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

@ -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)
{
}
}
}
}