jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Shade.cs
Juzlus a8890bde6a Updates & Fixes
# Updates & Fixes
- New Commands: Added `css_bot_place` which teleports a bot to the player's position with optional godmode and translation support.
- Miner (New Skill): Added a new skill that allows for detonating HE grenades near enemies.
- Bomb Abort Support: Introduced `BombAbortplant` support across `ISkill` and event registration; added handlers for aborting plants in Planter, ChillOut, and other skills.
- System (Rework & Optimization):
    - Reworked player event dispatching to call `SkillAction` once per distinct active skill, reducing redundant invocations.
    - Switched timing logic to use `Server.CurrentTime` (replacing `EngineTime`).
    - Added extensive null and validity guards for player and pawn objects.
- Skill-specific Changes:
    - AimLock: Fixed vector/validation issues and updated config defaults (cooldown, duration, and offset).
    - AreaReaper: Now uses `BombPlantedHere` state and includes `OnTick` alerts.
    - ChillOut & Planter: Improved tracking for planting players with center-print and HUD updates.
    - HomingNades: Simplified callbacks and fixed detonation timing.
    - Muhammed: Tweaked explosion delay handling and reduced friendly fire damage.
- Core & Utils:
    - TraceRay: Implemented `CS2TraceRay` for skills to prevent activation through doors or on dropped weapons.
    - Dependencies: Bumped `CounterStrikeSharp.API` to 1.0.364 and `MaxMind.Db` to 5.0.0.
    - Bug Fixes: Resolved multiple HUD/print update issues and fixed various translation keys.
2026-04-05 03:08:43 +02:00

155 lines
6.9 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using CS2TraceRay.Class;
using CS2TraceRay.Struct;
using static src.jRandomSkills;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class Shade : ISkill
{
private const Skills skillName = Skills.Shade;
private static readonly ConcurrentDictionary<CCSPlayerController, float> noSpace = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void NewRound()
{
noSpace.Clear();
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var attacker = @event.Attacker;
var victim = @event.Userid;
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim)) return;
var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID);
var attackerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
if (attackerInfo?.Skill == skillName)
if (Instance.Random.NextDouble() <= attackerInfo.SkillChance)
TeleportAttackerBehindVictim(attacker!, victim!);
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo == null) return;
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newChance;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
border: !Utilities.GetPlayers().Any(p => p.Team == player.Team && !p.IsBot && p != player) ? "tb" : "t");
}
public static void DisableSkill(CCSPlayerController player)
{
noSpace.TryRemove(player, out _);
SkillUtils.ResetPrintHTML(player);
}
public static void OnTick()
{
foreach (var item in noSpace)
if (item.Value >= Server.TickCount)
UpdateHUD(item.Key);
else
SkillUtils.ResetPrintHTML(item.Key);
}
private static void UpdateHUD(CCSPlayerController player)
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(s => s.SteamID == player?.SteamID);
if (playerInfo == null) return;
playerInfo.PrintHTML = $"<font color='#FF0000'>{player.GetTranslation("shade_nospace")}</font>";
}
private unsafe static bool CheckTeleport(CCSPlayerController player, Vector startPos, Vector endPos)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return false;
Vector s = startPos + new Vector(0, 0, pawn.ViewOffset.Z / 2);
Vector e = endPos + new Vector(0, 0, pawn.ViewOffset.Z / 2);
ulong mask = pawn.Collision.CollisionAttribute.InteractsWith;
ulong contents = pawn.Collision.CollisionGroup;
CGameTrace trace = TraceRay.TraceShape(startPos, endPos, mask, contents, player);
if (trace.DidHit()) return false;
return IsPositionSafe(player, endPos);
}
private static bool IsPositionSafe(CCSPlayerController player, Vector pos)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null) return false;
float footHeight = 0;
float headHeight = 70;
float innerDist = 12;
ulong mask = playerPawn.Collision.CollisionAttribute.InteractsWith;
ulong contents = playerPawn.Collision.CollisionGroup;
Vector s1 = new(pos.X - innerDist, pos.Y - innerDist, pos.Z + footHeight);
Vector e1 = new(pos.X + innerDist, pos.Y + innerDist, pos.Z + headHeight);
CGameTrace t1 = TraceRay.TraceShape(s1, e1, mask, contents, player);
if (t1.DidHit() || t1.AllSolid) return false;
Vector s2 = new(pos.X + innerDist, pos.Y - innerDist, pos.Z + footHeight);
Vector e2 = new(pos.X - innerDist, pos.Y + innerDist, pos.Z + headHeight);
CGameTrace t2 = TraceRay.TraceShape(s2, e2, mask, contents, player);
if (t2.DidHit() || t2.AllSolid) return false;
return true;
}
private static void TeleportAttackerBehindVictim(CCSPlayerController attacker, CCSPlayerController victim)
{
var victimPawn = victim.PlayerPawn.Value;
var attackerPawn = attacker.PlayerPawn.Value;
if (victimPawn == null || attackerPawn == null || victimPawn.AbsOrigin == null || victimPawn.AbsRotation == null) return;
Vector victimPos = new(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z);
QAngle victimAngles = new(victimPawn.AbsRotation.X, victimPawn.AbsRotation.Y, victimPawn.AbsRotation.Z);
float distance = SkillsInfo.GetValue<float>(skillName, "teleportDistance");
int[] angles = [0, 90, -90];
bool teleported = false;
foreach (int extraAngle in angles)
{
QAngle targetAngle = new(0, victimAngles.Y + extraAngle, 0);
Vector direction = SkillUtils.GetForwardVector(targetAngle);
Vector targetPos = victimPos - (direction * distance);
if (CheckTeleport(victim, victimPos, targetPos))
{
attackerPawn.Teleport(targetPos, targetAngle, Vector.Zero);
teleported = true;
break;
}
}
if (!teleported)
noSpace.AddOrUpdate(attacker, Server.TickCount + (64 * 2), (_, _) => Server.TickCount + (64 * 2));
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#4d4d4d", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float teleportDistance = 100f, float chanceFrom = .3f, float chanceTo = .45f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float TeleportDistance { get; set; } = teleportDistance;
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
}
}
}