Refactor skill lookup logic and vote system, update language files

Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.
This commit is contained in:
Juzlus 2025-09-04 04:53:23 +02:00
parent 54b265d43d
commit e33975fe8b
117 changed files with 1532 additions and 1674 deletions

View file

@ -27,7 +27,7 @@ namespace jRandomSkills
{
if (!Instance.IsPlayerValid(player)) continue;
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) continue;
EnableSkill(player);
}
@ -39,7 +39,8 @@ namespace jRandomSkills
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo == null) return;
float newScale = (float)Instance.Random.NextDouble() * (Config.GetValue<float>(skillName, "ChanceTo") - Config.GetValue<float>(skillName, "ChanceFrom")) + Config.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newScale;
@ -55,8 +56,8 @@ namespace jRandomSkills
if (param == null || param.Entity == null || param2 == null || param2.Attacker == null || param2.Attacker.Value == null)
return HookResult.Continue;
CCSPlayerPawn attackerPawn = new CCSPlayerPawn(param2.Attacker.Value.Handle);
CCSPlayerPawn victimPawn = new CCSPlayerPawn(param.Handle);
CCSPlayerPawn attackerPawn = new(param2.Attacker.Value.Handle);
CCSPlayerPawn victimPawn = new(param.Handle);
if (attackerPawn.DesignerName != "player" || victimPawn.DesignerName != "player")
return HookResult.Continue;
@ -67,24 +68,22 @@ namespace jRandomSkills
CCSPlayerController attacker = attackerPawn.Controller.Value.As<CCSPlayerController>();
CCSPlayerController victim = victimPawn.Controller.Value.As<CCSPlayerController>();
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
if (playerInfo == null) return HookResult.Continue;
if (playerInfo.Skill == skillName && victim.PawnIsAlive)
param2.Damage *= (float)playerInfo.SkillChance;
{
float? skillChance = playerInfo.SkillChance;
param2.Damage *= skillChance ?? 1f;
}
return HookResult.Continue;
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#d1430a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float chanceFrom = .65f, float chanceTo = .85f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float ChanceFrom { get; set; }
public float ChanceTo { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#d1430a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float chanceFrom = .65f, float chanceTo = .85f) : base(skill, active, color, onlyTeam, needsTeammates)
{
ChanceFrom = chanceFrom;
ChanceTo = chanceTo;
}
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
}
}
}