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

@ -12,11 +12,11 @@ namespace jRandomSkills
public class Jackal : ISkill
{
private const Skills skillName = Skills.Jackal;
private static int maxStepBeam = Config.GetValue<int>(skillName, "maxStepBeam");
private static readonly int maxStepBeam = Config.GetValue<int>(skillName, "maxStepBeam");
private static bool exists = false;
private static Dictionary<uint, uint> authorBeams = new Dictionary<uint, uint>();
private static Dictionary<CCSPlayerController, List<CBeam>> stepBeams = new Dictionary<CCSPlayerController, List<CBeam>>();
private static readonly Dictionary<uint, uint> authorBeams = [];
private static readonly Dictionary<CCSPlayerController, List<CBeam>> stepBeams = [];
public static void LoadSkill()
{
@ -29,7 +29,7 @@ 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);
}
@ -63,7 +63,7 @@ namespace jRandomSkills
foreach (var step in stepBeams.ToList())
{
var player = step.Key;
if (player == null || !player.IsValid)
if (!player.IsValid)
{
stepBeams.Remove(player);
continue;
@ -73,7 +73,8 @@ namespace jRandomSkills
if (pawn == null || !pawn.IsValid || pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE) continue;
var beams = step.Value;
Vector lastBeamVector = beams?.LastOrDefault()?.EndPos ?? pawn?.AbsOrigin;
if (beams.Count == 0 || pawn.AbsOrigin == null) continue;
Vector lastBeamVector = beams.LastOrDefault()?.EndPos ?? pawn.AbsOrigin;
var newBeam = CreateBeamStep(step.Key.Team, lastBeamVector, pawn.AbsOrigin);
if (newBeam != null)
@ -109,7 +110,7 @@ namespace jRandomSkills
}
}
public static CBeam CreateBeamStep(CsTeam team, Vector start, Vector stop)
public static CBeam? CreateBeamStep(CsTeam team, Vector start, Vector stop)
{
CBeam beam = Utilities.CreateEntityByName<CBeam>("beam")!;
if (beam == null) return null;
@ -131,7 +132,7 @@ namespace jRandomSkills
public static void TypeSkill(CCSPlayerController player, string[] commands)
{
if (player == null || !player.IsValid || !player.PawnIsAlive) return;
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) return;
if (playerInfo.SkillChance == 1)
@ -150,7 +151,7 @@ namespace jRandomSkills
}
authorBeams.Add(player.Index, enemy.Index);
stepBeams.Add(enemy, new List<CBeam>());
stepBeams.Add(enemy, []);
playerInfo.SkillChance = 1;
player.PrintToChat($" {ChatColors.Green}" + Localization.GetTranslation("jackal_player_info", enemy.PlayerName));
}
@ -160,7 +161,8 @@ namespace jRandomSkills
if (!exists)
Instance.RegisterListener<Listeners.CheckTransmit>(CheckTransmit);
exists = true;
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo == null) return;
playerInfo.SkillChance = 0;
SkillUtils.PrintToChat(player, Localization.GetTranslation("jackal") + ":", false);
@ -183,13 +185,9 @@ namespace jRandomSkills
stepBeams.Remove(player);
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#f542ef", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, int maxStepBeam = 50) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public int MaxStepBeam { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#f542ef", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, int maxStepBeam = 50) : base(skill, active, color, onlyTeam, needsTeammates)
{
MaxStepBeam = maxStepBeam;
}
public int MaxStepBeam { get; set; } = maxStepBeam;
}
}
}