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using System.Reflection;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.GameContent.Generation;
using TerrariaApi.Server;
using TShockAPI;
using TShockAPI.Hooks;
using static CreateSpawn.Utils;
namespace CreateSpawn;
[ApiVersion(2, 1)]
public class CreateSpawn : TerrariaPlugin
{
#region 插件信息
public override string Name => "复制建筑";
public override string Author => "少司命 羽学";
public override Version Version => new(1, 2, 2);
public override string Description => "使用指令复制区域建筑,支持保存建筑文件、跨地图粘贴、自动区域保护、访客统计、自动清理建筑、区域边界显示、进度限制粘贴";
#endregion
#region 注册与释放
public CreateSpawn(Main game) : base(game) { }
public override void Initialize()
{
LoadConfig();
ExtractData(); //内嵌资源
GeneralHooks.ReloadEvent += ReloadConfig;
ServerApi.Hooks.GamePostInitialize.Register(this, this.GamePost);
ServerApi.Hooks.GameUpdate.Register(this, OnGameUpdate);
ServerApi.Hooks.ServerLeave.Register(this, OnServerLeave);
On.Terraria.WorldGen.AddGenerationPass_string_WorldGenLegacyMethod += WorldGen_AddGenerationPass_string_WorldGenLegacyMethod;
TShockAPI.Commands.ChatCommands.Add(new Command("create.copy", Commands.CreateSpawnCMD, "cb", "复制建筑"));
// 注册 RegionHooks 事件
RegionHooks.RegionEntered += OnRegionEntered;
RegionHooks.RegionLeft += OnRegionLeft;
RegionHooks.RegionDeleted += OnRegionDeleted;
GetDataHandlers.PlayerBuffUpdate.Register(this.PlayerBuffUpdate!);
// 精密线控仪事件:用于/cb s 画选区
GetDataHandlers.MassWireOperation += OnMassWire!;
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
TaskManager.ClearAllTasks();
GeneralHooks.ReloadEvent -= ReloadConfig;
ServerApi.Hooks.GamePostInitialize.Deregister(this, this.GamePost);
ServerApi.Hooks.GameUpdate.Deregister(this, OnGameUpdate);
ServerApi.Hooks.ServerLeave.Deregister(this, OnServerLeave);
On.Terraria.WorldGen.AddGenerationPass_string_WorldGenLegacyMethod -= WorldGen_AddGenerationPass_string_WorldGenLegacyMethod;
TShockAPI.Commands.ChatCommands.RemoveAll(x => x.CommandDelegate == Commands.CreateSpawnCMD);
// 注销 RegionHooks 事件
RegionHooks.RegionEntered -= OnRegionEntered;
RegionHooks.RegionLeft -= OnRegionLeft;
RegionHooks.RegionDeleted -= OnRegionDeleted;
GetDataHandlers.PlayerBuffUpdate.UnRegister(this.PlayerBuffUpdate!);
GetDataHandlers.MassWireOperation -= OnMassWire!;
}
base.Dispose(disposing);
}
#endregion
#region 配置重载读取与写入方法
internal static Configuration Config = new();
private static void ReloadConfig(ReloadEventArgs args = null!)
