using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using jRandomSkills.src.player; using jRandomSkills.src.utils; using static jRandomSkills.jRandomSkills; namespace jRandomSkills { public class ReactiveArmor : ISkill { private const Skills skillName = Skills.ReactiveArmor; private static readonly float timerCooldown = Config.GetValue(skillName, "cooldown"); private static readonly Dictionary SkillPlayerInfo = []; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, Config.GetValue(skillName, "color")); } public static void NewRound() { SkillPlayerInfo.Clear(); } public static void OnTick() { foreach (var player in Utilities.GetPlayers()) { var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo?.Skill == skillName) if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo)) UpdateHUD(player, skillInfo); } } public static void PlayerHurt(EventPlayerHurt @event) { var attacker = @event.Attacker; var victim = @event.Userid; int damage = @event.DmgHealth; if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim)) return; if (SkillPlayerInfo.TryGetValue(victim!.SteamID, out var skillInfo)) { if (!victim.IsValid || !victim.PawnIsAlive || !skillInfo.CanUse) return; skillInfo.CanUse = false; skillInfo.Cooldown = DateTime.Now; RestoreHealth(victim, damage); } } public static void EnableSkill(CCSPlayerController player) { SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo { SteamID = player.SteamID, CanUse = true, Cooldown = DateTime.MinValue, }; } public static void DisableSkill(CCSPlayerController player) { SkillPlayerInfo.Remove(player.SteamID); } private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo) { float cooldown = 0; if (skillInfo != null) { float time = (int)(skillInfo.Cooldown.AddSeconds(timerCooldown) - DateTime.Now).TotalSeconds; cooldown = Math.Max(time, 0); if (cooldown == 0 && skillInfo?.CanUse == false) skillInfo.CanUse = true; } var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName); if (skillData == null) return; string infoLine = $"{Localization.GetTranslation("your_skill")}:
"; string skillLine = $"{skillData.Name}
"; string remainingLine = cooldown != 0 ? $"{Localization.GetTranslation("hud_info", $"{cooldown}")}
" : ""; var hudContent = infoLine + skillLine + remainingLine; player.PrintToCenterHtml(hudContent); } private static void RestoreHealth(CCSPlayerController victim, float damage) { var playerPawn = victim.PlayerPawn.Value; if (playerPawn == null || !playerPawn.IsValid) return; var newHealth = playerPawn.Health + damage; if (newHealth > 100) newHealth = 100; playerPawn.Health = (int)newHealth; Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth"); } public class PlayerSkillInfo { public ulong SteamID { get; set; } public bool CanUse { get; set; } public DateTime Cooldown { get; set; } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#3cded3", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 15) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates) { public float Cooldown { get; set; } = cooldown; } } }