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:
parent
54b265d43d
commit
e33975fe8b
117 changed files with 1532 additions and 1674 deletions
|
|
@ -13,35 +13,17 @@ namespace jRandomSkills
|
|||
{
|
||||
private const Skills skillName = Skills.Chicken;
|
||||
private static bool roundEnd = false;
|
||||
private static string[] disabledWeapons =
|
||||
{
|
||||
"weapon_ak47",
|
||||
"weapon_m4a4",
|
||||
"weapon_m4a1",
|
||||
"weapon_m4a1_silencer",
|
||||
"weapon_famas",
|
||||
"weapon_galilar",
|
||||
"weapon_aug",
|
||||
"weapon_sg553",
|
||||
"weapon_mp9",
|
||||
"weapon_mac10",
|
||||
"weapon_bizon",
|
||||
"weapon_mp7",
|
||||
"weapon_ump45",
|
||||
"weapon_p90",
|
||||
"weapon_mp5sd",
|
||||
"weapon_ssg08",
|
||||
"weapon_awp",
|
||||
"weapon_scar20",
|
||||
"weapon_g3sg1",
|
||||
"weapon_nova",
|
||||
"weapon_xm1014",
|
||||
"weapon_mag7",
|
||||
"weapon_sawedoff",
|
||||
"weapon_m249",
|
||||
private static readonly string[] disabledWeapons =
|
||||
[
|
||||
"weapon_ak47", "weapon_m4a4", "weapon_m4a1", "weapon_m4a1_silencer",
|
||||
"weapon_famas", "weapon_galilar", "weapon_aug", "weapon_sg553",
|
||||
"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7",
|
||||
"weapon_ump45", "weapon_p90", "weapon_mp5sd", "weapon_ssg08",
|
||||
"weapon_awp", "weapon_scar20", "weapon_g3sg1", "weapon_nova",
|
||||
"weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249",
|
||||
"weapon_negev"
|
||||
};
|
||||
private static Dictionary<CCSPlayerController, CBaseModelEntity> chickens = new Dictionary<CCSPlayerController, CBaseModelEntity>();
|
||||
];
|
||||
private static readonly Dictionary<CCSPlayerController, CBaseModelEntity> chickens = [];
|
||||
|
||||
public static void LoadSkill()
|
||||
{
|
||||
|
|
@ -55,7 +37,7 @@ namespace jRandomSkills
|
|||
foreach (var player in Utilities.GetPlayers())
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
|
@ -70,7 +52,7 @@ 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;
|
||||
DisableSkill(player);
|
||||
}
|
||||
|
|
@ -81,9 +63,9 @@ namespace jRandomSkills
|
|||
Instance.RegisterEventHandler<EventPlayerDeath>((@event, info) =>
|
||||
{
|
||||
var player = @event.Userid;
|
||||
if (!player.IsValid || player.PlayerPawn.Value == null) return HookResult.Continue;
|
||||
if (player == null || !player.IsValid || player.PlayerPawn.Value == null) return HookResult.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)
|
||||
DisableSkill(player);
|
||||
|
||||
|
|
@ -93,7 +75,8 @@ namespace jRandomSkills
|
|||
Instance.RegisterEventHandler<EventItemPickup>((@event, info) =>
|
||||
{
|
||||
var player = @event.Userid;
|
||||
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
|
||||
if (player == null || !player.IsValid) return HookResult.Continue;
|
||||
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
|
||||
if (playerInfo?.Skill != skillName) return HookResult.Continue;
|
||||
SetWeaponAttack(player, true);
|
||||
return HookResult.Continue;
|
||||
|
|
@ -112,13 +95,14 @@ namespace jRandomSkills
|
|||
public static void EnableSkill(CCSPlayerController player)
|
||||
{
|
||||
var playerPawn = player.PlayerPawn?.Value;
|
||||
if (playerPawn != null)
|
||||
if (playerPawn != null && playerPawn.IsValid)
|
||||
{
|
||||
playerPawn.VelocityModifier = 1.1f;
|
||||
|
||||
playerPawn.Health = 50;
|
||||
Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth");
|
||||
|
||||
if (playerPawn.CBodyComponent == null || playerPawn.CBodyComponent.SceneNode == null) return;
|
||||
playerPawn.CBodyComponent.SceneNode.Scale = 0.2f;
|
||||
Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_CBodyComponent");
|
||||
|
||||
|
|
@ -141,6 +125,7 @@ namespace jRandomSkills
|
|||
playerPawn.Health += 50;
|
||||
Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth");
|
||||
|
||||
if (playerPawn.CBodyComponent == null || playerPawn.CBodyComponent.SceneNode == null) return;
|
||||
playerPawn.CBodyComponent.SceneNode.Scale = 1f;
|
||||
Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_CBodyComponent");
|
||||
|
||||
|
|
@ -163,11 +148,11 @@ namespace jRandomSkills
|
|||
{
|
||||