{
LoadConfig();
args.Player.SendInfoMessage("[复制建筑]重新加载配置完毕。");
}
private static void LoadConfig()
{
Config = Configuration.Read();
Config.Write();
}
#endregion
#region 加载完世界后打开插件开关方法
private void GamePost(EventArgs args)
{
try
{
if (Config.SpawnEnabled)
{
var name = "出生点";
var clip = Map.LoadClip(name);
if (clip == null)
{
TShock.Utils.Broadcast($"未找到名为 {name} 的建筑!", 240, 250, 150);
return;
}
// 微调参数计算(仿照 SmartSpawn)
int spwx = Main.spawnTileX; // 出生点 X(单位是图格)
int spwy = Main.spawnTileY; // 出生点 Y
int startX = spwx - Config.CentreX + Config.AdjustX;
int startY = spwy - Config.CountY + Config.AdjustY;
SmartSpawn(TSPlayer.Server, startX, startY, clip, name);
Config.SpawnEnabled = false;
Config.Write();
}
}
catch (Exception ex)
{
TShock.Log.ConsoleError($"[复制建筑] 出生点生成异常: {ex}");
}
}
private void WorldGen_AddGenerationPass_string_WorldGenLegacyMethod(On.Terraria.WorldGen.orig_AddGenerationPass_string_WorldGenLegacyMethod orig, string name, WorldGenLegacyMethod method)
{
Config.SpawnEnabled = true;
Config.Write();
orig(name, method);
}
#endregion
#region 内嵌资源管理
private void ExtractData()
{
if (Directory.Exists(Map.Paths)) return;
Directory.CreateDirectory(Map.Paths);
var asm = Assembly.GetExecutingAssembly();
var files = new List<string>
{
"出生点_cp.map",
"岛主刷怪场_cp.map",
"岛主天顶刷怪场_cp.map",
};
int count = 0;
foreach (var file in files)
{
var res = $"{asm.GetName().Name}.内嵌资源.{file}";
using (var stream = asm.GetManifestResourceStream(res))
{
if (stream == null)
{
TShock.Log.ConsoleError($"[复制建筑] 资源未找到: {res}");
continue;
}
try
{
using (var fs = File.Create(Path.Combine(Map.Paths, file)))
{
stream.CopyTo(fs);
}
count++;
TShock.Log.ConsoleInfo($"[复制建筑] 释放: {file}");
}
catch (Exception ex)
{
TShock.Log.ConsoleError($"[复制建筑] 释放失败 {file}: {ex.Message}");
}
}
}
TShock.Log.ConsoleInfo($"[复制建筑] 初始化完成: {count}个文件");
}
#endregion
#region 精密线控仪事件(拉线选区)
private static void OnMassWire(object sender, GetDataHandlers.MassWireOperationEventArgs e)
{
var plr = e.Player;
// 检查是否在拉线模式
if (plr.GetData<bool?>("cbWire") == true)
{
// ToolMode BitFlags: 1=Red, 2=Green, 4=Blue, 8=Yellow, 16=Actuator, 32=Cutter
if (e.ToolMode == 1) // 红电线模式
{
int x1 = Math.Min(e.StartX, e.EndX);
int y1 = Math.Min(e.StartY, e.EndY);
int x2 = Math.Max(e.StartX, e.EndX);
int y2 = Math.Max(e.StartY, e.EndY);
// 边界调整
x2++;
y2++;
// 直接设置TempPoints
plr.TempPoints[0] = new Point(x1, y1);
plr.TempPoints[1] = new Point(x2, y2);
// 清除拉线数据
plr.RemoveData("cbWire");
plr.SendSuccessMessage($"拉线区域已记录: ({x1},{y1}) 到 ({x2},{y2})");
plr.SendInfoMessage("输入 /cb add [名称] 保存建筑");
e.Handled = true;
}
}
}
#endregion
#region 游戏更新触发事件
public static int GetUnixTimestamp => (int)DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1)).TotalSeconds;
private void OnGameUpdate(EventArgs args)
{
try
{
// 更新边界显示(不再需要检查玩家位置)
MyProjectile.UpdateAll();
// 自动清理检查
AutoClear.CheckAutoClear();
// 处理分帧任务
TaskManager.OnGameUpdate();
}
catch (Exception ex)
{
TShock.Log.ConsoleError($"[复制建筑] 游戏更新事件异常: {ex}");
}
}
#endregion
#region 玩家出服事件
private void OnServerLeave(LeaveEventArgs args)
{
MyProjectile.Stop(args.Who);
RegionTracker.OnPlayerLeave(args.Who); // 清理区域追踪器
