mirror of
https://github.com/ClassiCube/MCGalaxy.git
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307 lines
13 KiB
C#
307 lines
13 KiB
C#
/*
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Copyright 2011 MCGalaxy
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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http://www.opensource.org/licenses/ecl2.php
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace MCGalaxy.Commands
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{
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/// <summary>
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/// This is the command /gun
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/// use /help gun in-game for more info
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/// </summary>
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public sealed class CmdGun : Command
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{
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public override string name { get { return "gun"; } }
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public override string shortcut { get { return ""; } }
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public override string type { get { return "other"; } }
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public override bool museumUsable { get { return false; } }
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public override LevelPermission defaultRank { get { return LevelPermission.AdvBuilder; } }
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public CmdGun() { }
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public override void Use(Player p, string message)
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{
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Level foundLevel;
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foundLevel = p.level;
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if (foundLevel.guns == false)
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{
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Player.SendMessage(p, "Guns and missiles cannot be used on this map!");
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return;
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}
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if (p.hasflag != null) { Player.SendMessage(p, "You can't use a gun while you have the flag!"); return; }
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Pos cpos;
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if (p.aiming)
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{
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if (message == "")
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{
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p.aiming = false;
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p.ClearBlockchange();
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Player.SendMessage(p, "Disabled gun");
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return;
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}
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}
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cpos.ending = 0;
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if (message.ToLower() == "destroy") cpos.ending = 1;
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else if (p.allowTnt == false)
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{
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if (message.ToLower() == "explode")
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{
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Player.SendMessage(p, Server.DefaultColor + "Since tnt usage is disallowed at the moment, switching to normal gun!"); cpos.ending = 1;
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}
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else if (message.ToLower() == "laser")
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{
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Player.SendMessage(p, Server.DefaultColor + "Since tnt usage is disallowed at the moment, switching to normal gun!"); cpos.ending = 1;
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}
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else if (message.ToLower() == "teleport" || message.ToLower() == "tp") cpos.ending = -1;
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else if (message != "") { Help(p); return; }
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}
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else if (message.ToLower() == "explode") cpos.ending = 2;
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else if (message.ToLower() == "laser") cpos.ending = 3;
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else if (message.ToLower() == "teleport" || message.ToLower() == "tp") cpos.ending = -1;
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else if (message != "") { Help(p); return; }
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cpos.x = 0; cpos.y = 0; cpos.z = 0; p.blockchangeObject = cpos;
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p.ClearBlockchange();
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p.Blockchange += new Player.BlockchangeEventHandler(Blockchange1);
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p.SendMessage("Gun mode engaged, fire at will");
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if (p.aiming)
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{
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return;
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}
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p.aiming = true;
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Thread aimThread = new Thread(new ThreadStart(delegate
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{
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CatchPos pos;
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List<CatchPos> buffer = new List<CatchPos>();
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while (p.aiming)
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{
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List<CatchPos> tempBuffer = new List<CatchPos>();
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double a = Math.Sin(((double)(128 - p.rot[0]) / 256) * 2 * Math.PI);
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double b = Math.Cos(((double)(128 - p.rot[0]) / 256) * 2 * Math.PI);
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double c = Math.Cos(((double)(p.rot[1] + 64) / 256) * 2 * Math.PI);
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try
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{
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ushort x = (ushort)(p.pos[0] / 32);
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x = (ushort)Math.Round(x + (double)(a * 3));
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ushort y = (ushort)(p.pos[1] / 32 + 1);
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y = (ushort)Math.Round(y + (double)(c * 3));
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ushort z = (ushort)(p.pos[2] / 32);
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z = (ushort)Math.Round(z + (double)(b * 3));
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if (x > p.level.width || y > p.level.depth || z > p.level.height) throw new Exception();
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if (x < 0 || y < 0 || z < 0) throw new Exception();
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for (ushort xx = x; xx <= x + 1; xx++)
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{
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for (ushort yy = (ushort)(y - 1); yy <= y; yy++)
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{
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for (ushort zz = z; zz <= z + 1; zz++)
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{
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if (p.level.GetTile(xx, yy, zz) == Block.air)
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{
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pos.x = xx; pos.y = yy; pos.z = zz;
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tempBuffer.Add(pos);
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}
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}
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}
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}
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List<CatchPos> toRemove = new List<CatchPos>();
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foreach (CatchPos cP in buffer)
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{
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if (!tempBuffer.Contains(cP))
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{
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p.SendBlockchange(cP.x, cP.y, cP.z, Block.air);
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toRemove.Add(cP);
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}
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}
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foreach (CatchPos cP in toRemove)
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{
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buffer.Remove(cP);
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}
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foreach (CatchPos cP in tempBuffer)
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{
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if (!buffer.Contains(cP))
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{
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buffer.Add(cP);
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p.SendBlockchange(cP.x, cP.y, cP.z, Block.glass);
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}
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}
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tempBuffer.Clear();
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toRemove.Clear();
