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; namespace src.player.skills { public class Baseball : ISkill { private const Skills skillName = Skills.Baseball; private static readonly ConcurrentDictionary decoys = []; private readonly static ConcurrentDictionary playersWithSkill = []; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static void PlayerHurt(EventPlayerHurt @event) { var victim = PlayerManager.GetPlayerEvent(@event.Userid); var attacker = PlayerManager.GetPlayerEvent(@event.Attacker); var weapon = @event.Weapon; if (weapon != "decoy") return; if (victim == null || !victim.IsValid || victim.PlayerPawn?.Value == null || !victim.PlayerPawn.Value.IsValid || victim.PlayerPawn.Value.Health <= 0) return; if (attacker == null || !attacker.IsValid || attacker.PlayerPawn?.Value == null || !attacker.PlayerPawn.Value.IsValid || attacker.PlayerPawn.Value.Health <= 0) return; if (victim.Index == attacker.Index || victim.Team == attacker.Team) return; var attackerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(attacker)?.Index ?? attacker.Index)); if (attackerInfo?.Skill != skillName) return; SkillUtils.TakeHealth(victim!.PlayerPawn.Value, SkillsInfo.GetValue(skillName, "damageDeal")); } public static void OnEntitySpawned(CEntityInstance entity) { var name = entity.DesignerName; if (name != "decoy_projectile") return; var decoy = entity.As(); if (decoy == null || !decoy.IsValid || decoy.OwnerEntity == null || decoy.OwnerEntity.Value == null || !decoy.OwnerEntity.Value.IsValid) return; var pawn = decoy.OwnerEntity.Value.As(); if (pawn == null || !pawn.IsValid || pawn.Controller == null || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return; var player = pawn.Controller.Value.As(); if (player == null || !player.IsValid) return; var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index)); if (playerInfo?.Skill != skillName) return; decoys.TryAdd(decoy.Index, 0); decoy.Collision.CollisionAttribute.InteractsWith = pawn.Collision.CollisionAttribute.InteractsWith; decoy.Collision.CollisionGroup = pawn.Collision.CollisionGroup; } public static void DecoyStarted(EventDecoyStarted @event) { var player = PlayerManager.GetPlayerEvent(@event.Userid); if (player == null || !player.IsValid) return; var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo?.Skill != skillName) return; uint key = (uint)@event.Entityid; if (decoys.ContainsKey(key)) { var decoy = Utilities.GetEntityFromIndex(@event.Entityid); if (decoy != null && decoy.IsValid) decoy.AddEntityIOEvent("Kill", decoy, delay: 0.1f); decoys.TryRemove(key, out _); } } public static void OnTick() { if (Server.TickCount % 8 != 0) return; var keys = decoys.Keys.ToArray(); foreach (var decoyIndex in keys) { var decoy = Utilities.GetEntityFromIndex((int)decoyIndex); if (decoy == null || !decoy.IsValid) { decoys.TryRemove(decoyIndex, out _); continue; } decoy.Bounces = 0; var vel = decoy.AbsVelocity; float speed = vel.Length(); float targetSpeed = Math.Min(speed * SkillsInfo.GetValue(skillName, "speedMultipier"), SkillsInfo.GetValue(skillName, "maxSpeed")); if (speed > .01f) { var dir = vel / speed; var newVelocity = dir * targetSpeed; decoy.AbsVelocity.X = newVelocity.X; decoy.AbsVelocity.Y = newVelocity.Y; decoy.AbsVelocity.Z = newVelocity.Z; } } } public static void GrenadeThrown(EventGrenadeThrown @event) { var player = PlayerManager.GetPlayerEvent(@event.Userid); if (player == null || !player.IsValid) return; var weapon = @event.Weapon; if (weapon != "decoy") return; var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo?.Skill != skillName) return; if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1) { playersWithSkill[player.Index] = grenadesLeft - 1; player!.GiveNamedItem($"weapon_{weapon}"); SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft - 1); } } public static void WeaponEquip(EventItemEquip @event) { var player = PlayerManager.GetPlayerEvent(@event.Userid); var weapon = @event.Item; if (player == null || !player.IsValid) return; if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1) SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft); } public static void WeaponPickup(EventItemPickup @event) { var player = PlayerManager.GetPlayerEvent(@event.Userid); if (player == null || !player.IsValid) return; var weapon = @event.Item; if (string.IsNullOrEmpty(weapon) || weapon != "decoy") return; if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1) SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft); } public static void EnableSkill(CCSPlayerController player) { if (player == null || !player.IsValid) return; int grenadeLimit = SkillsInfo.GetValue(skillName, "grenadeLimit"); playersWithSkill.TryAdd(player.Index, grenadeLimit); SkillUtils.TryGiveWeapon(player, CsItem.DecoyGrenade); SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadeLimit); } public static void DisableSkill(CCSPlayerController player) { if (player == null || !player.IsValid) return; playersWithSkill.TryRemove(player.Index, out _); SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, 1); } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#2effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float speedMultipier = 2f, float maxSpeed = 900f, int damageDeal = 9999, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity) { public float SpeedMultipier { get; set; } = speedMultipier; public float MaxSpeed { get; set; } = maxSpeed; public float DamageDeal { get; set; } = damageDeal; public int GrenadeLimit { get; set; } = grenadeLimit; } } }