## Added - **`CurseSkillPerPlayer`** (config.json) — limits how many curse skills (Darkness, JumpBan, PrimaryBan, Bankrupt and 14 others) can be stacked on a single player per round. `null` = unlimited (default), `1` = one curse per player, `2` = two. When the limit is reached the target is rejected and the curser gets a chat warning. Enforced centrally in `SkillAction`, so no per-skill code is needed. - **Tripwire cooldown mode** — replaces the fixed wire limit with a Replicator-style cooldown. Players can place as many wires as they want as long as the cooldown is up; remaining time is shown on the HUD. Configurable via `Cooldown` in skillsInfo.json (default 20s). - **Tripwire team colors** — T wires red (255, 64, 64), CT wires blue (64, 128, 255). ## Fixed - **ExpensiveAmmo** also charged money for knife swings and grenade throws. It now only charges when a bullet-firing weapon is fired. - **Knockback** also triggered on grenade throws; bound to the same allowlist. ## Removed - Dead code: `Earthquake.cs` and `HealingChicken.cs` (neither was registered in the `Skills` enum, so neither ever ran), `EntityManager.CreateTrackedEnvShake`, `EntityManager.CreateTrackedChicken`, `PlayerManager.UpdatePlayerSkill`. ## Changed - **Tripwire wires are now removed when the owner dies or loses the skill.** Previously they stayed on the map until the end of the round. - `PlayerEvents.cs` split into three partial files: player events in `PlayerEvents.cs`, round and skill dispatch in `RoundEvents.cs`, entity and weapon hooks in `EntityEvents.cs`. Behaviour is unchanged; all members stay in the same `Event` class. - 28 copy-pasted enemy-gathering LINQ chains reduced to the shared helper (Bankrupt, CarefulBullets, Darkness, Deactivator, Deaf, ExpensiveAmmo, Giant, Glitch, Jammer, JumpBan, JumpCurse, LifeSwap, Magnifier, MoneySwap, Nightmare, Poison, PrimaryBan, WildThrow).
148 lines
6.2 KiB
C#
148 lines
6.2 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using static src.jRandomSkills;
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using System.Collections.Concurrent;
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using src.utils;
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namespace src.player.skills
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{
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public class Deactivator : ISkill
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{
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private const Skills skillName = Skills.Deactivator;
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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foreach (var player in PlayerManager.GetTickPlayers())
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SkillUtils.CloseMenu(player);
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}
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public static void OnTick()
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{
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if (Server.TickCount % 32 != 0) return;
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) continue;
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if (!SkillUtils.HasMenu(player)) continue;
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var enemies = SkillUtils.GetSelectableEnemies(player, true);
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var enemy in enemies)
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{
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
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if (enemyInfo == null) continue;
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == enemyInfo.Skill);
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if (skillData == null) continue;
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menuItems.Add(($"\u202A{enemy.PlayerName}\u202C : {player.GetSkillName(skillData.Skill)}", enemy.Index.ToString()));
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}
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SkillUtils.UpdateMenu(player, menuItems);
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}
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}
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public static void TypeSkill(CCSPlayerController player, string[] commands)
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{
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if (player == null) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn?.CBodyComponent == null) return;
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if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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string enemyId = commands[0];
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if (!uint.TryParse(enemyId, out uint enemyIndex))
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{
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playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
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return;
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}
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var enemy = Utilities.GetPlayerFromIndex((int)enemyIndex);
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if (enemy == null)
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{
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playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
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return;
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}
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DeacitvateSkill(player, enemy);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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var enemies = SkillUtils.GetSelectableEnemies(player, true);
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if (enemies.Length > 0)
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{
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var enemy in enemies)
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{
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy?.Index);
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if (enemyInfo == null) continue;
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == enemyInfo.Skill);
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if (skillData == null) continue;
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menuItems.Add(($"\u202A{enemy!.PlayerName}\u202C : {playerEvent.GetSkillName(skillData.Skill)}", enemy.Index.ToString()));
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}
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SkillUtils.CreateMenu(player, menuItems);
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}
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else
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playerEvent.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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playerInfo.SpecialSkill = Skills.None;
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SkillUtils.CloseMenu(player);
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}
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private static void DeacitvateSkill(CCSPlayerController player, CCSPlayerController enemy)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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if (playerInfo != null)
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{
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playerInfo.Skill = Skills.None;
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playerInfo.SpecialSkill = skillName;
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playerEvent.PrintToChat($" {ChatColors.Green}" + playerEvent.GetTranslation("deactivator_player_info", enemy.PlayerName));
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}
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if (enemyInfo != null)
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{
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Instance.SkillAction(enemyInfo.Skill.ToString(), "DisableSkill", [enemy]);
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enemyInfo.SpecialSkill = enemyInfo.Skill;
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enemyInfo.Skill = Skills.None;
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var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
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if (enemyEvent == null || !enemyEvent.IsValid) return;
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enemyEvent.PrintToChat($" {ChatColors.Red}" + enemyEvent.GetTranslation("deactivator_enemy_info"));
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#919191", 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) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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}
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}
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}
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