Make /rp code actually sensible, also use packed integer indices for storing positions to update, instead of that pointless 12 byte struct.

This commit is contained in:
UnknownShadow200 2016-04-08 08:41:22 +10:00
parent a0cd1885f0
commit 54534354ba

View File

@ -1,20 +1,20 @@
/*
Copyright 2011 MCForge
Dual-licensed under the Educational Community License, Version 2.0 and
the GNU General Public License, Version 3 (the "Licenses"); you may
not use this file except in compliance with the Licenses. You may
obtain a copy of the Licenses at
http://www.opensource.org/licenses/ecl2.php
http://www.gnu.org/licenses/gpl-3.0.html
Unless required by applicable law or agreed to in writing,
software distributed under the Licenses are distributed on an "AS IS"
BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
or implied. See the Licenses for the specific language governing
permissions and limitations under the Licenses.
*/
Copyright 2011 MCForge
Dual-licensed under the Educational Community License, Version 2.0 and
the GNU General Public License, Version 3 (the "Licenses"); you may
not use this file except in compliance with the Licenses. You may
obtain a copy of the Licenses at
http://www.opensource.org/licenses/ecl2.php
http://www.gnu.org/licenses/gpl-3.0.html
Unless required by applicable law or agreed to in writing,
software distributed under the Licenses are distributed on an "AS IS"
BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
or implied. See the Licenses for the specific language governing
permissions and limitations under the Licenses.
*/
using System;
using System.Collections.Generic;
namespace MCGalaxy.Commands
@ -28,141 +28,105 @@ namespace MCGalaxy.Commands
public override LevelPermission defaultRank { get { return LevelPermission.AdvBuilder; } }
public CmdRestartPhysics() { }
public override void Use(Player p, string message)
{
CatchPos cpos;
cpos.x = 0; cpos.y = 0; cpos.z = 0;
public override void Use(Player p, string message) {
CatchPos cpos = default(CatchPos);
message = message.ToLower();
cpos.extraInfo = "";
if (message != "")
{
int currentLoop = 0; string[] storedArray; bool skip = false;
retry: foreach (string s in message.Split(' '))
{
if (currentLoop % 2 == 0)
{
switch (s)
{
case "drop":
case "explode":
case "dissipate":
case "wait":
case "rainbow":
break;
case "revert":
if (skip) break;
storedArray = message.Split(' ');
try
{
storedArray[currentLoop + 1] = Block.Byte(message.Split(' ')[currentLoop + 1].ToString().ToLower()).ToString();
if (storedArray[currentLoop + 1].ToString() == "255") throw new OverflowException();
}
catch { Player.SendMessage(p, "Invalid block type."); return; }
message = string.Join(" ", storedArray);
skip = true; currentLoop = 0;
goto retry;
default:
Player.SendMessage(p, s + " is not supported."); return;
}
}
else
{
try
{
if (int.Parse(s) < 1) { Player.SendMessage(p, "Values must be above 0"); return; }
}
catch { Player.SendMessage(p, "/rp [text] [num] [text] [num]"); return; }
}
currentLoop++;
}
if (currentLoop % 2 != 1) cpos.extraInfo = message;
else { Player.SendMessage(p, "Number of parameters must be even"); Help(p); return; }
}
if (message != "" && !ParseArgs(p, message, ref cpos)) return;
p.blockchangeObject = cpos;
Player.SendMessage(p, "Place two blocks to determine the edges.");
p.ClearBlockchange();
p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
}
public override void Help(Player p)
{
Player.SendMessage(p, "/restartphysics ([type] [num]) ([type2] [num2]) (...) - Restarts every physics block in an area");
Player.SendMessage(p, "[type] will set custom physics for selected blocks");
Player.SendMessage(p, "Possible [types]: drop, explode, dissipate, wait, rainbow, revert");
Player.SendMessage(p, "/rp revert takes block names");
bool ParseArgs(Player p, string args, ref CatchPos cpos) {
string[] parts = args.Split(' ');
if (parts.Length % 2 == 1) {
Player.SendMessage(p, "Number of parameters must be even");
Help(p); return false;
}
for (int i = 0; i < parts.Length; i++) {
