quantum-space-buddies/QSB/OwnershipSync/OwnedWorldObjectMessage.cs
2023-09-17 18:47:56 -07:00

48 lines
1.2 KiB
C#

using QSB.Messaging;
using QSB.Player;
namespace QSB.OwnershipSync;
/// <summary>
/// request or release ownership of a world object
/// </summary>
public class OwnedWorldObjectMessage : QSBWorldObjectMessage<IOwnedWorldObject, uint>
{
public OwnedWorldObjectMessage(uint owner) : base(owner) { }
public override bool ShouldReceive
{
get
{
if (!base.ShouldReceive)
{
return false;
}
// Deciding if to change the object's owner
// Message
// | = 0 | > 0 |
// = 0 | No | Yes |
// > 0 | Yes | No |
// if Obj==Message then No
// Obj
// ie if no owner, or we're trying to release ownership, and we're actually changing what the owner already is
return (WorldObject.Owner == 0 || Data == 0) && WorldObject.Owner != Data;
}
}
public override void OnReceiveLocal() => WorldObject.Owner = Data;
public override void OnReceiveRemote()
{
WorldObject.Owner = Data;
if (WorldObject.Owner == 0 && WorldObject.CanOwn)
{
// object has no owner, but is still active for this player. request ownership
// means you should wait and check after releasing ownership in case someone else gets it
WorldObject.SendMessage(new OwnedWorldObjectMessage(QSBPlayerManager.LocalPlayerId));
}
}
}