using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using static src.jRandomSkills; using System.Collections.Concurrent; using src.utils; namespace src.player.skills { public class Earthquake : ISkill { //private const Skills skillName = Skills.Earthquake; //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 EnableSkill(CCSPlayerController player) //{ // SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo // { // SteamID = player.Index, // CanUse = true, // Cooldown = DateTime.MinValue, // }); //} //public static void DisableSkill(CCSPlayerController player) //{ // SkillPlayerInfo.TryRemove(player.Index, out _); // SkillUtils.ResetPrintHTML(player); //} //public static void PlayerDeath(EventPlayerDeath @event) //{ // var player = PlayerManager.GetPlayerEvent(@event.Userid); // if (player == null || !player.IsValid) return; // var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); // if (playerInfo?.Skill == skillName) // SkillPlayerInfo.TryRemove(player.Index, out _); //} //public static void OnTick() //{ // foreach (var player in PlayerManager.GetTickPlayers()) // { // var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); // if (playerInfo?.Skill == skillName) // if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) // UpdateHUD(player, skillInfo); // } //} //private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo) //{ // float cooldown = 0; // if (skillInfo != null) // { // 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 == false) // skillInfo.CanUse = true; // } // if (cooldown == 0) // return; // var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); // if (playerInfo == null) return; // string remainingLine = $"{player.GetTranslation("hud_info", $"{cooldown}")}"; //} //public static void UseSkill(CCSPlayerController player) //{ // var playerPawn = player.PlayerPawn.Value; // if (playerPawn?.CBodyComponent == null) return; // if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) // { // if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return; // if (skillInfo.CanUse) // { // skillInfo.CanUse = false; // skillInfo.Cooldown = DateTime.Now; // MakeShake(player); // } // } //} //private static void MakeShake(CCSPlayerController player) //{ // foreach (var enemy in PlayerManager.GetTickPlayers().Where(p => p != null && p.IsValid && p.PawnIsAlive)) // CreateShake(player); //} //private static void CreateShake(CCSPlayerController player) //{ // var pawn = player.PlayerPawn.Value; // if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return; // var shake = EntityManager.CreateTrackedEnvShake(player.Index); // if (shake == null || !shake.IsValid) return; // shake.Amplitude = SkillsInfo.GetValue(skillName, "amplitude"); // shake.Frequency = SkillsInfo.GetValue(skillName, "frequency"); // shake.Duration = SkillsInfo.GetValue(skillName, "duration"); // shake.Radius = SkillsInfo.GetValue(skillName, "radius"); // shake.Teleport(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z)); // shake.AcceptInput("SetParent", pawn, pawn, "!activator"); // shake.AcceptInput("StartShake"); //} //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 = false, string color = "#42f59b", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 16f, float amplitude = 15f, float frequency = 500f, float duration = 8f, float radius = 50f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity) //{ // public float Cooldown { get; set; } = cooldown; // public float Amplitude { get; set; } = amplitude; // public float Frequency { get; set; } = frequency; // public float Duration { get; set; } = duration; // public float Radius { get; set; } = radius; //} } }