Esempio n. 1
0
        protected bool DrawOneBlock()
        {
            BlocksProcessed++;

            if (!Map.InBounds(Coords))
            {
                BlocksSkipped++;
                return(false);
            }

#if DEBUG_CHECK_DUPLICATE_COORDS
            TestForDuplicateModification();
#endif

            Block newBlock = Brush.NextBlock(this);
            if (newBlock == Block.Undefined)
            {
                return(false);
            }

            int blockIndex = Map.Index(Coords);

            Block oldBlock = (Block)Map.Blocks[blockIndex];
            if (oldBlock == newBlock)
            {
                BlocksSkipped++;
                return(false);
            }

            if (Player.CanPlace(Map, Coords, newBlock, Context) != CanPlaceResult.Allowed)
            {
                BlocksDenied++;
                return(false);
            }

            Map.Blocks[blockIndex] = (byte)newBlock;

            World world = Map.World;
            if (world != null && !world.IsFlushing)
            {
                world.Players.SendLowPriority(PacketWriter.MakeSetBlock(Coords, newBlock));
            }

            Player.RaisePlayerPlacedBlockEvent(Player, Map, Coords,
                                               oldBlock, newBlock, Context);

            if (!UndoState.IsTooLargeToUndo)
            {
                if (!UndoState.Add(Coords, oldBlock))
                {
                    Player.LastDrawOp = null;
                    Player.Message("{0}: Too many blocks to undo.", Description);
                }
            }

            BlocksUpdated++;
            return(true);
        }
Esempio n. 2
0
        private static void PlayerMoving(object sender, PlayerMovingEventArgs e)
        {
            if (_world != null && e.Player.World == _world)
            {
                if (_world.gameMode == GameMode.MineField && !Failed.Contains(e.Player))
                {
                    if (e.NewPosition != null)
                    {
                        Vector3I oldPos = new Vector3I(e.OldPosition.X / 32, e.OldPosition.Y / 32, e.OldPosition.Z / 32);
                        Vector3I newPos = new Vector3I(e.NewPosition.X / 32, e.NewPosition.Y / 32, e.NewPosition.Z / 32);

                        if (oldPos.X != newPos.X || oldPos.Y != newPos.Y || oldPos.Z != newPos.Z)
                        {
                            if (!_map.InBounds(newPos))
                            {
                                e.Player.TeleportTo(_map.Spawn);
                                newPos = (Vector3I)_map.Spawn;
                            }
                            // Check if the player jumped, flew, whatevers
                            if (newPos.Z > _ground + 2)
                            {
                                e.Player.TeleportTo(e.OldPosition);
                                newPos = oldPos;
                            }
                            foreach (Vector3I pos in Mines.Values)
                            {
                                if (newPos == new Vector3I(pos.X, pos.Y, pos.Z + 2) ||
                                    newPos == new Vector3I(pos.X, pos.Y, pos.Z + 1) ||
                                    newPos == new Vector3I(pos.X, pos.Y, pos.Z))
                                {
                                    _world.Map.QueueUpdate(new BlockUpdate(null, pos, Block.TNT));
                                    _world.AddPhysicsTask(new TNTTask(_world, pos, null, true, false), 0);
                                    Vector3I removed;
                                    Mines.TryRemove(pos.ToString(), out removed);
                                }
                            }
                            if (_map.GetBlock(newPos.X, newPos.Y, newPos.Z - 2) == Block.Green &&
                                !_stopped)
                            {
                                _stopped = true;
                                Stop(e.Player, true);
                            }
                        }
                    }
                }
            }
        }