jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Astronaut.cs
Juzlus b4e70ea0a1 Add per-skill HUD duration overrides
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
2026-07-13 21:38:23 +02:00

68 lines
No EOL
2.9 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Astronaut : ISkill
{
private const Skills skillName = Skills.Astronaut;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void EnableSkill(CCSPlayerController player)
{
ApplyGravityModifier(player);
}
public static void NewRound()
{
foreach (var player in Utilities.GetPlayers())
{
if (player != null && player.IsValid)
DisableSkill(player);
}
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
pawn.ActualGravityScale = 1.0f;
}
private static void ApplyGravityModifier(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
float gravityModifier = (float)Math.Round(Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "chanceFrom")) + SkillsInfo.GetValue<float>(skillName, "chanceFrom"), 1);
playerInfo.SkillChance = gravityModifier;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, gravityModifier)}",
border: !Utilities.GetPlayers().Any(p => p.IsValid && p.Team == player.Team && p != player) ? "tb" : "t");
pawn.ActualGravityScale = gravityModifier;
}
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)
{
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
}
}
}