jRandomSkills/jRandomSkills - SRC Files/src/player/skills/RandomWeapon.cs
Juzlus e33975fe8b Refactor skill lookup logic and vote system, update language files
Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.
2025-09-04 04:53:23 +02:00

183 lines
No EOL
7.6 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.player;
using jRandomSkills.src.utils;
using System.Collections.Immutable;
using static CounterStrikeSharp.API.Core.Listeners;
using static jRandomSkills.jRandomSkills;
namespace jRandomSkills
{
public class RandomWeapon : ISkill
{
private const Skills skillName = Skills.RandomWeapon;
private static readonly float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
private static readonly string[] pistols = [ "weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
"weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9", "weapon_elite", "weapon_hkp2000" ];
private static readonly string[] rifles = [ "weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7", "weapon_ump45", "weapon_p90",
"weapon_mp5sd", "weapon_famas", "weapon_galilar", "weapon_m4a1", "weapon_m4a1_silencer", "weapon_ak47",
"weapon_aug", "weapon_sg553", "weapon_ssg08", "weapon_awp", "weapon_scar20", "weapon_g3sg1",
"weapon_nova", "weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249", "weapon_negev" ];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, Config.GetValue<string>(skillName, "color"));
Instance.RegisterEventHandler<EventRoundFreezeEnd>((@event, info) =>
{
Instance.AddTimer(0.1f, () =>
{
foreach (var player in Utilities.GetPlayers())
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill == skillName)
{
EnableSkill(player);
}
}
});
return HookResult.Continue;
});
Instance.RegisterEventHandler<EventRoundEnd>((@event, info) =>
{
SkillPlayerInfo.Clear();
return HookResult.Continue;
});
Instance.RegisterEventHandler<EventPlayerDeath>((@event, info) =>
{
var player = @event.Userid;
if (player == null || !player.IsValid) return HookResult.Continue;
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill == skillName)
SkillPlayerInfo.Remove(player.SteamID);
return HookResult.Continue;
});
Instance.RegisterListener<OnTick>(() =>
{
foreach (var player in Utilities.GetPlayers())
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill == skillName)
if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo))
UpdateHUD(player, skillInfo);
}
});
}
public static void EnableSkill(CCSPlayerController player)
{
SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo
{
SteamID = player.SteamID,
CanUse = true,
Cooldown = DateTime.MinValue,
};
}
public static void DisableSkill(CCSPlayerController player)
{
SkillPlayerInfo.Remove(player.SteamID);
}
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
{
float cooldown = 0;
if (skillInfo != null)
{
float time = (int)(skillInfo.Cooldown.AddSeconds(timerCooldown) - DateTime.Now).TotalSeconds;
cooldown = Math.Max(time, 0);
if (cooldown == 0 && skillInfo?.CanUse == false)
skillInfo.CanUse = true;
}
var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName);
if (skillData == null) return;
string infoLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='#FFFFFF'>{Localization.GetTranslation("your_skill")}:</font> <br>";
string skillLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='{skillData.Color}'>{skillData.Name}</font> <br>";
string remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{Localization.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>" : "";
var hudContent = infoLine + skillLine + remainingLine;
player.PrintToCenterHtml(hudContent);
}
public static void UseSkill(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn?.CBodyComponent == null) return;
if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo))
{
if (!player.IsValid || !player.PawnIsAlive) return;
if (skillInfo.CanUse)
{
skillInfo.CanUse = false;
skillInfo.Cooldown = DateTime.Now;
RemoveAndGiveWeapon(player);
}
}
}
private static void RemoveAndGiveWeapon(CCSPlayerController player)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
List<string> playerWeapons = [];
foreach (var item in pawn.WeaponServices.MyWeapons)
if (item != null && item.IsValid && item.Value != null && item.Value.IsValid && !string.IsNullOrEmpty(item.Value.DesignerName))
playerWeapons.Add(item.Value.DesignerName);
if (playerWeapons.Count == 0)
return;
List<string> weaponList = new(pistols.Concat(rifles));
weaponList.RemoveAll(w => playerWeapons.Contains(w));
if (weaponList.Count == 0)
return;
string weapon = weaponList[Instance.Random.Next(weaponList.Count)];
bool isPistol = pistols.Contains(weapon);
string? weaponToRemove = playerWeapons.FirstOrDefault(itemName =>
(isPistol && pistols.Contains(itemName)) || (!isPistol && rifles.Contains(itemName)));
if (!string.IsNullOrEmpty(weaponToRemove))
{
foreach (var item in pawn.WeaponServices.MyWeapons)
{
if (item != null && item.IsValid && item.Value != null && item.Value.IsValid && item.Value.DesignerName == weaponToRemove)
item.Value.Remove();
}
}
Instance.AddTimer(.1f, () =>
{
player.GiveNamedItem(weapon);
});
}
public class PlayerSkillInfo
{
public ulong SteamID { get; set; }
public bool CanUse { get; set; }
public DateTime Cooldown { get; set; }
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#e0873a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 15f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float Cooldown { get; set; } = cooldown;
}
}
}