TaskManager.CancelTask(TShock.Players[args.Who]); // 取消玩家的所有任务
TShock.Players[args.Who].RemoveData("cbWire"); // 移除拉线数据
}
#endregion
#region 区域检测事件
private void OnRegionEntered(RegionHooks.RegionEnteredEventArgs args)
{
if (RegionManager.IsPluginRegion(args.Region.Name))
{
RegionTracker.RegionEntry(args.Player, args.Region.Name);
MyProjectile.RegionEntry(args.Player, args.Region); // 自动启动边界显示
}
}
private void OnRegionLeft(RegionHooks.RegionLeftEventArgs args)
{
if (RegionManager.IsPluginRegion(args.Region.Name))
{
RegionTracker.RegionExit(args.Player, args.Region.Name);
MyProjectile.RegionExit(args.Player, args.Region.Name); // 自动关闭边界显示
}
}
private void OnRegionDeleted(RegionHooks.RegionDeletedEventArgs args)
{
if (RegionManager.IsPluginRegion(args.Region.Name))
{
RegionTracker.RegionDeleted(args.Region.Name);
}
}
private void PlayerBuffUpdate(object o, GetDataHandlers.PlayerBuffUpdateEventArgs args)
{
args.Handled = true;
var plr = args.Player;
RegionTracker.RefreshBuffs(plr); // 刷新区域BUFF
}
#endregion
#region 智能选择生成建筑执行模式
public static void SmartSpawn(TSPlayer plr, int startX, int startY, Building clip, string buildName)
{
// 先检查任务
if (TaskManager.NeedWaitTask(plr)) return;
// 保存粘贴前的状态
var beforeState = CopyBuilding(startX, startY, startX + clip.Width - 1, startY + clip.Height - 1);
// 创建保护区域
string regionName = "";
if (Config.AutoCreateRegion)
{
regionName = RegionManager.CreateRegion(plr, startX, startY, startX + clip.Width - 1, startY + clip.Height - 1, buildName, clip);
}
// 创建操作记录
var operation = new BuildOperation
{
BeforeState = beforeState,
CreatedRegion = regionName,
Area = new Rectangle(startX, startY, clip.Width, clip.Height),
Timestamp = DateTime.Now
};
// 保存操作记录
Map.SaveOperation(plr.Name, operation);
int StartTime = GetUnixTimestamp;
int baseX = startX - clip.Origin.X;
int baseY = startY - clip.Origin.Y;
int TotalTiles = clip.Width * clip.Height;
// 先销毁目标区域的互动家具实体(同步执行,操作很快)
KillAll(startX, startX + clip.Width - 1, startY, startY + clip.Height - 1);
// 智能选择执行模式
bool taskStarted = TaskManager.StartSmartTask(plr, TotalTiles,
() => AsyncSpawn(plr, startX, startY, clip, StartTime),
new TaskManager.SpawnFrameTask
{
Player = plr,
BuildingData = clip,
StartX = startX,
StartY = startY,
StartTime = StartTime,
BuildName = buildName,
Operation = operation,
TaskType = "生成建筑",
TotalFrames = (int)Math.Ceiling((double)TotalTiles / Config.TaskConfig.MaxTilesPerFrame),
ActiveFrame = 0
},
"生成建筑"
);
if (!taskStarted)
{
plr.SendErrorMessage("任务启动失败");
}
}
#endregion
#region 异步执行生成建筑(小型建筑)
public static void AsyncSpawn(TSPlayer plr, int startX, int startY, Building clip, int StartTime)
{
for (int x = 0; x < clip.Width; x++)
{
for (int y = 0; y < clip.Height; y++)
{
int worldX = startX + x;
int worldY = startY + y;
// 边界检查
if (worldX < 0 || worldX >= Main.maxTilesX || worldY < 0 || worldY >= Main.maxTilesY)
{
continue;
}
// 直接复制图格数据,避免不必要的克隆
var source = clip.Tiles?[x, y];
if (source != null)
{
// 使用 CopyFrom 而不是 Clone,性能更好
Main.tile[worldX, worldY].CopyFrom(source);
}
}
}
// 批量发送图格更新(更高效)
TSPlayer.All.SendTileSquareCentered(startX + clip.Width / 2, startY + clip.Height / 2, (byte)Math.Max(clip.Width, clip.Height));
