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ModifyWeapons.cs
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322 lines (282 loc) · 9.83 KB
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using System.Text;
using Terraria;
using TerrariaApi.Server;
using TShockAPI;
using TShockAPI.Hooks;
using static ModifyWeapons.Configuration;
using static TShockAPI.GetDataHandlers;
namespace ModifyWeapons;
[ApiVersion(2, 1)]
public class Plugin : TerrariaPlugin
{
#region 插件信息
public override string Name => "修改武器";
public override string Author => "羽学";
public override Version Version => new Version(1, 3, 0);
public override string Description => "修改玩家物品数据并自动储存重读,可使用/mw指令给予玩家指定属性的物品";
#endregion
#region 注册与释放
public Plugin(Main game) : base(game) { }
public override void Initialize()
{
LoadConfig();
GeneralHooks.ReloadEvent += ReloadConfig;
ItemDrop.Register(this.OnItemDrop);
PlayerUpdate.Register(this.OnPlayerUpdate);
PlayerHooks.PlayerCommand += this.OnPlayerCommand;
GetDataHandlers.ChestItemChange.Register(this.OnChestItemChange);
ServerApi.Hooks.NetGreetPlayer.Register(this, this.OnGreetPlayer);
TShockAPI.Commands.ChatCommands.Add(new Command("mw.use", Commands.CMD, "修改武器", "mw"));
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
GeneralHooks.ReloadEvent -= ReloadConfig;
GetDataHandlers.ItemDrop.UnRegister(this.OnItemDrop);
PlayerHooks.PlayerCommand -= this.OnPlayerCommand;
PlayerUpdate.UnRegister(this.OnPlayerUpdate);
GetDataHandlers.ChestItemChange.UnRegister(this.OnChestItemChange);
ServerApi.Hooks.NetGreetPlayer.Deregister(this, this.OnGreetPlayer);
TShockAPI.Commands.ChatCommands.RemoveAll(x => x.CommandDelegate == Commands.CMD);
}
base.Dispose(disposing);
}
#endregion
#region 全局变量
public static Database DB = new(); // 数据库
internal static Caches Cache = new(); // 内存缓存
internal static Configuration Config = new(); // 配置文件
#endregion
#region 配置重载读取与写入方法
private static void ReloadConfig(ReloadEventArgs args)
{
LoadConfig();
args.Player.SendInfoMessage("[修改武器]重新加载配置完毕。");
}
private static void LoadConfig()
{
Config = Read();
PublicWeapons.WriteName();
Config.Write();
//更新在线玩家的公用武器数据
if (Config.PublicWeapons)
PublicWeapons.WritePublicWeapons();
}
#endregion
#region 进服自动创建玩家数据方法
private void OnGreetPlayer(GreetPlayerEventArgs args)
{
var plr = TShock.Players[args.Who];
var data = DB.GetData(plr.Name);
var adamin = plr.HasPermission("mw.admin");
if (!Config.Enabled || plr == null)
{
return;
}
if (data == null)
{
if (Config.Enabled2 && !adamin)
{
return;
}
var newData = new Database.PlayerData
{
Name = plr.Name,
Hand = true,
Join = true,
ReadCount = Config.ReadCount,
ReadTime = DateTime.UtcNow,
};
DB.AddData(newData);
}
else if (data.Join)
{
Commands.UpdataRead(plr, data);
}
//更新离线玩家的公用武器数据
if (Config.PublicWeapons)
{
PublicWeapons.AddPublicWeapons(plr);
}
}
#endregion
#region 延时指令方法
public static Dictionary<string, DateTime> DelayCooldown = new Dictionary<string, DateTime>();
public static Dictionary<string, bool> DelayFlag = new Dictionary<string, bool>();
private void OnPlayerUpdate(object? sender, PlayerUpdateEventArgs e)
{
var plr = e.Player;
var now = DateTime.UtcNow;
if (plr == null || !plr.IsLoggedIn || !plr.Active ||
!Config.Enabled || !Config.Alone) return;
if (!DelayFlag.ContainsKey(plr.Name))
{
DelayFlag[plr.Name] = false;
}
if (!DelayCooldown.ContainsKey(plr.Name))
{
DelayCooldown[plr.Name] = now;
}
// 触发延迟指令
if (DelayFlag[plr.Name])
{
if ((now - DelayCooldown[plr.Name]).TotalMilliseconds >= Config.DelayCMDTimer)
{
DelayCommand(plr);
