
            if (buffer.Count > p.group.CuboidLimit && p.group.CuboidLimit != 0)
            {
                p.SendMessage("You're trying to place " + buffer.Count.ToString() + " blocks.");
                p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                return;
            }

            p.SendMessage(buffer.Count.ToString() + " blocks.");

            // This code may not be needed. We already check whether the player can place the block near the top of this class
            if (!Server.advbuilders.Contains(p.name))
            {
                buffer.ForEach(delegate(Pos pos)
                {
                    p.level.Blockchange(p, pos.x, pos.y, pos.z, type);                  //update block for everyone
                });
            }
            else
            {
                buffer.ForEach(delegate(Pos pos)
                {
                    byte bl = p.level.GetTile(pos.x, pos.y, pos.z);
                    if (Block.Placable(bl) || Block.AdvPlacable(bl)) { p.level.Blockchange(p, pos.x, pos.y, pos.z, type); }                  //update block for everyone
                });
            }
            // end possibly not needed code
        }
Beispiel #12
0
        // Grab the first position
        public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);
            p.SendBlockchange(x, y, z, b);

            byte[,,] blockBuffer;

            int tempX = Math.Abs(p.copyBuffer.DimX + x - 1);
            int tempY = Math.Abs(p.copyBuffer.DimY + y - 1);
            int tempZ = Math.Abs(p.copyBuffer.DimZ + z - 1); ;

            ushort x2 = (tempX > p.level.width - 1) ? (ushort)(p.level.width - 1) : (ushort)tempX;
            ushort y2 = (tempY > p.level.depth - 1) ? (ushort)(p.level.depth - 1) : (ushort)tempY;
            ushort z2 = (tempZ > p.level.height - 1) ? (ushort)(p.level.height - 1) : (ushort)tempZ;
            ushort dimX = (ushort)Math.Abs(x - x2);
            ushort dimY = (ushort)Math.Abs(y - y2);
            ushort dimZ = (ushort)Math.Abs(z - z2);

            dimX++;
            dimY++;
            dimZ++;

            BlockPos pos1, pos2;

            pos1.x = x;
            pos1.y = y;
            pos1.z = z;
            pos2.x = x2;
            pos2.y = y2;
            pos2.z = z2;

            try
            {
                // Resize the buffer for undo
                blockBuffer = new byte[Math.Abs(x - x2) + 1, Math.Abs(y - y2) + 1, Math.Abs(z - z2) + 1];

                // Store where we're copying to the undo buffer
                for (ushort xx = Math.Min(x, x2); xx <= Math.Max(x, x2); ++xx)
                {
                    for (ushort yy = Math.Min(y, y2); yy <= Math.Max(y, y2); ++yy)
                    {
                        for (ushort zz = Math.Min(z, z2); zz <= Math.Max(z, z2); ++zz)
                        {
                            blockBuffer[xx - x, yy - y, zz - z] = p.level.GetTile(xx, yy, zz);
                        }
                    }
                }

                // Move the blocks to the undo buffer
                p.undoPasteBuffer.SetBuffer(blockBuffer, dimX, dimY, dimZ, pos1, pos2, p.level.name);

                // Do the block changes
                for (ushort xx = Math.Min(x, x2); xx <= Math.Max(x, x2); ++xx)
                {
                    for (ushort yy = Math.Min(y, y2); yy <= Math.Max(y, y2); ++yy)
                    {
                        for (ushort zz = Math.Min(z, z2); zz <= Math.Max(z, z2); ++zz)
                        {
                            p.level.Blockchange(p, xx, yy, zz, p.copyBuffer.GetTile((ushort)(xx - x), (ushort)(yy - y), (ushort)(zz - z))); // Make the change for everyone
                        }
                    }
                }
            }
            catch
            {
                p.SendMessage("There was an error during /paste! Use /undoLastPaste to undo the damage.");
            }
        }
Beispiel #13
0
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);

            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;

            unchecked { if (cpos.type != (byte)-1)
                        {
                            type = cpos.type;
                        }
            }
            List <Pos> buffer = new List <Pos>();

            if (Math.Abs(x - cpos.x) != Math.Abs(z - cpos.z))
            {
                p.SendMessage("No good, make it a circle."); return;
            }

            float CenX = Middle(x, cpos.x);
            float CenZ = Middle(z, cpos.z);
            float Rad  = Math.Abs(CenX - (float)x);

            if (Rad != (int)Rad)
            {
                p.SendMessage("No good, try a diferent radius."); return;
            }
            switch (cpos.solid)
            {
            case SolidType.solid:
                //for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                //    for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                //        for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                //            if (p.level.GetTile(xx, yy, zz).type != type) { BufferAdd(buffer, xx, yy, zz); }


