//for internal IF2 usages only, does server side logic for processing tileapply
    public void ServerProcessInteraction(int tileInteractionIndex, GameObject performer, Vector2 targetVector, GameObject processorObj, ItemSlot usedSlot, GameObject usedObject, Intent intent, TileApply.ApplyType applyType)
    {
        //find the indicated tile interaction
        var worldPosTarget = (Vector2)performer.transform.position + targetVector;
        //pass the interaction down to the basic tile
        LayerTile tile = LayerTileAt(worldPosTarget, true);

        if (tile is BasicTile basicTile)
        {
            if (tileInteractionIndex >= basicTile.TileInteractions.Count)
            {
                //this sometimes happens due to lag, so bumping it down to trace
                Logger.LogTraceFormat("Requested TileInteraction at index {0} does not exist on this tile {1}.",
                                      Category.Interaction, tileInteractionIndex, basicTile.name);
                return;
            }

            var tileInteraction = basicTile.TileInteractions[tileInteractionIndex];
            var tileApply       = new TileApply(performer, usedObject, intent,
                                                (Vector2Int)WorldToCell(worldPosTarget), this, basicTile, usedSlot,
                                                targetVector, applyType);

            if (tileInteraction.WillInteract(tileApply, NetworkSide.Server) &&
                Cooldowns.TryStartServer(tileApply, CommonCooldowns.Instance.Interaction))
            {
                //perform
                tileInteraction.ServerPerformInteraction(tileApply);
            }
            else
            {
                tileInteraction.ServerRollbackClient(tileApply);
            }
        }
    }
예제 #2
0
    //for internal IF2 usages only, does server side logic for processing tileapply
    public void ServerProcessInteraction(GameObject performer, Vector2 targetVector, GameObject processorObj,
                                         ItemSlot usedSlot, GameObject usedObject, Intent intent, TileApply.ApplyType applyType)
    {
        //find the indicated tile interaction
        var        worldPosTarget = (Vector2)performer.transform.position + targetVector;
        Vector3Int localPosition  = WorldToCell(worldPosTarget);
        //pass the interaction down to the basic tile
        LayerTile tile = LayerTileAt(worldPosTarget, true);

        if (tile is BasicTile basicTile)
        {
            // check which tile interaction occurs in the correct order
            Logger.LogTraceFormat(
                "Server checking which tile interaction to trigger for TileApply on tile {0} at worldPos {1}",
                Category.Interaction, tile.name, worldPosTarget);

            if (basicTile.LayerType == LayerType.Underfloor)
            {
                foreach (var underFloorTile in matrix.UnderFloorLayer.GetAllTilesByType <BasicTile>(localPosition))
                {
                    var underFloorApply = new TileApply(
                        performer, usedObject, intent, (Vector2Int)localPosition,
                        this, underFloorTile, usedSlot, targetVector, applyType);

                    foreach (var tileInteraction in underFloorTile.TileInteractions)
                    {
                        if (tileInteraction == null)
                        {
                            continue;
                        }
                        if (tileInteraction.WillInteract(underFloorApply, NetworkSide.Server))
                        {
                            PerformTileInteract(underFloorApply);
                            break;
                        }
                    }
                }
            }
            else
            {
                var tileApply = new TileApply(
                    performer, usedObject, intent, (Vector2Int)localPosition,
                    this, basicTile, usedSlot, targetVector, applyType);

                PerformTileInteract(tileApply);
            }
        }
    }
    //for internal IF2 usages only, does server side logic for processing tileapply
    public void ServerProcessInteraction(GameObject performer, Vector2 targetVector, GameObject processorObj, ItemSlot usedSlot, GameObject usedObject, Intent intent, TileApply.ApplyType applyType)
    {
        //find the indicated tile interaction
        var worldPosTarget = (Vector2)performer.transform.position + targetVector;
        //pass the interaction down to the basic tile
        LayerTile tile = LayerTileAt(worldPosTarget, true);

        if (tile is BasicTile basicTile)
        {
            // check which tile interaction occurs in the correct order
            Logger.LogTraceFormat("Server checking which tile interaction to trigger for TileApply on tile {0} at worldPos {1}", Category.Interaction,
                                  tile.name, worldPosTarget);
            var tileApply = new TileApply(performer, usedObject, intent,
                                          (Vector2Int)WorldToCell(worldPosTarget), this, basicTile, usedSlot,
                                          targetVector, applyType);
            foreach (var tileInteraction in basicTile.TileInteractions)
            {
                if (tileInteraction == null)
                {
                    continue;
                }
                if (tileInteraction.WillInteract(tileApply, NetworkSide.Server))
                {
                    //perform if not on cooldown
                    if (Cooldowns.TryStartServer(tileApply, CommonCooldowns.Instance.Interaction))
                    {
                        tileInteraction.ServerPerformInteraction(tileApply);
                    }
                    else
                    {
                        //hit a cooldown, rollback in case client tried to predict it
                        tileInteraction.ServerRollbackClient(tileApply);
                    }

                    // interaction should've triggered and did or we hit a cooldown, so we're
                    // done processing this request.
                    break;
                }
                else
                {
                    tileInteraction.ServerRollbackClient(tileApply);
                }
            }
        }
    }