jRandomSkills/jRandomSkills - SRC Files/src/player/skills/AimLock.cs
2026-05-24 23:13:56 +02:00

152 lines
No EOL
5.9 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class AimLock : ISkill
{
private const Skills skillName = Skills.AimLock;
private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
lock (setLock)
SkillPlayerInfo.Clear();
}
public static void OnTick()
{
foreach (var player in Utilities.GetPlayers())
{
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 (skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "duration")) > DateTime.Now)
LookAtEnemy(player);
}
}
}
}
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,
});
}
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 time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
float 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", $"<font color='#FF0000'>{cooldown}</font>")}";
}
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;
}
}
private static void LookAtEnemy(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
var myEyePos = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z);
var enemy = Utilities.GetPlayers()
.Where(p => p.IsValid && p.PawnIsAlive && p.Team != player.Team && p.PlayerPawn.Value != null && p.PlayerPawn.Value.AbsOrigin != null)
.OrderBy(p => (p.PlayerPawn.Value!.AbsOrigin! - pawn.AbsOrigin).LengthSqr())
.FirstOrDefault();
if (enemy == null) return;
var enemyPawn = enemy.PlayerPawn.Value;
if (enemyPawn == null || !enemyPawn.IsValid || enemyPawn.AbsOrigin == null || enemyPawn.ViewOffset == null) return;
Vector diff = SkillUtils.GetForwardVector(enemyPawn.AbsRotation!) * 5;
Vector enemyHead = new(
enemyPawn.AbsOrigin.X + diff.X,
enemyPawn.AbsOrigin.Y + diff.Y,
enemyPawn.AbsOrigin.Z + enemyPawn.ViewOffset.Z + 2
);
Vector direction = enemyHead - myEyePos;
QAngle angle = VectorToAngle(direction);
pawn.Look(angle);
}
private static QAngle VectorToAngle(Vector direction)
{
float pitch = (float)(-Math.Atan2(direction.Z, Math.Sqrt(direction.X * direction.X + direction.Y * direction.Y)) * 180 / Math.PI);
float yaw = (float)(Math.Atan2(direction.Y, direction.X) * 180 / Math.PI);
return new QAngle(pitch, yaw, 0);
}
public class PlayerSkillInfo
{
public uint PlayerIndex { get; set; }
public bool CanUse { get; set; }
public DateTime Cooldown { get; set; }
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#fa7b48", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 20f, float duration = .3f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
{
public float Cooldown { get; set; } = cooldown;
public float Duration { get; set; } = duration;
}
}
}