Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
68 lines
No EOL
2.9 KiB
C#
68 lines
No EOL
2.9 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 src.utils;
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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class Astronaut : ISkill
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{
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private const Skills skillName = Skills.Astronaut;
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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ApplyGravityModifier(player);
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}
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public static void NewRound()
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{
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foreach (var player in Utilities.GetPlayers())
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{
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if (player != null && player.IsValid)
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DisableSkill(player);
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}
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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pawn.ActualGravityScale = 1.0f;
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}
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private static void ApplyGravityModifier(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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float gravityModifier = (float)Math.Round(Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "chanceFrom")) + SkillsInfo.GetValue<float>(skillName, "chanceFrom"), 1);
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playerInfo.SkillChance = gravityModifier;
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SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, gravityModifier)}",
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border: !Utilities.GetPlayers().Any(p => p.IsValid && p.Team == player.Team && p != player) ? "tb" : "t");
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pawn.ActualGravityScale = gravityModifier;
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#7E10AD", 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 chanceFrom = .1f, float chanceTo = .7f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float ChanceFrom { get; set; } = chanceFrom;
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public float ChanceTo { get; set; } = chanceTo;
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}
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}
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} |