if (roundEnd || player == null || !player.IsValid) return;
|
||||
var pawn = player?.PlayerPawn?.Value;
|
||||
if (pawn == null || !pawn.IsValid) return;
|
||||
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null || pawn.WeaponServices.MyWeapons == null) return;
|
||||
|
||||
foreach (var weapon in pawn?.WeaponServices?.MyWeapons)
|
||||
foreach (var weapon in pawn.WeaponServices.MyWeapons)
|
||||
if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
|
||||
if (disabledWeapons.Contains(weapon?.Value?.DesignerName))
|
||||
if (disabledWeapons.Contains(weapon.Value.DesignerName))
|
||||
{
|
||||
weapon.Value.NextPrimaryAttackTick = disableWeapon ? int.MaxValue : Server.TickCount;
|
||||
weapon.Value.NextSecondaryAttackTick = disableWeapon ? int.MaxValue : Server.TickCount;
|
||||
|
|
@ -180,10 +165,11 @@ namespace jRandomSkills
|
|||
private static void CreateChicken(CCSPlayerController player)
|
||||
{
|
||||
var playerPawn = player.PlayerPawn.Value;
|
||||
if (playerPawn == null || !playerPawn.IsValid) return;
|
||||
var chickenModel = Utilities.CreateEntityByName<CDynamicProp>("prop_dynamic");
|
||||
if (chickenModel == null)
|
||||
return;
|
||||
Vector pos = new Vector(0, 0, 0);
|
||||
Vector pos = new(0, 0, 0);
|
||||
|
||||
chickenModel.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(chickenModel.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
|
||||
chickenModel.SetModel("models/chicken/chicken.vmdl");
|
||||
|
|
@ -195,22 +181,22 @@ namespace jRandomSkills
|
|||
Instance.AddTimer(1f, () => chickens.TryAdd(player, chickenModel));
|
||||
}
|
||||
|
||||
private static async void OnTick()
|
||||
private static void OnTick()
|
||||
{
|
||||
foreach (var valuePair in chickens)
|
||||
{
|
||||
var player = valuePair.Key;
|
||||
var chicken = valuePair.Value;
|
||||
if (player == null || !player.IsValid) continue;
|
||||
if (chicken == null && !chicken.IsValid) continue;
|
||||
if (chicken == null || !chicken.IsValid) continue;
|
||||
|
||||
var pawn = player.Pawn.Value;
|
||||
if (pawn == null && !pawn.IsValid) continue;
|
||||
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null || chicken.AbsOrigin == null) continue;
|
||||
|
||||
float X = (float)Math.Round(pawn.AbsOrigin.X, 2);
|
||||
float Y = (float)Math.Round(pawn.AbsOrigin.Y, 2);
|
||||
float Z = (float)Math.Round(pawn.AbsOrigin.Z, 2);
|
||||
Vector pos = new Vector(X, Y, Z);
|
||||
Vector pos = new(X, Y, Z);
|
||||
if (chicken.AbsOrigin.X != pos.X || chicken.AbsOrigin.Y != pos.Y || chicken.AbsOrigin.Z != pos.Z)
|
||||
chicken.Teleport(pos, pawn.AbsRotation, null);
|
||||
UpdateHUD(player);
|
||||
|
|
@ -219,10 +205,14 @@ namespace jRandomSkills
|
|||
|
||||
private static void UpdateHUD(CCSPlayerController player)
|
||||
{
|
||||
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
|
||||
var pawn = player.PlayerPawn.Value;
|
||||
if (pawn.WeaponServices == null || pawn.WeaponServices.ActiveWeapon == null || !pawn.WeaponServices.ActiveWeapon.IsValid || pawn.WeaponServices.ActiveWeapon.Value == null || !pawn.WeaponServices.ActiveWeapon.Value.IsValid) return;
|
||||
|
||||
var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName);
|
||||
if (skillData == null) return;
|
||||
|
||||
var weapon = player.PlayerPawn.Value.WeaponServices.ActiveWeapon.Value;
|
||||
var weapon = pawn.WeaponServices.ActiveWeapon.Value;
|
||||
if (weapon == null || !disabledWeapons.Contains(weapon.DesignerName)) return;
|
||||
|
||||
string infoLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='#FFFFFF'>{Localization.GetTranslation("your_skill")}:</font> <br>";
|
||||
|
|
@ -233,11 +223,8 @@ namespace jRandomSkills
|
|||
player.PrintToCenterHtml(hudContent);
|
||||
}
|
||||
|
||||
public class SkillConfig : Config.DefaultSkillInfo
|
||||
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#FF8B42", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
|
||||
{
|
||||
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#FF8B42", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false) : base(skill, active, color, onlyTeam, needsTeammates)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue