Inheritance: TShockAPI.TSPlayer
示例#1
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文件: Chest.cs 项目: jordsti/TPulse
        public void SetOwner(CPlayer player)
        {
            string userAccountName = tPulse.Players[player.Index].UserAccountName;

            if (userAccountName != null)
            {
                Owner = userAccountName; //player.Name;
            }
            else
            {
                Owner = tPulse.Players[player.Index].Name;
                player.SendMessage("Warning, you are not registered.", Color.Red);
                //player.SendMessage("Please register an account and open the chest again to future-proof your protection.", Color.Red);
            }
        }
示例#2
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文件: Chest.cs 项目: jordsti/TPulse
        /*public void SetChestItems(Terraria.Item[] items)
         * {
         *  Terraria.Main.chest[ID].item = items;
         * }*/

        public bool IsOpenFor(CPlayer player)
        {
            if (!IsLocked()) //if chest not locked skip all checks
            {
                return(true);
            }

            if (!tPulse.Players[player.Index].IsLoggedIn) //if player isn't logged in, and chest is protected, don't allow access
            {
                return(false);
            }

            if (IsOwnerConvert(player)) //if player is owner then skip checks
            {
                return(true);
            }

            if (HashedPassword != "")            //this chest is passworded, so check if user has unlocked this chest
            {
                if (player.HasAccessToChest(ID)) //has unlocked this chest
                {
                    return(true);
                }
            }

            if (IsRegionLocked()) //if region lock then check region
            {
                var x = (int)Position.X;
                var y = (int)Position.Y;

                if (tPulse.Regions.InArea(x, y))                                     //if not in area disable region lock
                {
                    if (tPulse.Regions.CanBuild(x, y, tPulse.Players[player.Index])) //if can build in area
                    {
                        return(true);
                    }
                }
                else
                {
                    regionLock(false);
                }
            }
            return(false);
        }
示例#3
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 public void SetOwner(CPlayer player)
 {
     string userAccountName = TShock.Players[player.Index].UserAccountName;
     if (userAccountName != null)
         Owner = userAccountName; //player.Name;
     else
     {
         Owner = TShock.Players[player.Index].Name;
         player.SendMessage("Warning, you are not registered.", Color.Red);
         //player.SendMessage("Please register an account and open the chest again to future-proof your protection.", Color.Red);
     }
 }
示例#4
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 public bool LegacyIsOwner(CPlayer player)
 {
     return HasOwner() && Owner.Equals(TShock.Players[player.Index].Name);
 }
示例#5
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 public bool IsOwnerConvert(CPlayer player)
 {
     if (LegacyIsOwner(player) && !IsOwner(player))
     {
         SetOwner(player);
         return true;
     }
     return IsOwner(player);
 }
示例#6
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 public bool IsOwner(CPlayer player)
 {
     return HasOwner() && Owner.Equals(TShock.Players[player.Index].UserAccountName);
 }
示例#7
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        /*public void SetChestItems(Terraria.Item[] items)
        {
            Terraria.Main.chest[ID].item = items;
        }*/
        public bool IsOpenFor(CPlayer player)
        {
            if (!IsLocked()) //if chest not locked skip all checks
                return true;

            if (!TShock.Players[player.Index].IsLoggedIn) //if player isn't logged in, and chest is protected, don't allow access
                return false;

            if (IsOwnerConvert(player)) //if player is owner then skip checks
                return true;

            if (HashedPassword != "") //this chest is passworded, so check if user has unlocked this chest
                if (player.HasAccessToChest(ID)) //has unlocked this chest
                    return true;

            if (IsRegionLocked()) //if region lock then check region
            {
                var x = (int) Position.X;
                var y = (int) Position.Y;

                if (TShock.Regions.InArea(x, y)) //if not in area disable region lock
                {
                    if (TShock.Regions.CanBuild(x, y, TShock.Players[player.Index])) //if can build in area
                        return true;
                }
                else
                    regionLock(false);
            }
            return false;
        }
示例#8
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 private void ServerHooks_Leave(int obj)
 {
     Players[obj] = new CPlayer(obj);
 }
示例#9
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 private void OnUpdate()
 {
     if (Init) return;
     new Thread(UpdateChecker).Start();
     for (int i = 0; i < Players.Length; i++)
         Players[i] = new CPlayer(i);
     Init = true;
 }
示例#10
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        private void OnUpdate()
        {
            if ((DateTime.UtcNow - LastSave).TotalMinutes >= 5)
            {
                try
                {
                    ChestManager.Save(); //save chests
                }
                catch (Exception ex) //we don't want the world to fail to save.
                {
                    Log.Write(ex.ToString(), LogLevel.Error);
                }
                finally
                {
                    LastSave = DateTime.UtcNow;
                }
            }
            if (Init) return;
            Log.Initialize(ChestManager.ChestLogPath, false);
            Log.Write("Initiating ChestControl...", LogLevel.Info);
            ChestManager.Load();
            Commands.Load();

