Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
111 lines
No EOL
4.9 KiB
C#
111 lines
No EOL
4.9 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using System.Collections.Concurrent;
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namespace src.player.skills
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{
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public class HolyHandGrenade : ISkill
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{
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private const Skills skillName = Skills.HolyHandGrenade;
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private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
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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 OnEntitySpawned(CEntityInstance @event)
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{
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var name = @event.DesignerName;
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if (!name.EndsWith("hegrenade_projectile"))
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return;
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Server.NextFrame(() =>
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{
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if (@event == null || !@event.IsValid) return;
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var hegrenade = @event.As<CHEGrenadeProjectile>();
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if (hegrenade == null || !hegrenade.IsValid) return;
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var playerPawn = hegrenade.Thrower.Value;
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if (playerPawn == null || !playerPawn.IsValid) return;
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var player = Utilities.GetPlayers().FirstOrDefault(p => p.PlayerPawn.Index == playerPawn.Index);
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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hegrenade.Damage *= SkillsInfo.GetValue<float>(skillName, "damageMultiplier");
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hegrenade.DmgRadius *= SkillsInfo.GetValue<float>(skillName, "damageRadiusMultiplier");
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});
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Weapon;
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if (weapon != "hegrenade") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem($"weapon_{weapon}");
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
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}
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill.TryAdd(player.Index, grenadeLimit);
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SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
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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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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ffdd00", 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 damageMultiplier = 2f, float damageRadiusMultiplier = 2f, int grenadeLimit = 1) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float DamageMultiplier { get; set; } = damageMultiplier;
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public float DamageRadiusMultiplier { get; set; } = damageRadiusMultiplier;
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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} |