// 完成后的操作
AsyncSpawnEnd(plr, startX, startY, clip, StartTime);
}
#endregion
#region 异步模式完成建筑生成
public static void AsyncSpawnEnd(TSPlayer plr, int startX, int startY, Building clip, int StartTime)
{
int baseX = startX - clip.Origin.X;
int baseY = startY - clip.Origin.Y;
// 修复家具和发送完成消息
FixAll(startX, startX + clip.Width - 1, startY, startY + clip.Height - 1);
if (plr.HasPermission(Config.IsAdamin) || Config.FixItem)
{
RestoreChestItems(clip.ChestItems!, new Point(baseX, baseY));
RestoreItemFrames(clip.ItemFrames, new Point(baseX, baseY));
RestorefoodPlatter(clip.FoodPlatters, new Point(baseX, baseY));
RestoreWeaponsRack(clip.WeaponsRacks, new Point(baseX, baseY));
RestoreDisplayDoll(clip.DisplayDolls, new Point(baseX, baseY));
RestoreHatRack(clip.HatRacks, new Point(baseX, baseY));
}
RestoreSignText(clip, baseX, baseY);
RestoreLogicSensor(clip.LogicSensors, new Point(baseX, baseY));
TileHelper.GenAfter();
int duration = GetUnixTimestamp - StartTime;
plr.SendSuccessMessage($"【异步】已生成区域 {clip.RegionName} ({clip.Width} x {clip.Height}), 用时{duration}秒");
}
#endregion
#region 分帧模式生成建筑(大型建筑)
public static void FrameSpawn(TSPlayer player, int startX, int startY, Building clip, int frameIndex, int totalFrames)
{
int MaxTilesPerFrame = Config.TaskConfig.MaxTilesPerFrame;
int TotalTiles = clip.Width * clip.Height;
int StartTile = frameIndex * MaxTilesPerFrame;
int EndTile = Math.Min(StartTile + MaxTilesPerFrame, TotalTiles);
for (int i = StartTile; i < EndTile; i++)
{
int y = i % clip.Height; // 先计算y坐标(行)
int x = i / clip.Height; // 再计算x坐标(列)
// 边界检查
if (x < 0 || x >= clip.Width || y < 0 || y >= clip.Height)
continue;
int worldX = startX + x;
int worldY = startY + y;
// 世界边界检查
if (worldX < 0 || worldX >= Main.maxTilesX || worldY < 0 || worldY >= Main.maxTilesY)
continue;
var source = clip.Tiles?[x, y];
if (source != null)
{
Main.tile[worldX, worldY].CopyFrom(source);
}
}
// 批量发送图格更新(更高效)
TSPlayer.All.SendTileSquareCentered(startX + clip.Width / 2, startY + clip.Height / 2, (byte)Math.Max(clip.Width, clip.Height));
}
#endregion
#region 分帧模式完成建筑生成
public static void FrameSpawnEnd(TSPlayer plr, int startX, int startY, Building clip, int StartTime)
{
int baseX = startX - clip.Origin.X;
int baseY = startY - clip.Origin.Y;
// 修复家具和发送完成消息
FixAll(startX, startX + clip.Width - 1, startY, startY + clip.Height - 1);
if (plr.HasPermission(Config.IsAdamin) || Config.FixItem)
{
RestoreChestItems(clip.ChestItems!, new Point(baseX, baseY));
RestoreItemFrames(clip.ItemFrames, new Point(baseX, baseY));
RestorefoodPlatter(clip.FoodPlatters, new Point(baseX, baseY));
RestoreWeaponsRack(clip.WeaponsRacks, new Point(baseX, baseY));
RestoreDisplayDoll(clip.DisplayDolls, new Point(baseX, baseY));
RestoreHatRack(clip.HatRacks, new Point(baseX, baseY));
}
RestoreSignText(clip, baseX, baseY);
RestoreLogicSensor(clip.LogicSensors, new Point(baseX, baseY));
TileHelper.GenAfter();
// 发送完整的图格更新
TSPlayer.All.SendTileSquareCentered(startX + clip.Width / 2, startY + clip.Height / 2, (byte)Math.Max(clip.Width, clip.Height));
int duration = GetUnixTimestamp - StartTime;
