jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Poison.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

198 lines
8.3 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Poison : ISkill
{
private const Skills skillName = Skills.Poison;
private const string poisonSound = "Player.DamageBody.Victim";
private static readonly ConcurrentDictionary<uint, byte> poisonedPlayers = [];
private static readonly ConcurrentDictionary<uint, uint> playersToTarget = [];
private static readonly ConcurrentDictionary<uint, uint> targetToPlayer = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void PlayerDisconnect(uint playerIndex)
{
lock (setLock)
{
poisonedPlayers.TryRemove(playerIndex, out _);
targetToPlayer.TryRemove(playerIndex, out _);
if (playersToTarget.TryRemove(playerIndex, out uint ownTarget))
targetToPlayer.TryRemove(ownTarget, out _);
foreach (var kvp in playersToTarget)
if (kvp.Value == playerIndex)
playersToTarget.TryRemove(kvp.Key, out _);
}
}
public static void NewRound()
{
lock (setLock)
{
poisonedPlayers.Clear();
playersToTarget.Clear();
targetToPlayer.Clear();
}
}
public static void OnTick()
{
int cooldown = Math.Max(1, (int)(64 * SkillsInfo.GetValue<float>(skillName, "Cooldown")));
if (Server.TickCount % cooldown == 0)
{
int cooldown2 = cooldown * 2;
foreach (var playerIndex in poisonedPlayers.Keys)
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid || player.PlayerPawn == null) continue;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) continue;
if (Jester.IsActiveJester(playerIndex)) continue;
if (pawn.Health <= SkillsInfo.GetValue<int>(skillName, "MinHealth")) continue;
SkillUtils.TakeHealth(pawn, SkillsInfo.GetValue<int>(skillName, "Damage"), GetSkillOwner(playerIndex), KillfeedIcons.Spray);
if (Server.TickCount % cooldown2 == 0)
SkillUtils.EmitSoundToPlayer(player, poisonSound, SkillsInfo.GetValue<float>(skillName, "soundVolume"));
}
}
if (Server.TickCount % 32 != 0) return;
foreach (var player in PlayerManager.GetTickPlayers())
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null || playerInfo.Skill != skillName) continue;
if (!SkillUtils.HasMenu(player)) continue;
var enemies = SkillUtils.GetSelectableEnemies(player, true);
ConcurrentBag<(string, string)> menuItems = new(enemies.Select(e => (e.PlayerName, e.Index.ToString())));
SkillUtils.UpdateMenu(player, menuItems);
}
}
public static void TypeSkill(CCSPlayerController player, string[] commands)
{
if (player == null || !player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
var playerEvent = PlayerManager.GetPlayerFromEvent(player);
if (playerEvent == null || !playerEvent.IsValid) return;
if (playerInfo.SkillUsed)
{
playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("areareaper_used_info")}");
return;
}
string enemyId = commands[0];
if (!uint.TryParse(enemyId, out uint enemyIndex))
{
playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
return;
}
var enemy = Utilities.GetPlayerFromIndex((int)enemyIndex);
if (enemy == null)
{
playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
return;
}
poisonedPlayers.TryAdd(enemy.Index, 0);
playersToTarget[player.Index] = enemy.Index;
targetToPlayer[enemy.Index] = player.Index;
playerInfo.SkillUsed = true;
var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
if (enemyEvent == null || !enemyEvent.IsValid) return;
playerEvent.PrintToChat($" {ChatColors.Green}" + playerEvent.GetTranslation("poison_player_info", enemy.PlayerName));
enemyEvent.PrintToChat($" {ChatColors.Red}" + enemyEvent.GetTranslation("poison_enemy_info"));
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
playerInfo.SkillUsed = false;
var playerEvent = PlayerManager.GetPlayerFromEvent(player);
if (playerEvent == null || !playerEvent.IsValid) return;
var enemies = SkillUtils.GetSelectableEnemies(player, true);
if (enemies.Length > 0)
{
ConcurrentBag<(string, string)> menuItems = new(enemies.Select(e => (e.PlayerName, e.Index.ToString())));
SkillUtils.CreateMenu(player, menuItems);
}
else
playerEvent.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
}
private static CCSPlayerController? GetSkillOwner(uint targetIndex)
{
if (!targetToPlayer.TryGetValue(targetIndex, out uint ownerIndex)) return null;
var owner = Utilities.GetPlayerFromIndex((int)ownerIndex);
return owner != null && owner.IsValid ? owner : null;
}
public static void DisableSkill(CCSPlayerController player)
{
targetToPlayer.TryRemove(player.Index, out _);
if (playersToTarget.TryRemove(player.Index, out uint targetIndex))
{
poisonedPlayers.TryRemove(targetIndex, out _);
targetToPlayer.TryRemove(targetIndex, out _);
var target = PlayerManager.GetPlayerFromEvent(Utilities.GetPlayerFromIndex((int)targetIndex));
if (target != null && target.IsValid && target.PawnIsAlive && !SkillUtils.IsFreezeTime())
target.PrintToChat($" {ChatColors.Green}" + target.GetTranslation("poison_disable_info"));
}
SkillUtils.CloseMenu(player);
}
public static void PlayerDeath(EventPlayerDeath @event)
{
var player = @event.Userid;
if (player == null || !player.IsValid) return;
poisonedPlayers.TryRemove(player.Index, out _);
targetToPlayer.TryRemove(player.Index, out _);
SkillUtils.CloseMenu(player);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#902eff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = 2, Rarity rarity = Rarity.Common, float cooldown = .85f, int damage = 1, int minHealth = 30, float soundVolume = .3f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float SoundVolume { get; set; } = soundVolume;
public int Damage { get; set; } = damage;
public float Cooldown { get; set; } = cooldown;
public int MinHealth { get; set; } = minHealth;
}
}
}