using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Entities.Constants; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using System.Collections.Concurrent; using static src.jRandomSkills; namespace src.player.skills { public class HomingNades : ISkill { private const Skills skillName = Skills.HomingNades; private readonly static ConcurrentDictionary nades = []; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static void NewRound() { nades.Clear(); } public static void OnTick() { if (Server.TickCount % 10 != 0) return; foreach (var index in nades.Keys.ToList()) { if (!nades.TryGetValue(index, out var data)) continue; Vector oldPos = data; var nade = Utilities.GetEntityFromIndex((int)index); if (nade == null || !nade.IsValid || nade.AbsOrigin == null) { nades.TryRemove(index, out _); continue; } Vector currentPos = new(nade.AbsOrigin.X, nade.AbsOrigin.Y, nade.AbsOrigin.Z); double distanceMoved = SkillUtils.GetDistance(currentPos, oldPos); Vector calculatedVelocity = CalculateVelocity(nade, nade.TeamNum); bool isZero = calculatedVelocity.IsZero(); if (distanceMoved < 4 || isZero) { nade.DetonateTime = isZero ? 0 : nade.CreateTime + 3; Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime"); nades.TryRemove(index, out _); continue; } Vector currentVel = new(nade.Velocity.X, nade.Velocity.Y, nade.Velocity.Z); float maxVelocity = SkillsInfo.GetValue(skillName, "maxVelocity"); Vector newVelocity = currentVel + calculatedVelocity; float speed = newVelocity.Length(); if (speed > maxVelocity) newVelocity *= (maxVelocity / speed); nades[index] = currentPos; nade.Teleport(null, null, newVelocity); } } private static Vector CalculateVelocity(CBaseCSGrenadeProjectile nade, int team) { if (nade.AbsOrigin == null) return Vector.Zero; Vector? closetEnemyPos = null; double minDistance = int.MaxValue; Vector nadePos = nade.AbsOrigin; foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != team)) { var pawn = enemy.PlayerPawn.Value; if (pawn?.IsValid != true || pawn.AbsOrigin == null) continue; double dist = SkillUtils.GetDistance(nadePos, pawn.AbsOrigin); if (dist < SkillsInfo.GetValue(skillName, "detonationRange")) { nades.TryRemove(nade.Index, out _); return Vector.Zero; } if (dist < minDistance) { minDistance = dist; closetEnemyPos = pawn.AbsOrigin; } } if (closetEnemyPos == null) return Vector.Zero; Vector direction = closetEnemyPos - nadePos; float length = direction.Length(); if (length > 0) { float strength = SkillsInfo.GetValue(skillName, "strength"); return new Vector( (direction.X / length) * strength, (direction.Y / length) * strength, (direction.Z / length) * strength ); } return Vector.Zero; } public static void OnEntitySpawned(CEntityInstance @event) { var name = @event.DesignerName; if (!name.EndsWith("_projectile") || name == "smokegrenade_projectile") return; var grenade = @event.As(); if (grenade == null || !grenade.IsValid) return; if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return; var pawn = grenade.OwnerEntity.Value.As(); if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return; var player = pawn.Controller.Value.As(); var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo?.Skill != skillName) return; Vector pos = new(grenade.AbsOrigin?.X, grenade.AbsOrigin?.Y, grenade.AbsOrigin?.Z); nades.TryAdd(grenade.Index, pos); Server.NextWorldUpdate(() => { if (grenade == null || !grenade.IsValid) return; grenade.DetonateTime += 100f; Utilities.SetStateChanged(grenade, "CBaseGrenade", "m_flDetonateTime"); }); } public static void EnableSkill(CCSPlayerController player) { SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade); } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#384728", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float strength = 150, float maxVelocity = 2000, float detonationRange = 130) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity) { public float Strength { get; set; } = strength; public float MaxVelocity { get; set; } = maxVelocity; public float DetonationRange { get; set; } = detonationRange; } } }