            for (int i = 0; i < Players.Length; i++)
                Players[i] = new CPlayer(i);
            Init = true;
        }
示例#11
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文件: Chest.cs 项目: jordsti/TPulse
 public bool LegacyIsOwner(CPlayer player)
 {
     return(HasOwner() && Owner.Equals(tPulse.Players[player.Index].Name));
 }
示例#12
0
文件: Chest.cs 项目: jordsti/TPulse
 public bool IsOwner(CPlayer player)
 {
     return(HasOwner() && Owner.Equals(tPulse.Players[player.Index].UserAccountName));
 }
示例#13
0
        private void NetHooks_GetData(GetDataEventArgs e)
        {
            switch (e.MsgID)
            {
            case PacketTypes.ChestGetContents:
                if (!e.Handled)
                {
                    using (var data = new MemoryStream(e.Msg.readBuffer, e.Index, e.Length))
                    {
                        var reader = new BinaryReader(data);
                        int x      = reader.ReadInt32();
                        int y      = reader.ReadInt32();
                        reader.Close();
                        int      id      = Terraria.Chest.FindChest(x, y);
                        CPlayer  player  = Players[e.Msg.whoAmI];
                        TPPlayer tplayer = tPulse.Players[e.Msg.whoAmI];
                        if (id != -1)
                        {
                            Chest chest           = ChestManager.GetChest(id);
                            bool  naggedAboutLock = false;

                            switch (player.GetState())
                            {
                            case SettingState.Setting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        player.SendMessage("You already own this chest!", Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest is already owned by someone!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    chest.SetID(id);
                                    chest.SetPosition(x, y);
                                    chest.SetOwner(player);
                                    chest.Lock();

                                    player.SendMessage("This chest is now yours, and yours only.", Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.RegionSetting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        if (chest.IsRegionLocked())
                                        {
                                            chest.regionLock(false);

                                            player.SendMessage(
                                                "Region share disabled. This chest is now only yours. To fully remove protection use \"cunset\".",
                                                Color.Red);
                                        }
                                        else if (tPulse.Regions.InArea(x, y))
                                        {
                                            chest.regionLock(true);

                                            player.SendMessage(
                                                "This chest is now shared between region users. Use this command again to disable it.",
                                                Color.Red);
                                        }
                                        else
                                        {
                                            player.SendMessage(
                                                "You can region share chest only if the chest is inside region!",
                                                Color.Red);
                                        }
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else if (tPulse.Regions.InArea(x, y))
                                {
                                    chest.SetID(id);
                                    chest.SetPosition(x, y);
                                    chest.SetOwner(player);
                                    chest.Lock();
                                    chest.regionLock(true);

                                    player.SendMessage(
                                        "This chest is now shared between region users with you as owner. Use this command again to disable region sharing (You will still be owner).",
                                        Color.Red);
                                }
                                else
                                {
                                    player.SendMessage(
                                        "You can region share chest only if the chest is inside region!",
                                        Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.PublicSetting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        if (chest.IsLocked())
                                        {
                                            chest.UnLock();
                                            player.SendMessage(
                                                "This chest is now public! Use \"/cpset\" to set it private.",
                                                Color.Red);
                                        }
                                        else
                                        {
                                            chest.Lock();
                                            player.SendMessage(
                                                "This chest is now private! Use \"/cpset\" to set it public.",
                                                Color.Red);
                                        }
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    chest.SetID(id);
                                    chest.SetPosition(x, y);
                                    chest.SetOwner(player);

                                    player.SendMessage(
                                        "This chest is now yours. This chest is public. Use \"/cpset\" to set it private.",
                                        Color.Red);
                                }
                                break;