string s = parts[i];
if (i % 2 != 0) {
int value;
if (!int.TryParse(s, out value)) {
Player.SendMessage(p, "/rp [type1] [num] [type2] [num]..."); return false;
}
if (value < 0) { Player.SendMessage(p, "Values must be above 0"); return false; }
continue;
}
switch (s) {
case "drop":
case "explode":
case "dissipate":
case "wait":
case "rainbow":
break;
case "revert":
byte block = Block.Byte(parts[i + 1]);
if (block == Block.Zero) { Player.SendMessage(p, "Invalid block type."); return false; }
parts[i + 1] = block.ToString();
break;
default:
Player.SendMessage(p, s + " type is not supported.");
return false;
}
}
cpos.extraInfo = string.Join(" ", parts);
return true;
}
public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type, byte extType)
{
void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type, byte extType) {
RevertAndClearState(p, x, y, z);
CatchPos bp = (CatchPos)p.blockchangeObject;
bp.x = x; bp.y = y; bp.z = z; p.blockchangeObject = bp;
p.Blockchange += new Player.BlockchangeEventHandler(Blockchange2);
}
public void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type, byte extType)
{
void Blockchange2(Player p, ushort x, ushort y, ushort z, byte type, byte extType) {
RevertAndClearState(p, x, y, z);
CatchPos cpos = (CatchPos)p.blockchangeObject;
List<CatchPos> buffer = new List<CatchPos>();
CatchPos pos = new CatchPos();
//int totalChecks = 0;
//if (Math.Abs(cpos.x - x) * Math.Abs(cpos.y - y) * Math.Abs(cpos.z - z) > 8000) { Player.SendMessage(p, "Tried to restart too many blocks. You may only restart 8000"); return; }
for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
List<int> buffer = new List<int>();
for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
for (ushort xx = Math.Min(cpos.x, x); xx <= Math.Max(cpos.x, x); ++xx)
{
for (ushort yy = Math.Min(cpos.y, y); yy <= Math.Max(cpos.y, y); ++yy)
{
for (ushort zz = Math.Min(cpos.z, z); zz <= Math.Max(cpos.z, z); ++zz)
{
if (p.level.GetTile(xx, yy, zz) != Block.air)
{
pos.x = xx; pos.y = yy; pos.z = zz;
pos.extraInfo = cpos.extraInfo;
buffer.Add(pos);
}
}
}
int index = p.level.PosToInt(xx, yy, zz);
if (index >= 0 && p.level.blocks[index] != Block.air)
buffer.Add(index);
}
try
{
if (cpos.extraInfo == "")
{
if (buffer.Count > Server.rpNormLimit)
{
Player.SendMessage(p, "Cannot restart more than " + Server.rpNormLimit + " blocks.");
Player.SendMessage(p, "Tried to restart " + buffer.Count + " blocks.");
return;
}
if (cpos.extraInfo == "") {
if (buffer.Count > Server.rpNormLimit) {
Player.SendMessage(p, "Cannot restart more than " + Server.rpNormLimit + " blocks.");
Player.SendMessage(p, "Tried to restart " + buffer.Count + " blocks.");
return;
}
else
{
if (buffer.Count > Server.rpLimit)
{
Player.SendMessage(p, "Tried to add physics to " + buffer.Count + " blocks.");
Player.SendMessage(p, "Cannot add physics to more than " + Server.rpLimit + " blocks.");
return;
}
}
}
catch { return; }
foreach (CatchPos pos1 in buffer)
{
p.level.AddCheck(p.level.PosToInt(pos1.x, pos1.y, pos1.z), true, pos1.extraInfo);
} else if (buffer.Count > Server.rpLimit) {
Player.SendMessage(p, "Tried to add physics to " + buffer.Count + " blocks.");
Player.SendMessage(p, "Cannot add physics to more than " + Server.rpLimit + " blocks.");
return;
}
foreach (int index in buffer)
p.level.AddCheck(index, true, cpos.extraInfo);
Player.SendMessage(p, "Activated " + buffer.Count + " blocks.");
if (p.staticCommands) p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
if (p.staticCommands)
p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
}
struct CatchPos { public ushort x, y, z; public string extraInfo; }
public override void Help(Player p) {
Player.SendMessage(p, "/restartphysics ([type] [num]) ([type2] [num2]) (...) - Restarts every physics block in an area");
Player.SendMessage(p, "[type] will set custom physics for selected blocks");
Player.SendMessage(p, "Possible [types]: drop, explode, dissipate, wait, rainbow, revert");
Player.SendMessage(p, "/rp revert takes block names");
}
}
}