jRandomSkills/jRandomSkills - SRC Files/src/player/skills/RandomWeapon.cs
ByDexter b2d2c5bf9a v1.2.3.b6
New skills (9)
- Bounty: put a cash price on an enemy's head, the killer collects it.
- EmpGrenade: grenade victims lose radar and crosshair for a while.
- GravityDecoy: the decoy alters gravity for everyone in its radius.
- Heavyweight: immune to push and slow effects from other skills.
- Nemesis: the marked player takes extra damage from everyone.
- Punisher: banks part of the damage you take and releases it on your next hit.
- Rewind: drop a marker and teleport back to it shortly after.
- TrueArmor: armor absorbs part of incoming damage instead of health.
- Voodoo: the marked enemy shares the damage you take.

Shared systems
- DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy.
- WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict]
- HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early.
- SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja.
- Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill.

Sound
- Volume rebalance
- Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker.
- New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones.
- 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume.
- Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it.
- PawelJumper: the engine already plays the first jump, only extra jumps emit.

Models and visuals
- Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit.
- Pilot: glowing exhaust trail parented to the pawn, active only while airborne.

Performance
- SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload.
- HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild.
- Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily.
- playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup.

Fixes
- NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it.
- SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round.
- Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate).
- EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback.
- Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log.

Debug
- Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
2026-08-09 00:37:02 +03:00

178 lines
No EOL
7.3 KiB
C#

using System.Collections.Concurrent;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class RandomWeapon : ISkill
{
private const Skills skillName = Skills.RandomWeapon;
private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = new();
private static readonly object setLock = new();
private static HashSet<string> pistols => WeaponPool.Pistols;
private static HashSet<string> rifles => WeaponPool.Rifles;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
lock (setLock)
SkillPlayerInfo.Clear();
}
public static void OnTick()
{
if (!SkillUtils.IsHudFrame()) return;
var players = PlayerManager.GetTickPlayers().ToArray();
foreach (var player in players)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill == skillName && SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
UpdateHUD(player, skillInfo);
}
}
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);
}
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
{
float cooldown = 0;
if (skillInfo != null)
{
float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
cooldown = Math.Max(time, 0);
if (cooldown == 0 && skillInfo.CanUse == false)
skillInfo.CanUse = true;
}
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
playerInfo.PrintHTML = cooldown == 0
? null
: $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
}
public static void UseSkill(CCSPlayerController player)
{
var pawn = player.PlayerPawn.Value;
if (pawn?.CBodyComponent == null) return;
if (!SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) return;
if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
if (!skillInfo.CanUse)
{
return;
}
skillInfo.CanUse = false;
skillInfo.Cooldown = DateTime.Now;
RemoveAndGiveWeapon(player);
}
private static bool RollPistol(bool pistolAvailable, bool rifleAvailable)
{
if (!rifleAvailable) return true;
if (!pistolAvailable) return false;
float pistolChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "pistolChance"), 0);
float rifleChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "rifleChance"), 0);
float total = pistolChance + rifleChance;
if (total <= 0) return Instance.Random.Next(2) == 0;
return Instance.Random.NextDouble() * total < pistolChance;
}
private static void RemoveAndGiveWeapon(CCSPlayerController player)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
var playerWeapons = new HashSet<string>(StringComparer.Ordinal);
foreach (var item in pawn.WeaponServices.MyWeapons)
if (item != null && item.IsValid && item.Value != null && item.Value.IsValid && !string.IsNullOrEmpty(item.Value.DesignerName))
playerWeapons.Add(item.Value.DesignerName);
if (playerWeapons.Count == 0)
return;
var availablePistols = pistols.Where(w => !playerWeapons.Contains(w)).ToArray();
var availableRifles = rifles.Where(w => !playerWeapons.Contains(w)).ToArray();
if (availablePistols.Length == 0 && availableRifles.Length == 0)
return;
bool isPistol = RollPistol(availablePistols.Length > 0, availableRifles.Length > 0);
var available = isPistol ? availablePistols : availableRifles;
string newWeapon = available[Instance.Random.Next(available.Length)];
string? weaponToRemove = null;
foreach (var item in pawn.WeaponServices.MyWeapons)
{
if (item == null || !item.IsValid || item.Value == null || !item.Value.IsValid) continue;
var name = item.Value.DesignerName;
if (string.IsNullOrEmpty(name)) continue;
if ((isPistol && pistols.Contains(name)) || (!isPistol && rifles.Contains(name)))
{
weaponToRemove = name;
break;
}
}
if (!string.IsNullOrEmpty(weaponToRemove))
{
foreach (var item in pawn.WeaponServices.MyWeapons)
{
if (item == null || !item.IsValid || item.Value == null || !item.Value.IsValid) continue;
if (item.Value.DesignerName == weaponToRemove)
SkillUtils.SafeKillEntity<CBasePlayerWeapon>((uint)item.Value.Index);
}
}
uint playerIndex = player.Index;
Instance.AddTimer(.1f, () =>
{
var pl = Utilities.GetPlayerFromIndex((int)playerIndex);
if (pl == null || !pl.IsValid) return;
pl.GiveNamedItem(newWeapon);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
}
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 = "#e0873a", 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 = 15f, float pistolChance = 60f, float rifleChance = 40f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float Cooldown { get; set; } = cooldown;
public float PistolChance { get; set; } = pistolChance;
public float RifleChance { get; set; } = rifleChance;
}
}
}