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WireHead.cs
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using Terraria.ModLoader;
using Terraria.IO;
using System;
using System.Collections.Concurrent;
using Terraria;
using Microsoft.Xna.Framework;
using Terraria.DataStructures;
using Terraria.ID;
namespace WireHead
{
public class WireHead : Mod
{
public static bool vanillaWiring = false;
public static bool useTerracc = false;
public static bool colorPb = !vanillaWiring;
public static ConcurrentQueue<Action> toExec = new ConcurrentQueue<Action>();
private static void UpdateConnectedClients(Terraria.On_Netplay.orig_UpdateConnectedClients orig)
{
// Forces update even if no clients connected by making it think there are always clients
orig();
Netplay.HasClients = true;
}
/*
* The On.Terraria api comes from monomod
* https://github.com/MonoMod/MonoMod
* From my understanding it works at compile time so doesn't suffer the performance penalty of reflection
*/
/*
* Override vanilla wiring implementation
*/
public static void AddEvents()
{
vanillaWiring = false;
WorldFile.OnWorldLoad += Accelerator.Preprocess;
Terraria.On_Wiring.SetCurrentUser += Events.SetCurrentUser;
//On.Terraria.Wiring.Initialize += Events.Initialize;
Terraria.On_Wiring.UpdateMech += Events.UpdateMech;
Terraria.On_Wiring.HitSwitch += Events.HitSwitch;
Terraria.On_Wiring.PokeLogicGate += Events.PokeLogicGate;
Terraria.On_Wiring.Actuate += Events.Actuate;
Terraria.On_Wiring.ActuateForced += Events.ActuateForced;
//On.Terraria.Wiring.MassWireOperation += Events.MassWireOperation;
Terraria.On_Wiring.GetProjectileSource += Events.GetProjectileSource;
Terraria.On_Wiring.GetNPCSource += Events.GetNPCSource;
Terraria.On_Wiring.GetItemSource += Events.GetItemSource;
Terraria.On_Wiring.ToggleHolidayLight += Events.ToggleHolidayLight;
Terraria.On_Wiring.ToggleHangingLantern += Events.ToggleHangingLantern;
Terraria.On_Wiring.Toggle2x2Light += Events.Toggle2x2Light;
Terraria.On_Wiring.ToggleLampPost += Events.ToggleLampPost;
Terraria.On_Wiring.ToggleTorch += Events.ToggleTorch;
Terraria.On_Wiring.ToggleLamp += Events.ToggleLamp;
Terraria.On_Wiring.ToggleChandelier += Events.ToggleChandelier;
Terraria.On_Wiring.ToggleCampFire += Events.ToggleCampFire;
Terraria.On_Wiring.ToggleFirePlace += Events.ToggleFirePlace;
WiringWrapper.Initialize();
}
/*
* Go back to old wiring implementation
*/
public static void RemoveEvents()
{
vanillaWiring = true;
WorldFile.OnWorldLoad -= Accelerator.Preprocess;
Terraria.On_Wiring.SetCurrentUser -= Events.SetCurrentUser;
//On.Terraria.Wiring.Initialize -= Events.Initialize;
Terraria.On_Wiring.UpdateMech -= Events.UpdateMech;
Terraria.On_Wiring.HitSwitch -= Events.HitSwitch;
Terraria.On_Wiring.PokeLogicGate -= Events.PokeLogicGate;
Terraria.On_Wiring.Actuate -= Events.Actuate;
Terraria.On_Wiring.ActuateForced -= Events.ActuateForced;
//On.Terraria.Wiring.MassWireOperation -= Events.MassWireOperation;
Terraria.On_Wiring.GetProjectileSource -= Events.GetProjectileSource;
Terraria.On_Wiring.GetNPCSource -= Events.GetNPCSource;
Terraria.On_Wiring.GetItemSource -= Events.GetItemSource;
Terraria.On_Wiring.ToggleHolidayLight -= Events.ToggleHolidayLight;
Terraria.On_Wiring.ToggleHangingLantern -= Events.ToggleHangingLantern;
Terraria.On_Wiring.Toggle2x2Light -= Events.Toggle2x2Light;
Terraria.On_Wiring.ToggleLampPost -= Events.ToggleLampPost;
Terraria.On_Wiring.ToggleTorch -= Events.ToggleTorch;
Terraria.On_Wiring.ToggleLamp -= Events.ToggleLamp;