plr.SendSuccessMessage($"【分帧】已生成区域 {clip.RegionName} ({clip.Width} x {clip.Height}),用时{duration}秒。");
}
#endregion
#region 智能选择还原建筑执行模式
public static void SmartBack(TSPlayer plr, int startX, int startY, int endX, int endY, BuildOperation op)
{
if (TaskManager.NeedWaitTask(plr)) return;
int StartTime = GetUnixTimestamp;
// 检查操作记录
if (op?.BeforeState == null)
{
plr.SendErrorMessage("操作记录数据不完整,无法还原");
return;
}
var building = op.BeforeState;
int TotalTile = building.Width * building.Height;
// 智能选择执行模式
bool TaskStarted = TaskManager.StartSmartTask(plr, TotalTile,
() => AsyncBack(plr, op, StartTime),
new TaskManager.BackFrameTask
{
Player = plr,
BuildingData = building,
OperationData = op,
StartTime = StartTime,
TaskType = "还原建筑",
TotalFrames = (int)Math.Ceiling((double)TotalTile / Config.TaskConfig.MaxTilesPerFrame),
ActiveFrame = 0
},
"还原建筑"
);
if (!TaskStarted)
{
plr.SendErrorMessage("还原任务启动失败");
}
}
#endregion
#region 异步模式建筑还原(小型区域)
public static void AsyncBack(TSPlayer plr, BuildOperation op, int StartTime)
{
// 检查操作记录
if (op == null)
{
plr.SendErrorMessage("没有可撤销的操作记录");
return;
}
// 移除保护区域与访问记录文件、内存
if (!string.IsNullOrEmpty(op.CreatedRegion))
{
var region = RegionManager.ParseRegionInput(plr, op.CreatedRegion)!;
if (region != null)
TShock.Regions.DeleteRegion(region.Name);
}
// 还原建筑
RollbackBuilding(plr, op.BeforeState);
}
#endregion
#region 异步模式建筑还原完成
public static void AsyncBackEnd(TSPlayer plr, BuildOperation op, int StartTime)
{
TileHelper.GenAfter();
int duration = GetUnixTimestamp - StartTime;
plr.SendSuccessMessage($"【异步】{op.CreatedRegion} 建筑还原完成,用时{duration}秒。");
}
#endregion
#region 分帧模式建筑还原(大型区域)
public static void FrameBack(TSPlayer player, Building building, int FrameIndex, int TotalFrames)
{
int MaxTilesPerFrame = Config.TaskConfig.MaxTilesPerFrame;
int TotalTiles = building.Width * building.Height;
int StartTile = FrameIndex * MaxTilesPerFrame;
int EndTile = Math.Min(StartTile + MaxTilesPerFrame, TotalTiles);
int startX = building.Origin.X;
int startY = building.Origin.Y;
for (int i = StartTile; i < EndTile; i++)
{
int y = i % building.Height; // 先计算y坐标(行)
int x = i / building.Height; // 再计算x坐标(列)
int worldX = startX + x;
int worldY = startY + y;
// 边界检查
if (worldX < 0 || worldX >= Main.maxTilesX || worldY < 0 || worldY >= Main.maxTilesY)
continue;
// 还原图格数据
if (building.Tiles != null && x < building.Width && y < building.Height)
{
Main.tile[worldX, worldY].CopyFrom(building.Tiles[x, y]);
}
}
// 批量发送图格更新(更高效)
TSPlayer.All.SendTileSquareCentered(startX + building.Width / 2, startY + building.Height / 2, (byte)Math.Max(building.Width, building.Height));
}
#endregion
#region 分帧模式建筑还原完成
public static void FrameBackEnd(TSPlayer plr, BuildOperation op, int StartTime)
{
// 移除保护区域与访问记录文件、内存
if (!string.IsNullOrEmpty(op.CreatedRegion))
{
var region = RegionManager.ParseRegionInput(plr, op.CreatedRegion);
if (region != null)
TShock.Regions.DeleteRegion(region.Name);
}
// 还原建筑
RollbackBuilding(plr, op.BeforeState);
TileHelper.GenAfter();
int duration = GetUnixTimestamp - StartTime;
plr.SendSuccessMessage($"【分帧】{op.CreatedRegion} 建筑还原完成,用时{duration}秒。");
}
#endregion
}