DelayCooldown[plr.Name] = now;
DelayFlag[plr.Name] = false;
}
}
}
#endregion
#region 玩家发送经济指令时触发自动重读
private void OnPlayerCommand(PlayerCommandEventArgs e)
{
var plr = e.Player;
if (plr == null || !plr.IsLoggedIn || !plr.Active || !Config.Enabled) return;
// 判断是否是关键词指令(如经济相关)
if (!Config.Text.Any(text => e.CommandText.Contains(text)))
{
return;
}
// 遍历背包
for (int i = 0; i < plr.TPlayer.inventory.Length; i++)
{
var inv = plr.TPlayer.inventory[i];
if (IsModifiedWeapon(plr.Name, inv.type))
{
DelayFlag[plr.Name] = true;
DelayCooldown[plr.Name] = DateTime.UtcNow;
}
}
}
#endregion
#region 修改武器掉落的清理方法
private void OnItemDrop(object? sender, ItemDropEventArgs e)
{
var plr = e.Player;
if (plr == null || !plr.IsLoggedIn || !plr.Active ||
!Config.Enabled || !Config.ClearItem || plr.HasPermission("mw.admin"))
return;
// 如果是免清表的物品 忽略
if (Config.ExemptItems.Contains(e.ID)) return;
// 判断该物品是否是“修改武器”
if (IsModifiedWeapon(plr.Name, e.Type))
{
plr.SendInfoMessage($"《[c/AD89D5:清][c/D68ACA:理][c/DF909A:警][c/E5A894:告]》 玩家:{plr.Name}\n" +
$"禁止乱丢修改物品:[i/s{1}:{e.Type}]");
e.Handled = true;
}
}
#endregion
#region 箱子内出现修改武器的清理方法
private void OnChestItemChange(object? sender, ChestItemEventArgs e)
{
var plr = e.Player;
if (plr == null || !plr.IsLoggedIn || !plr.Active ||
!Config.Enabled || !Config.ClearItem ||
plr.HasPermission("mw.admin") ||
Config.ExemptItems.Contains(e.ID))
{
return;
}
// 如果是免清表的物品 忽略
if (Config.ExemptItems.Contains(e.ID)) return;
if (IsModifiedWeapon(plr.Name, e.Type))
{
plr.SendInfoMessage($"《[c/AD89D5:清][c/D68ACA:理][c/DF909A:警][c/E5A894:告]》 玩家:{plr.Name}\n" +
$"修改物品禁止放箱子:[i/s{1}:{e.Type}]");
e.Handled = true;
}
}
#endregion
#region 用临时超管权限让玩家执行延时命令
private void DelayCommand(TSPlayer plr)
{
var mess = new StringBuilder();
mess.Append("触发延时指令:");
Group group = plr.Group;
try
{
plr.Group = new SuperAdminGroup();
foreach (var cmd in Config.AloneList)
{
TShockAPI.Commands.HandleCommand(plr, cmd);
mess.Append($" [c/91DFBB:{cmd}]");
}
}
finally
{
plr.Group = group;
}
plr.SendMessage($"{mess}", 0, 196, 177);
}
#endregion
#region 判断是否是修改武器
public static bool IsModifiedWeapon(string playerName, int itemType)
{
var dbItem = DB.GetData2(playerName, itemType);
return dbItem != null;
}
#endregion
#region 更新所有修改武器数据缓存
public static DateTime LoggedTimer = DateTime.UtcNow;
public static void UpdateCache()
{
if (Cache.WeaponsCache == null)
{
Cache.WeaponsCache = new List<Database.MyItemData>();
}
else
{
Cache.WeaponsCache.Clear();
}
if (!Config.Enabled || !Config.PublicWeapons)
{
TShock.Log.ConsoleError("[修改武器] 插件未启用或公用武器未开启,无法缓存数据。");
return;
}
var all = DB.GetAll2();
if (all == null || all.Count == 0)
{
TShock.Log.ConsoleError("[修改武器] 没有找到任何修改武器数据。");
Cache.WeaponsCache.Clear();
return;
}
// 使用 AddRange 高效添加所有数据
Cache.WeaponsCache.AddRange(all);
// 输出缓存信息到控制台
if (Config.CacheLog && (DateTime.UtcNow - LoggedTimer).TotalMilliseconds >= 500)
{
var form = new List<string>();
var names = new List<string>();
foreach (var weapon in Cache.WeaponsCache)
{
if (weapon == null || weapon.type <= 0)
{
continue;
}
form.Add(weapon.PlayerName);
var itemInfo = TShock.Utils.GetItemById(weapon.type);
if (itemInfo != null)
{
names.Add($"{itemInfo.Name}({weapon.type})");
}
else
{
names.Add($"未知物品(ID:{weapon.type})");
}
}
// 输出日志信息
TShock.Log.ConsoleInfo($"\n已成功缓存 {Cache.WeaponsCache.Count} 个修改物品:");
if (names.Count > 0)
{
TShock.Log.ConsoleInfo(string.Join(", ", names.Distinct()));
}
TShock.Log.ConsoleError($"来源: {string.Join(", ", form.Distinct())}\n");
LoggedTimer = DateTime.UtcNow;
}
}
#endregion
}