                float error = -Rad;
                float varx  = Rad;
                float varz  = 0;

                p.SendMessage("Radius " + Rad.ToString());

                while (varx >= varz)
                {
                    for (ushort yy = (ushort)(Math.Min(cpos.y, y)); yy <= Math.Max(cpos.y, y); ++yy)
                    {
                        BufferAdd(buffer, (ushort)(CenX + varx), yy, (ushort)(CenZ + varz));
                        BufferAdd(buffer, (ushort)(CenX - varx), yy, (ushort)(CenZ + varz));
                        BufferAdd(buffer, (ushort)(CenX + varx), yy, (ushort)(CenZ - varz));
                        BufferAdd(buffer, (ushort)(CenX - varx), yy, (ushort)(CenZ - varz));

                        BufferAdd(buffer, (ushort)(CenX + varz), yy, (ushort)(CenZ + varx));
                        BufferAdd(buffer, (ushort)(CenX - varz), yy, (ushort)(CenZ + varx));
                        BufferAdd(buffer, (ushort)(CenX + varz), yy, (ushort)(CenZ - varx));
                        BufferAdd(buffer, (ushort)(CenX - varz), yy, (ushort)(CenZ - varx));
                    }

                    error += varz;
                    ++varz;
                    error += varz;

                    // The following test may be implemented in assembly language in
                    // most machines by testing the carry flag after adding 'y' to
                    // the value of 'error' in the previous step, since 'error'
                    // nominally has a negative value.
                    if (error >= 0)
                    {
                        --varx;
                        error -= varx;
                        error -= varx;
                    }
                }


                break;

            case SolidType.hollow:
                p.SendMessage("Not implemented yet.");
                return;
            }

            if (!Server.operators.Contains(p.name))
            {
                if (buffer.Count > 800)
                {
                    p.SendMessage("Too many blocks, build in stages.");
                    return;
                }
            }
            else if (buffer.Count > 20000)
            {
                p.SendMessage("That is a bad idea.");
                return;
            }

            p.SendMessage(buffer.Count.ToString() + " blocks.");
            buffer.ForEach(delegate(Pos pos)
            {
                p.level.Blockchange(p, pos.x, pos.y, pos.z, type);                  //update block for everyone
            });
        }
Beispiel #14
0
        public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type)
        {
            p.ClearBlockchange();
            byte b = p.level.GetTile(x, y, z);

            p.SendBlockchange(x, y, z, b);
            CatchPos cpos = (CatchPos)p.blockchangeObject;

            unchecked { if (cpos.type != (byte)-1)
                        {
                            type = cpos.type;
                        }
            }
            List <Pos> buffer = new List <Pos>();

            switch (cpos.solid)
            {
            case SolidType.solid:
                if (!Server.operators.Contains(p.name))
                {
                    int attemptedLimit = (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z));
                    if (attemptedLimit > p.group.CuboidLimit && p.group.CuboidLimit != 0)     //OPERATOR door LIMIT, same as cuboid
                    {
                        p.SendMessage("You're trying to convert " + attemptedLimit + " blocks.");
                        p.SendMessage("Your block limit is " + p.group.CuboidLimit.ToString() + " blocks. Build in stages.");
                        return;
                    }
                }
                buffer.Capacity = Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z);
                for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
                {
                    for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
                    {
                        for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
                        {
                            /*if (p.level.GetTile(xx, yy, zz) != type) {*/
                            BufferAdd(buffer, xx, yy, zz);     //}
                        }
                    }
                }
                break;
            }

            p.SendMessage("Converting " + buffer.Count.ToString() + " blocks to reg_material");

            // Disable physics before changing the blocks
            Physics physicsSetting = p.level.Physics;
            p.level.Physics = Physics.Off;
            p.level.ClearPhysics();
            // Because we are calling ClearPhysics() we do not need to account for doorair_material. These materials will be
            // converted back into door_material automatically.

            buffer.ForEach(delegate(Pos pos)
            {
                byte bl    = p.level.GetTile(pos.x, pos.y, pos.z);              //Get the block that is there at the moment
                byte newbl = Block.convertDoor(bl);
                if (newbl != bl)                                                // if the block is doorifiable
                {
                    if (opMats.doorBlocks.Contains(bl))                         // if the block is a door
                    {
                        if (!ignoreList.Contains(bl))                           // if the block is not being ignored   bl should be a door at this point
                        {
                            p.level.Blockchange(p, pos.x, pos.y, pos.z, newbl); // send converted reg_material
                        }
                    }
                }
            });

            p.level.Physics = physicsSetting;
            p.SendMessage("Conversion complete.");
        }