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}
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catch { }
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Thread.Sleep(20);
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}
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foreach (CatchPos cP in buffer)
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{
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p.SendBlockchange(cP.x, cP.y, cP.z, Block.air);
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}
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}));
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aimThread.Start();
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}
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public void Blockchange1(Player p, ushort x, ushort y, ushort z, byte type)
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{
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byte by = p.level.GetTile(x, y, z);
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p.SendBlockchange(x, y, z, by);
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Pos bp = (Pos)p.blockchangeObject;
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double a = Math.Sin(((double)(128 - p.rot[0]) / 256) * 2 * Math.PI);
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double b = Math.Cos(((double)(128 - p.rot[0]) / 256) * 2 * Math.PI);
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double c = Math.Cos(((double)(p.rot[1] + 64) / 256) * 2 * Math.PI);
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double bigDiag = Math.Sqrt(Math.Sqrt(p.level.width * p.level.width + p.level.height * p.level.height) + p.level.depth * p.level.depth + p.level.width * p.level.width);
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List<CatchPos> previous = new List<CatchPos>();
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List<CatchPos> allBlocks = new List<CatchPos>();
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CatchPos pos;
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if (p.modeType != Block.air)
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type = p.modeType;
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Thread gunThread = new Thread(new ThreadStart(delegate
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{
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ushort startX = (ushort)(p.pos[0] / 32);
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ushort startY = (ushort)(p.pos[1] / 32);
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ushort startZ = (ushort)(p.pos[2] / 32);
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pos.x = (ushort)Math.Round(startX + (double)(a * 3));
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pos.y = (ushort)Math.Round(startY + (double)(c * 3));
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pos.z = (ushort)Math.Round(startZ + (double)(b * 3));
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for (double t = 4; bigDiag > t; t++)
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{
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pos.x = (ushort)Math.Round(startX + (double)(a * t));
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pos.y = (ushort)Math.Round(startY + (double)(c * t));
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pos.z = (ushort)Math.Round(startZ + (double)(b * t));
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by = p.level.GetTile(pos.x, pos.y, pos.z);
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if (by != Block.air && !allBlocks.Contains(pos))
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{
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if (p.level.physics < 2 || bp.ending <= 0)
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{
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break;
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}
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else
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{
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if (bp.ending == 1)
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{
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if ((!Block.LavaKill(by) && !Block.NeedRestart(by)) && by != Block.glass)
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{
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break;
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}
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}
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else if (p.level.physics >= 3)
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{
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if (by != Block.glass)
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{
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if (p.allowTnt == true)
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{
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p.level.MakeExplosion(pos.x, pos.y, pos.z, 1);
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break;
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}
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}
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}
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else
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{
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break;
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}
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}
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}
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p.level.Blockchange(pos.x, pos.y, pos.z, type);
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previous.Add(pos);
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allBlocks.Add(pos);
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bool comeOut = false;
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foreach (Player pl in Player.players)
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{
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if (pl.level == p.level)
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{
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if ((ushort)(pl.pos[0] / 32) == pos.x || (ushort)(pl.pos[0] / 32 + 1) == pos.x || (ushort)(pl.pos[0] / 32 - 1) == pos.x)
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{
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if ((ushort)(pl.pos[1] / 32) == pos.y || (ushort)(pl.pos[1] / 32 + 1) == pos.y || (ushort)(pl.pos[1] / 32 - 1) == pos.y)
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{
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if ((ushort)(pl.pos[2] / 32) == pos.z || (ushort)(pl.pos[2] / 32 + 1) == pos.z || (ushort)(pl.pos[2] / 32 - 1) == pos.z)
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{
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if (p.level.physics >= 3 && bp.ending >= 2)
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pl.HandleDeath(Block.stone, " was blown up by " + p.color + p.name, true);
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else
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pl.HandleDeath(Block.stone, " was shot by " + p.color + p.name);
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comeOut = true;
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}
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}
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}
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}
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}
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if (comeOut) break;
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if (t > 12 && bp.ending != 3)
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{
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pos = previous[0];
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p.level.Blockchange(pos.x, pos.y, pos.z, Block.air);
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previous.Remove(pos);
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}
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if (bp.ending != 3) Thread.Sleep(20);
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}
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if (bp.ending == -1)
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try
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{
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unchecked { p.SendPos((byte)-1, (ushort)(previous[previous.Count - 3].x * 32), (ushort)(previous[previous.Count - 3].y * 32 + 32), (ushort)(previous[previous.Count - 3].z * 32), p.rot[0], p.rot[1]); }
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} catch { }
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if (bp.ending == 3) Thread.Sleep(400);
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foreach (CatchPos pos1 in previous)
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{
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p.level.Blockchange(pos1.x, pos1.y, pos1.z, Block.air);
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if (bp.ending != 3) Thread.Sleep(20);
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}
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}));
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gunThread.Start();
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}
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public override void Help(Player p)
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{
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Player.SendMessage(p, "/gun [at end] - Allows you to fire bullets at people");
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Player.SendMessage(p, "Available [at end] values: &cexplode, destroy, laser, tp");
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}
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public struct CatchPos { public ushort x, y, z; }
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public struct Pos { public ushort x, y, z; public int ending; }
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}
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} |