                            case SettingState.Deleting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player) ||
                                        tplayer.Group.HasPermission("removechestprotection"))
                                    {
                                        chest.Reset();
                                        player.SendMessage("This chest is no longer yours!", Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    player.SendMessage("This chest is not protected!", Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.PasswordSetting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        chest.SetPassword(player.PasswordForChest);
                                        player.SendMessage("This chest is now protected with password.",
                                                           Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    chest.SetID(id);
                                    chest.SetPosition(x, y);
                                    chest.SetOwner(player);
                                    chest.Lock();
                                    chest.SetPassword(player.PasswordForChest);

                                    player.SendMessage(
                                        "This chest is now protected with password, with you as owner.",
                                        Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.PasswordUnSetting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        chest.SetPassword("");
                                        player.SendMessage("This chest password has been removed.", Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    player.SendMessage("This chest is not protected!", Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.RefillSetting:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsOwnerConvert(player))
                                    {
                                        chest.SetRefill(true);
                                        player.SendMessage("This chest is will now always refill with items.",
                                                           Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest isn't yours!", Color.Red);
                                        naggedAboutLock = true;
                                    }
                                }
                                else
                                {
                                    chest.SetID(id);
                                    chest.SetPosition(x, y);
                                    chest.SetOwner(player);
                                    chest.SetRefill(true);

                                    player.SendMessage(
                                        "This chest is will now always refill with items, with you as owner.",
                                        Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.RefillUnSetting:
                                if (chest.IsRefill())
                                {
                                    if (chest.HasOwner())
                                    {
                                        if (chest.IsOwnerConvert(player))
                                        {
                                            chest.SetRefill(false);
                                            player.SendMessage(
                                                "This chest is will no longer refill with items.", Color.Red);
                                        }
                                        else
                                        {
                                            player.SendMessage("This chest isn't yours!", Color.Red);
                                            naggedAboutLock = true;
                                        }
                                    }
                                    else
                                    {
                                        chest.SetID(id);
                                        chest.SetPosition(x, y);
                                        chest.SetOwner(player);
                                        chest.SetRefill(false);

                                        player.SendMessage("This chest is will no longer refill with items",
                                                           Color.Red);
                                    }
                                }
                                else
                                {
                                    player.SendMessage("This chest is not refilling!", Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;

                            case SettingState.UnLocking:
                                if (chest.HasOwner())
                                {
                                    if (chest.IsLocked())
                                    {
                                        if (chest.GetPassword() == "")
                                        {
                                            player.SendMessage("This chest can't be unlocked with password!",
                                                               Color.Red);
                                            naggedAboutLock = true;
                                        }
                                        else if (chest.IsOwnerConvert(player))
                                        {
                                            player.SendMessage(
                                                "You are owner of this chest, you dont need to unlock it. If you want to remove password use \"/lockchest remove\".",
                                                Color.Red);
                                        }
                                        else if (player.HasAccessToChest(chest.GetID()))
                                        {
                                            player.SendMessage("You already have access to this chest!",
                                                               Color.Red);
                                        }
                                        else if (chest.CheckPassword(player.PasswordForChest))
                                        {
                                            player.UnlockedChest(chest.GetID());
                                            player.SendMessage(
                                                "Chest unlocked! When you leave game you must unlock it again.",
                                                Color.Red);
                                        }
                                        else
                                        {
                                            player.SendMessage("Wrong password for chest!", Color.Red);
                                            naggedAboutLock = true;
                                        }
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest is not locked!", Color.Red);
                                    }
                                }
                                else
                                {
                                    player.SendMessage("This chest is not protected!", Color.Red);
                                }

                                //end player setting
                                player.SetState(SettingState.None);
                                break;
                            }

                            if (tplayer.Group.HasPermission("showchestinfo"))     //if player should see chest info
                            {
                                player.SendMessage(
                                    string.Format(
                                        "Chest Owner: {0} || Public: {1} || RegionShare: {2} || Password: {3} || Refill: {4}",
                                        chest.GetOwner() == "" ? "-None-" : chest.GetOwner(),
                                        chest.IsLocked() ? "No" : "Yes", chest.IsRegionLocked() ? "Yes" : "No",
                                        chest.GetPassword() == "" ? "No" : "Yes",
                                        chest.IsRefill() ? "Yes" : "No"), Color.Yellow);
                            }

