using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using System.Collections.Concurrent; using src.utils; namespace src.player.skills { public class AimLock : ISkill { private const Skills skillName = Skills.AimLock; private static readonly ConcurrentDictionary SkillPlayerInfo = []; private static readonly object setLock = new(); public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static void NewRound() { lock (setLock) SkillPlayerInfo.Clear(); } public static void OnTick() { foreach (var player in Utilities.GetPlayers()) { if (player == null || !player.IsValid) continue; var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo?.Skill == skillName) { if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) { UpdateHUD(player, skillInfo); if (skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue(skillName, "duration")) > DateTime.Now) LookAtEnemy(player); } } } } public static void EnableSkill(CCSPlayerController player) { if (player == null || !player.IsValid) return; SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo { PlayerIndex = player.Index, CanUse = true, Cooldown = DateTime.MinValue, }); } public static void DisableSkill(CCSPlayerController player) { if (player == null || !player.IsValid) return; SkillPlayerInfo.TryRemove(player.Index, out _); SkillUtils.ResetPrintHTML(player); } private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo) { if (player == null || !player.IsValid || skillInfo == null) return; float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue(skillName, "cooldown")) - DateTime.Now).TotalSeconds); float cooldown = Math.Max(time, 0); if (cooldown == 0 && !skillInfo.CanUse) skillInfo.CanUse = true; var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo == null) return; if (cooldown == 0) playerInfo.PrintHTML = null; else playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"{cooldown}")}"; } public static void UseSkill(CCSPlayerController player) { if (player == null || !player.IsValid) return; var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo?.Skill != skillName) return; if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) { if (!skillInfo.CanUse) return; skillInfo.Cooldown = DateTime.Now; skillInfo.CanUse = false; } } private static void LookAtEnemy(CCSPlayerController player) { if (player == null || !player.IsValid) return; var pawn = player.PlayerPawn.Value; if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return; var myEyePos = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z); var enemy = Utilities.GetPlayers() .Where(p => p.IsValid && p.PawnIsAlive && p.Team != player.Team && p.PlayerPawn.Value != null && p.PlayerPawn.Value.AbsOrigin != null) .OrderBy(p => (p.PlayerPawn.Value!.AbsOrigin! - pawn.AbsOrigin).LengthSqr()) .FirstOrDefault(); if (enemy == null) return; var enemyPawn = enemy.PlayerPawn.Value; if (enemyPawn == null || !enemyPawn.IsValid || enemyPawn.AbsOrigin == null || enemyPawn.ViewOffset == null) return; Vector diff = SkillUtils.GetForwardVector(enemyPawn.AbsRotation!) * 5; Vector enemyHead = new( enemyPawn.AbsOrigin.X + diff.X, enemyPawn.AbsOrigin.Y + diff.Y, enemyPawn.AbsOrigin.Z + enemyPawn.ViewOffset.Z + 2 ); Vector direction = enemyHead - myEyePos; QAngle angle = VectorToAngle(direction); pawn.Look(angle); } private static QAngle VectorToAngle(Vector direction) { float pitch = (float)(-Math.Atan2(direction.Z, Math.Sqrt(direction.X * direction.X + direction.Y * direction.Y)) * 180 / Math.PI); float yaw = (float)(Math.Atan2(direction.Y, direction.X) * 180 / Math.PI); return new QAngle(pitch, yaw, 0); } public class PlayerSkillInfo { public uint PlayerIndex { get; set; } public bool CanUse { get; set; } public DateTime Cooldown { get; set; } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#fa7b48", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 20f, float duration = .3f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity) { public float Cooldown { get; set; } = cooldown; public float Duration { get; set; } = duration; } } }