public static void DestructEntityRequest(DestructEntityRequest packet) { PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId); PlayerAction_Build pab = GameMain.mainPlayer.controller != null ? GameMain.mainPlayer.controller.actionBuild : null; // We only execute the code if the client has loaded the factory at least once. // Else they will get it once they go to the planet for the first time. if (planet?.factory == null || pab == null) { return; } FactoryManager.TargetPlanet = packet.PlanetId; FactoryManager.PacketAuthor = packet.AuthorId; PlanetFactory tmpFactory = pab.factory; pab.factory = planet.factory; pab.noneTool.factory = planet.factory; FactoryManager.AddPlanetTimer(packet.PlanetId); pab.DoDismantleObject(packet.ObjId); pab.factory = tmpFactory; pab.noneTool.factory = tmpFactory; FactoryManager.TargetPlanet = FactoryManager.PLANET_NONE; FactoryManager.PacketAuthor = -1; }
public static void UpgradeEntityRequest(UpgradeEntityRequest packet) { PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId); // We only execute the code if the client has loaded the factory at least once. // Else they will get it once they go to the planet for the first time. if (planet?.factory == null) { return; } FactoryManager.TargetPlanet = packet.PlanetId; FactoryManager.PacketAuthor = packet.AuthorId; FactoryManager.AddPlanetTimer(packet.PlanetId); ItemProto itemProto = LDB.items.Select(packet.UpgradeProtoId); planet.factory.UpgradeFinally(GameMain.mainPlayer, packet.ObjId, itemProto); FactoryManager.TargetPlanet = FactoryManager.PLANET_NONE; FactoryManager.PacketAuthor = -1; }
public static void CreatePrebuildsRequest(CreatePrebuildsRequest packet) { PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId); if (planet.factory == null) { if (FactoryManager.EventFromServer) { // We only execute the code if the client has loaded the factory at least once. // Else it will get it once it goes to the planet for the first time. return; } Log.Warn($"planet.factory was null create new one"); planet.factory = GameMain.data.GetOrCreateFactory(planet); } PlayerAction_Build pab = GameMain.mainPlayer.controller != null ? GameMain.mainPlayer.controller.actionBuild : null; BuildTool[] buildTools = pab.tools; BuildTool buildTool = null; for (int i = 0; i < buildTools.Length; i++) { if (buildTools[i].GetType().ToString() == packet.BuildToolType) { buildTool = buildTools[i]; break; } } if (pab != null && buildTool != null) { FactoryManager.TargetPlanet = packet.PlanetId; FactoryManager.PacketAuthor = packet.AuthorId; PlanetFactory tmpFactory = null; NearColliderLogic tmpNearcdLogic = null; PlanetPhysics tmpPlanetPhysics = null; bool loadExternalPlanetData = GameMain.localPlanet?.id != planet.id; if (loadExternalPlanetData) { //Make backup of values that are overwritten tmpFactory = buildTool.factory; tmpNearcdLogic = buildTool.actionBuild.nearcdLogic; tmpPlanetPhysics = buildTool.actionBuild.planetPhysics; FactoryManager.AddPlanetTimer(packet.PlanetId); } bool incomingBlueprintEvent = packet.BuildToolType == typeof(BuildTool_BlueprintPaste).ToString(); //Create Prebuilds from incoming packet and prepare new position List <BuildPreview> tmpList = new List <BuildPreview>(); if (!incomingBlueprintEvent) { tmpList.AddRange(buildTool.buildPreviews); buildTool.buildPreviews.Clear(); buildTool.buildPreviews.AddRange(packet.GetBuildPreviews()); } FactoryManager.EventFactory = planet.factory; //Set temporary Local Planet / Factory data that are needed for original methods CheckBuildConditions() and CreatePrebuilds() buildTool.factory = planet.factory; pab.factory = planet.factory; pab.noneTool.factory = planet.factory; if (FactoryManager.EventFromClient) { // Only the server needs to set these pab.planetPhysics = planet.physics; pab.nearcdLogic = planet.physics.nearColliderLogic; } //Check if prebuilds can be build (collision check, height check, etc) bool canBuild = false; if (FactoryManager.EventFromClient) { GameMain.mainPlayer.mecha.buildArea = float.MaxValue; canBuild = CheckBuildingConnections(buildTool.buildPreviews, planet.factory.entityPool, planet.factory.prebuildPool); } if (canBuild || FactoryManager.EventFromServer) { if (FactoryManager.EventFromClient) { CheckAndFixConnections(buildTool, planet); } if (packet.BuildToolType == typeof(BuildTool_Click).ToString()) { ((BuildTool_Click)buildTool).CreatePrebuilds(); } else if (packet.BuildToolType == typeof(BuildTool_Path).ToString()) { ((BuildTool_Path)buildTool).CreatePrebuilds(); } else if (packet.BuildToolType == typeof(BuildTool_Inserter).ToString()) { ((BuildTool_Inserter)buildTool).CreatePrebuilds(); } else if (incomingBlueprintEvent) { BuildTool_BlueprintPaste bpTool = buildTool as BuildTool_BlueprintPaste; // Cache the current data before performing the requested CreatePrebuilds(); int previousCursor = bpTool.bpCursor; BuildPreview[] previousPool = bpTool.bpPool; // Perform the requested CreatePrebuilds(); List <BuildPreview> incomingPreviews = packet.GetBuildPreviews(); bpTool.bpCursor = incomingPreviews.Count; bpTool.bpPool = incomingPreviews.ToArray(); bpTool.CreatePrebuilds(); // Revert to previous data bpTool.bpCursor = previousCursor; bpTool.bpPool = previousPool; } } //Revert changes back to the original planet if (loadExternalPlanetData) { buildTool.factory = tmpFactory; pab.factory = tmpFactory; pab.noneTool.factory = tmpFactory; pab.planetPhysics = tmpPlanetPhysics; pab.nearcdLogic = tmpNearcdLogic; } GameMain.mainPlayer.mecha.buildArea = Configs.freeMode.mechaBuildArea; FactoryManager.EventFactory = null; if (!incomingBlueprintEvent) { buildTool.buildPreviews.Clear(); buildTool.buildPreviews.AddRange(tmpList); } FactoryManager.TargetPlanet = FactoryManager.PLANET_NONE; FactoryManager.PacketAuthor = -1; } }