using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using System.Collections.Concurrent; namespace src.player.skills { public class Anomaly : ISkill { private const Skills skillName = Skills.Anomaly; private static readonly float tickRate = 64; 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 PlayerManager.GetTickPlayers()) { 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 (Server.TickCount % tickRate != 0) continue; var pawn = player.PlayerPawn.Value; if (pawn != null && pawn.IsValid && pawn.AbsOrigin != null) { if (skillInfo.LastRotations == null || skillInfo.LastPositions == null) continue; skillInfo.LastPositions.Enqueue(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z)); skillInfo.LastRotations.Enqueue(new QAngle(pawn.V_angle.X, pawn.V_angle.Y, 0)); if (skillInfo.LastRotations.Count > SkillsInfo.GetValue(skillName, "secondsInBack")) { skillInfo.LastPositions.TryDequeue(out _); skillInfo.LastRotations.TryDequeue(out _); } } } } } } 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, LastPositions = new ConcurrentQueue(), LastRotations = new ConcurrentQueue() }); } 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 cooldown = 0; float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue(skillName, "cooldown")) - DateTime.Now).TotalSeconds); 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; var playerPawn = player.PlayerPawn.Value; if (playerPawn != null && playerPawn.IsValid) { if (skillInfo.LastPositions == null || skillInfo.LastPositions.IsEmpty) return; if (skillInfo.LastRotations == null || skillInfo.LastRotations.IsEmpty) return; Vector? lastPosition = skillInfo.LastPositions.FirstOrDefault(); QAngle? lastRotation = skillInfo.LastRotations.FirstOrDefault(); if (lastPosition != null && lastRotation != null) { playerPawn.Teleport(lastPosition, null, null); playerPawn.Look(lastRotation); } } } } public class PlayerSkillInfo { public uint PlayerIndex { get; set; } public bool CanUse { get; set; } public DateTime Cooldown { get; set; } public ConcurrentQueue? LastPositions { get; set; } public ConcurrentQueue? LastRotations { get; set; } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#a86eff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, int secondsInBack = 5, float cooldown = 15) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity) { public int SecondsInBack { get; set; } = secondsInBack; public float Cooldown { get; set; } = cooldown; } } }