Terraria.On_Wiring.ToggleChandelier -= Events.ToggleChandelier;
Terraria.On_Wiring.ToggleCampFire -= Events.ToggleCampFire;
Terraria.On_Wiring.ToggleFirePlace -= Events.ToggleFirePlace;
Wiring.Initialize();
}
public override void Load()
{
base.Load();
Terraria.On_Netplay.UpdateConnectedClients += UpdateConnectedClients;
//Array.Resize(ref Main.npc, 1000);
//for (int i = 201; i < Main.npc.Length; ++i)
//{
// Main.npc[i] = new NPC();
// Main.npc[i].whoAmI = i;
//}
Terraria.On_NPC.NewNPC += NewNPC;
AddEvents();
}
public override void Unload()
{
base.Unload();
Terraria.On_Netplay.UpdateConnectedClients -= UpdateConnectedClients;
Terraria.On_NPC.NewNPC -= NewNPC;
RemoveEvents();
}
public static int NewNPC(Terraria.On_NPC.orig_NewNPC orig,
IEntitySource source, int X, int Y, int Type, int Start = 0, float ai0 = 0f, float ai1 = 0f,
float ai2 = 0f, float ai3 = 0f, int Target = 255)
{
if(Type != 488)
return orig(source, X, Y, Type, Start, ai0, ai1, ai2, ai3, Target);
int num = -1;
for (int i = 5; i < Main.npc.Length; i++)
{
if (!Main.npc[i].active)
{
num = i;
break;
}
}
if (num >= 0)
{
Main.npc[num] = new NPC();
Main.npc[num].SetDefaults(Type);
Main.npc[num].whoAmI = num;
Main.npc[num].position.X = X - Main.npc[num].width / 2;
Main.npc[num].position.Y = Y - Main.npc[num].height;
Main.npc[num].active = true;
Main.npc[num].timeLeft = (int)((double)NPC.activeTime * 1.25);
Main.npc[num].wet = Collision.WetCollision(Main.npc[num].position, Main.npc[num].width, Main.npc[num].height);
Main.npc[num].ai[0] = ai0;
Main.npc[num].ai[1] = ai1;
Main.npc[num].ai[2] = ai2;
Main.npc[num].ai[3] = ai3;
Main.npc[num].target = Target;
return num;
}
throw new Exception("Failed to create new npc");
}
/*
* This is obviously super ugly, I wish there was a cleaner way to do it
* Might be a way with lambdas or something but I couldn't figure anything out in a reasonable amount of time
*/
private class Events
{
public static void SetCurrentUser(Terraria.On_Wiring.orig_SetCurrentUser orig, int plr) {
WiringWrapper.SetCurrentUser(plr);
}
//public static void Initialize(On.Terraria.Wiring.orig_Initialize orig)
//{
// WiringWrapper.Initialize();
//}
public static void UpdateMech(Terraria.On_Wiring.orig_UpdateMech orig)
{
WiringWrapper.UpdateMech();
}
public static void HitSwitch(Terraria.On_Wiring.orig_HitSwitch orig, int i, int j)
{
WiringWrapper.HitSwitch(i, j);
}
public static void PokeLogicGate(Terraria.On_Wiring.orig_PokeLogicGate orig, int x, int y)
{
WiringWrapper.PokeLogicGate(x, y);
}
public static bool Actuate(Terraria.On_Wiring.orig_Actuate orig, int i, int j)
{
return WiringWrapper.Actuate(i, j);
}
public static void ActuateForced(Terraria.On_Wiring.orig_ActuateForced orig, int i, int j)
{
WiringWrapper.ActuateForced(i, j);
}
public static void MassWireOperation(Terraria.On_Wiring.orig_MassWireOperation orig, Point ps, Point pe, Player master)
{
WiringWrapper.MassWireOperation(ps, pe, master);
}
public static IEntitySource GetProjectileSource(Terraria.On_Wiring.orig_GetProjectileSource orig, int x, int y)
{
return WiringWrapper.GetProjectileSource(x, y);
}
public static IEntitySource GetNPCSource(Terraria.On_Wiring.orig_GetNPCSource orig, int x, int y)
{
return WiringWrapper.GetNPCSource(x, y);
}
public static IEntitySource GetItemSource(Terraria.On_Wiring.orig_GetItemSource orig, int x, int y)
{
return WiringWrapper.GetItemSource(x, y);
}
public static void ToggleHolidayLight(Terraria.On_Wiring.orig_ToggleHolidayLight orig, int i, int j, Tile tileCache, bool? f)
