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

@ -11,15 +11,12 @@ namespace jRandomSkills
public class FrozenDecoy : ISkill
{
private const Skills skillName = Skills.FrozenDecoy;
private static float decoyRadius = Config.GetValue<float>(skillName, "triggerRadius");
private static int slownessMultiplier = Config.GetValue<int>(skillName, "slownessMultiplier");
private static List<Vector> decoys = new List<Vector>();
private static readonly float decoyRadius = Config.GetValue<float>(skillName, "triggerRadius");
private static readonly int slownessMultiplier = Config.GetValue<int>(skillName, "slownessMultiplier");
private static readonly List<Vector> decoys = [];
public static void LoadSkill()
{
if (Config.config.SkillsInfo.FirstOrDefault(s => s.Name == skillName.ToString())?.Active != true)
return;
SkillUtils.RegisterSkill(skillName, Config.GetValue<string>(skillName, "color"));
Instance.RegisterEventHandler<EventRoundStart>((@event, info) =>
@ -35,7 +32,7 @@ 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);
}
@ -47,7 +44,8 @@ namespace jRandomSkills
Instance.RegisterEventHandler<EventDecoyStarted>((@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;
decoys.Add(new Vector(@event.X, @event.Y, @event.Z));
return HookResult.Continue;
@ -56,7 +54,8 @@ namespace jRandomSkills
Instance.RegisterEventHandler<EventDecoyDetonate>((@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;
decoys.RemoveAll(v => v.X == @event.X && v.Y == @event.Y && v.Z == @event.Z);
return HookResult.Continue;
@ -67,11 +66,13 @@ namespace jRandomSkills
foreach (Vector decoyPos in decoys)
foreach (var player in Utilities.GetPlayers())
{
double distance = SkillUtils.GetDistance(decoyPos, player.PlayerPawn.Value.AbsOrigin);
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
double distance = SkillUtils.GetDistance(decoyPos, pawn.AbsOrigin);
if (distance <= decoyRadius)
{
double modifier = Math.Clamp(distance / decoyRadius, 0f, 1f);
player.PlayerPawn.Value.VelocityModifier = (float)Math.Pow(modifier, slownessMultiplier);
pawn.VelocityModifier = (float)Math.Pow(modifier, slownessMultiplier);
}
}
});
@ -82,15 +83,10 @@ namespace jRandomSkills
SkillUtils.TryGiveWeapon(player, CsItem.DecoyGrenade);
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#00eaff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float triggerRadius = 180, int slownessMultiplier = 5) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float TriggerRadius { get; set; }
public int SlownessMultiplier { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#00eaff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float triggerRadius = 180, int slownessMultiplier = 5) : base(skill, active, color, onlyTeam, needsTeammates)
{
TriggerRadius = triggerRadius;
SlownessMultiplier = slownessMultiplier;
}
public float TriggerRadius { get; set; } = triggerRadius;
public int SlownessMultiplier { get; set; } = slownessMultiplier;
}
}
}