generated from AriasCreations/vsmodtemplate
216 lines
No EOL
7 KiB
C#
216 lines
No EOL
7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Data;
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using System.Numerics;
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using AriasServerUtils;
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using Vintagestory.API.Common;
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using Vintagestory.API.Common.Entities;
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using Vintagestory.API.Config;
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using Vintagestory.API.MathTools;
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using Vintagestory.API.Server;
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using Vintagestory.GameContent;
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namespace AriasServerUtils;
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public class RTPFactory
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{
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private static List<RTPData> RTPCache = new();
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/*
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if (pPos == null)
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{
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ps.ActiveCooldowns.Add(CooldownType.RTP, (TimeUtil.DecodeTimeNotation(ServerUtilities.config.Cooldowns.Get(CooldownType.RTP)) / 2) + TimeUtil.GetUnixEpochTimestamp());
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ServerUtilities.MarkDirty();
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ServerUtilities.SendMessageTo(isp, Lang.Get($"{ServerUtilities.MOD_ID}:rtp-fail"));
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return TextCommandResult.Success();
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}
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Vec2i origin = new((int)isp.Entity.Pos.X, (int)isp.Entity.Pos.Z);
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Vec2i npos = new(pPos.X, pPos.Z);
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float distance = RTPFactory.GetDistance(origin, npos);
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pPos.Merge(isp.Entity);
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ps.ActiveCooldowns.Add(CooldownType.RTP, TimeUtil.DecodeTimeNotation(ServerUtilities.config.Cooldowns.Get(CooldownType.RTP)) + TimeUtil.GetUnixEpochTimestamp());
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ServerUtilities.MarkDirty();
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ServerUtilities.SendMessageTo(isp, Lang.Get($"{ServerUtilities.MOD_ID}:rtp", distance));
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*/
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/// <summary>
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/// This function searches for a safe position, honoring the max RTP distance in the global configuration
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/// </summary>
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/// <param name="isp">The player to be teleported</param>
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/// <returns>A random position +/- max distance from current position.</returns>
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public static PlayerPosition GetRandomPosition(IServerPlayer isp, int maxDistance)
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{
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Random rng = ServerUtilities.rng;
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EntityPos vPos = isp.Entity.Pos;
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BlockPos bPos = new BlockPos(isp.Entity.Pos.Dimension);
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IServerWorldAccessor iswa = isp.Entity.World as IServerWorldAccessor;
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int tries = 10000;
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PlayerPosition PPos = PlayerPosition.from(isp.Entity);
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PlayerPosition original = PlayerPosition.from(isp.Entity);
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while (tries-- > 0)
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{
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int ixMax = (int)vPos.X + maxDistance;
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int ixMin = (int)vPos.X - maxDistance;
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int izMax = (int)vPos.Z + maxDistance;
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int izMin = (int)vPos.Z - maxDistance;
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// Generate random X and Z within max RTP distance
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bPos.X = (int)vPos.X + rng.Next(ixMin, ixMax);
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bPos.Z = (int)vPos.Z + rng.Next(izMin, izMax);
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bPos.Y = 255;
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Block lastAboveLast = null;
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Block lastBlock = null;
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Block curBlock;
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// Ensure the chunk is loaded before accessing blocks
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int chunkX = bPos.X / 32;
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int chunkY = bPos.Y / 32;
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int chunkZ = bPos.Z / 32;
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var chunk = iswa.ChunkProvider.GetUnpackedChunkFast(chunkX, chunkY, chunkZ);
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if (chunk == null)
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{
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// Chunk doesn't exist, or isn't loaded.
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// Teleport the player to the position up in the sky. That way the chunk does get loaded and we can proceed.
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PPos.X = bPos.X;
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PPos.Y = bPos.Y;
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PPos.Z = bPos.Z;
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PPos.Merge(isp.Entity);
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}
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// Scan downwards to find a valid landing spot
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for (int i = 255; i > 0; i--)
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{
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bPos.Y = i;
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if (i / 32 != chunkY)
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{
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chunkY = i / 32;
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chunk = iswa.ChunkProvider.GetUnpackedChunkFast(chunkX, chunkY, chunkZ);
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if (chunk == null)
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{
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PPos.Y = i;
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PPos.Merge(isp.Entity);
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}
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}
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curBlock = iswa.BlockAccessor.GetBlock(bPos);
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if (curBlock.MatterState == EnumMatterState.Solid)
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{
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if (lastBlock != null && lastBlock.BlockMaterial == EnumBlockMaterial.Air &&
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lastAboveLast != null && lastAboveLast.BlockMaterial == EnumBlockMaterial.Air)
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{
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// Found a valid spot: curBlock is solid, lastBlock & lastAboveLast are gas (air)
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PPos.X = bPos.X;
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PPos.Y = bPos.Y + 1;
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PPos.Z = bPos.Z;
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ServerUtilities.SendMessageTo(isp, Lang.Get($"{ServerUtilities.MOD_ID}:rtp-found", tries));
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return PPos;
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}
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}
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lastAboveLast = lastBlock;
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lastBlock = curBlock;
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}
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}
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original.Merge(isp.Entity);
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return null; // Return null if no valid position is found after retries
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}
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/// <summary>
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/// This function will schedule a task to perform an RTP.
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/// </summary>
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/// <param name="isp">Player to be teleported</param>
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/// <param name="maxDistance">Max distance +/- the current position.</param>
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public static void TryRTP(IServerPlayer isp, int maxDistance)
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{
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var data = new RTPData(isp, maxDistance, 1000, PlayerPosition.from(isp));
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RTPCache.Add(data);
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}
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public static float GetDistance(Vec2i pos1, Vec2i pos2)
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{
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return MathF.Sqrt(MathF.Pow(pos2.X - pos1.X, 2) + MathF.Pow(pos2.Y - pos1.Y, 2));
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}
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internal static void ChunkColumnGenerated(Vec2i chunkCoord, IWorldChunk[] chunks)
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{
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throw new NotImplementedException();
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}
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}
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public class RTPData
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{
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public IServerPlayer player;
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public int NumTriesRemaining;
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public int MaxDistance;
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public PlayerPosition StartPosition;
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public RTPData(IServerPlayer isp, int maxDistance, int tries, PlayerPosition playerPosition)
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{
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MaxDistance = maxDistance;
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player = isp;
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NumTriesRemaining = tries;
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StartPosition = playerPosition;
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}
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public RTPPosition MakeNewPosition()
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{
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NumTriesRemaining--;
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return new RTPPosition((int)player.Entity.Pos.X, (int)player.Entity.Pos.Z, MaxDistance, player.Entity.Pos.Dimension);
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}
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}
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public class RTPPosition
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{
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int x;
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int y;
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int z;
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int dimension;
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public RTPPosition(int x, int z, int maxDist, int dim)
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{
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int minX = x - maxDist;
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int maxX = x + maxDist;
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int minZ = z - maxDist;
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int maxZ = z + maxDist;
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this.x = ServerUtilities.rng.Next(minX, maxX);
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this.y = 1;
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this.z = ServerUtilities.rng.Next(minZ, maxZ);
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this.dimension = dim;
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}
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PlayerPosition GetPlayerPosition()
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{
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return new PlayerPosition
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{
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X = x,
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Y = y,
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Dimension = dimension,
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Z = z
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};
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}
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BlockPos GetBlockPos()
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{
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return new BlockPos(new Vec3i(x, y, z), dimension);
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}
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} |