{
WiringWrapper.ToggleHolidayLight(i, j, tileCache, f);
}
public static void ToggleHangingLantern(Terraria.On_Wiring.orig_ToggleHangingLantern orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleHangingLantern(i, j, tileCache, f, d);
}
public static void Toggle2x2Light(Terraria.On_Wiring.orig_Toggle2x2Light orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.Toggle2x2Light(i, j, tileCache, f, d);
}
public static void ToggleLampPost(Terraria.On_Wiring.orig_ToggleLampPost orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleLampPost(i, j, tileCache, f, d);
}
public static void ToggleTorch(Terraria.On_Wiring.orig_ToggleTorch orig, int i, int j, Tile tileCache, bool? f)
{
WiringWrapper.ToggleTorch(i, j, tileCache, f);
}
public static void ToggleLamp(Terraria.On_Wiring.orig_ToggleLamp orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleLamp(i, j, tileCache, f, d);
}
public static void ToggleChandelier(Terraria.On_Wiring.orig_ToggleChandelier orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleChandelier(i, j, tileCache, f, d);
}
public static void ToggleCampFire(Terraria.On_Wiring.orig_ToggleCampFire orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleCampFire(i, j, tileCache, f, d);
}
public static void ToggleFirePlace(Terraria.On_Wiring.orig_ToggleFirePlace orig, int i, int j, Tile tileCache, bool? f, bool d)
{
WiringWrapper.ToggleFirePlace(i, j, tileCache, f, d);
}
}
}
public class WireHeadSystem : ModSystem
{
public override void OnWorldLoad()
{
base.OnWorldLoad();
/*Accelerator.convertPb(WireHead.colorPb);*/
}
public override void PreSaveAndQuit()
{
if (!WireHead.vanillaWiring)
Accelerator.BringInSync();
TerraCC.disable();
base.PreSaveAndQuit();
}
// This used to be PostUpdateWorld, have no idea why it randomly broke
public override void PostUpdateEverything()
{
foreach (var action in WireHead.toExec)
{
action();
}
WireHead.toExec.Clear();
if(WireHead.useTerracc){
if(Accelerator.numToHit > 0){
/* Console.WriteLine($"Triggering r:{Accelerator.toHit[0,0]}, b: {Accelerator.toHit[0,1]}, g: {Accelerator.toHit[0,1]}, y: {Accelerator.toHit[0,3]}"); */
}
TerraCC.trigger(Accelerator.toHit, Accelerator.numToHit);
Accelerator.numToHit = 0;
Accelerator.SyncPb();
int cc = TerraCC.read_clock();
// Only do even number of times, bringinsync handles last one if odd
/* Console.WriteLine($"Diff: {(cc-Accelerator.clockCount)}, to trigger: {2*((cc-Accelerator.clockCount)/2)}, clockGroup: {Accelerator.clockGroup}, size: {Accelerator.triggerable[Accelerator.clockGroup].Length}"); */
for(int i = 0; i < 2*((cc-Accelerator.clockCount)/2); ++i){
WiringWrapper._teleport[0].X = -1f;
WiringWrapper._teleport[0].Y = -1f;
WiringWrapper._teleport[1].X = -1f;
WiringWrapper._teleport[1].Y = -1f;
foreach(uint tile in Accelerator.triggerable[Accelerator.clockGroup]){
Point16 p = Accelerator.uint2Point(tile);
if(Accelerator.standardLamps[p.X,p.Y]) continue;
Accelerator.HitWireSingle(tile);
/* Console.WriteLine($"Triggering, x:{p.X}, y:{p.Y}"); */
}
if (WiringWrapper._teleport[0].X >= 0f && WiringWrapper._teleport[1].X >= 0f)
WiringWrapper.Teleport();
}
Accelerator.clockCount = cc;
if(Accelerator.clockCount > Accelerator.clockMax){
Console.WriteLine("Clock finished");
Accelerator.clockCount = 0;
TerraCC.set_clock(-1);
}
}
// Only fast refresh in single player to minimize network stuff
if (Main.netMode == NetmodeID.SinglePlayer){
Accelerator.BringInSync(false);
}
base.PostUpdateWorld();
}
}
}