示例#1
0
        static void RedoHandler([NotNull] Player player, [NotNull] CommandReader cmd)
        {
            if (cmd.HasNext)
            {
                CdRedo.PrintUsage(player);
                return;
            }

            World playerWorld = player.World;

            if (playerWorld == null)
            {
                PlayerOpException.ThrowNoWorld(player);
            }

            UndoState redoState = player.RedoPop();

            if (redoState == null)
            {
                player.MessageNow("There is currently nothing to redo.");
                return;
            }

            string msg = "Redo: ";

            if (redoState.Op != null && !redoState.Op.IsDone)
            {
                redoState.Op.Cancel();
                msg += String.Format("Cancelled {0} (was {1}% done). ",
                                     redoState.Op.Description,
                                     redoState.Op.PercentDone);
            }

            // no need to set player.drawingInProgress here because this is done on the user thread
            Logger.Log(LogType.UserActivity,
                       "Player {0} initiated /Redo affecting {1} blocks (on world {2})",
                       player.Name,
                       redoState.Buffer.Count,
                       playerWorld.Name);

            msg += String.Format("Restoring {0} blocks. Type &H/Undo&S to reverse.",
                                 redoState.Buffer.Count);
            player.MessageNow(msg);

            var op = new UndoDrawOperation(player, redoState, true);

            op.Prepare(new Vector3I[0]);
            op.Begin();
        }
示例#2
0
        static void UndoHandler([NotNull] Player player, [NotNull] CommandReader cmd)
        {
            World playerWorld = player.World;

            if (playerWorld == null)
            {
                PlayerOpException.ThrowNoWorld(player);
            }
            if (cmd.HasNext)
            {
                player.Message("Undo command takes no parameters. Did you mean to do &H/UndoPlayer&S or &H/UndoArea&S?");
                return;
            }

            string    msg       = "Undo: ";
            UndoState undoState = player.UndoPop();

            if (undoState == null)
            {
                player.MessageNow("There is currently nothing to undo.");
                return;
            }

            // Cancel the last DrawOp, if still in progress
            if (undoState.Op != null && !undoState.Op.IsDone && !undoState.Op.IsCancelled)
            {
                undoState.Op.Cancel();
                msg += String.Format("Cancelled {0} (was {1}% done). ",
                                     undoState.Op.Description,
                                     undoState.Op.PercentDone);
            }

            // Check if command was too massive.
            if (undoState.IsTooLargeToUndo)
            {
                if (undoState.Op != null)
                {
                    player.MessageNow("Cannot undo {0}: too massive.", undoState.Op.Description);
                }
                else
                {
                    player.MessageNow("Cannot undo: too massive.");
                }
                return;
            }

            // no need to set player.drawingInProgress here because this is done on the user thread
            Logger.Log(LogType.UserActivity,
                       "Player {0} initiated /Undo affecting {1} blocks (on world {2})",
                       player.Name,
                       undoState.Buffer.Count,
                       playerWorld.Name);

            msg += String.Format("Restoring {0} blocks. Type &H/Redo&S to reverse.",
                                 undoState.Buffer.Count);
            player.MessageNow(msg);

            var op = new UndoDrawOperation(player, undoState, false);

            op.Prepare(new Vector3I[0]);
            op.Begin();
        }