                            if (!tplayer.Group.HasPermission("openallchests") && !chest.IsOpenFor(player))
                            //if player doesnt has permission to see inside chest, then break and message
                            {
                                e.Handled = true;
                                if (!naggedAboutLock)
                                {
                                    player.SendMessage(
                                        chest.GetPassword() != ""
                                                ? "This chest is magically locked with password. ( Use \"/cunlock PASSWORD\" to unlock it. )"
                                                : "This chest is magically locked.", Color.IndianRed);
                                }
                                return;
                            }
                        }
                        if (player.GetState() != SettingState.None)
                        {
                            //if player is still setting something - end his setting
                            player.SetState(SettingState.None);
                        }
                    }
                }
                break;

            case PacketTypes.TileKill:
            case PacketTypes.Tile:
                using (var data = new MemoryStream(e.Msg.readBuffer, e.Index, e.Length))
                    try
                    {
                        var reader = new BinaryReader(data);
                        if (e.MsgID == PacketTypes.Tile)
                        {
                            byte type = reader.ReadByte();
                            if (!(type == 0 || type == 4))
                            {
                                return;
                            }
                        }
                        int x = reader.ReadInt32();
                        int y = reader.ReadInt32();
                        reader.Close();

                        if (Chest.TileIsChest(x, y))     //if is Chest
                        {
                            int      id      = Terraria.Chest.FindChest(x, y);
                            CPlayer  player  = Players[e.Msg.whoAmI];
                            TPPlayer tplayer = tPulse.Players[e.Msg.whoAmI];

                            //dirty fix for finding chest, try to find chest point around
                            if (id == -1)
                            {
                                try
                                {
                                    id = Terraria.Chest.FindChest(x - 1, y);     //search one tile left
                                    if (id == -1)
                                    {
                                        id = Terraria.Chest.FindChest(x - 1, y - 1);
                                        //search one tile left and one tile up
                                        if (id == -1)
                                        {
                                            id = Terraria.Chest.FindChest(x, y - 1);     //search one tile up
                                        }
                                    }
                                }
                                catch (Exception ex)
                                {
                                    Log.Write(ex.ToString(), LogLevel.Error);
                                }
                            }

                            if (id != -1)     //if have found chest
                            {
                                Chest chest = ChestManager.GetChest(id);
                                if (chest.HasOwner())     //if owned stop removing
                                {
                                    if (tplayer.Group.HasPermission("removechestprotection") ||
                                        chest.IsOwnerConvert(player))
                                    {
                                        //display more verbose info to player who has permission to remove protection on this chest
                                        player.SendMessage(
                                            "This chest is protected. To remove it, first remove protection using \"/cunset\" command.",
                                            Color.Red);
                                    }
                                    else
                                    {
                                        player.SendMessage("This chest is protected!", Color.Red);
                                    }

                                    player.SendTileSquare(x, y);
                                    e.Handled = true;
                                }
                            }
                        }
                    }
                    catch (Exception ex)
                    {
                        Log.Write(ex.ToString(), LogLevel.Error);
                    }
                break;

            case PacketTypes.ChestItem:
                using (var data = new MemoryStream(e.Msg.readBuffer, e.Index, e.Length))
                {
                    var   reader = new BinaryReader(data);
                    short id     = reader.ReadInt16();
                    byte  slot   = reader.ReadByte();
                    byte  stack  = reader.ReadByte();
                    byte  prefix = reader.ReadByte();
                    short type   = reader.ReadByte();
                    if (id != -1)
                    {
                        Chest chest = ChestManager.GetChest(id);
                        if (chest.IsRefill())
                        {
                            e.Handled = true;
                        }
                        if (!e.Handled)
                        {
                            var item    = Main.chest[id].item[slot];
                            var newitem = new Item();
                            newitem.netDefaults(type);
                            newitem.Prefix(prefix);
                            newitem.AffixName();
                            Log.Write(string.Format("{0}({1}) in slot {2} in chest at {3}x{4} was modified to {5}({6}) by {7}",
                                                    item.name, item.stack, slot, Main.chest[id].x, Main.chest[id].y, newitem.name, stack, tPulse.Players[e.Msg.whoAmI].UserAccountName),
                                      LogLevel.Info, false);
                        }
                    }
                }
                break;
            }
        }
示例#14
0
 private void ServerHooks_Leave(int obj)
 {
     Players[obj] = new CPlayer(obj);
 }