jRandomSkills/jRandomSkills - SRC Files/src/player/skills/ExplodingBarrel.cs
ByDexter db7108517a v1.2.3.b4
- Curses are now tracked at all times and cleared when a player leaves, so a curse can no longer stick to whoever joins into that player slot afterwards
- Wallhack and Nightmare no longer shows up for the whole server during the round start skill reveal
- One skill throwing during round cleanup no longer cancels the rest of the cleanup or leaves entity kills suppressed for the rest of the map
- Fixed the TakeAmmo crash on map change while restoring weapon reserve ammo
- Friendly fire reduction now applies to BlastShot, DeathBomb, ExplodingBarrel, ExplosiveShot and ToxicSmoke
- FireRain molotovs now land around the decoy instead of on nearby rooftops, and the fire keeps its owner and team so friendly fire rules apply to it
- Teammates can no longer shoot the chickens spawned by HealingChicken
- Fortnite wall now spawns with its model and health set up front, so it takes the configured amount of damage instead of breaking on the first bullet
- JetKick, CarefulBullets and WildThrow now clean up after their target disconnects
2026-08-03 01:25:04 +03:00

256 lines
11 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class ExplodingBarrel : ISkill
{
private const Skills skillName = Skills.ExplodingBarrel;
private static readonly QAngle angle = new(7, -3, 11);
private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
private static readonly ConcurrentDictionary<uint, byte> consumedBarrels = [];
private static readonly ConcurrentDictionary<int, (byte Team, uint Owner)> nades = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
jRandomSkills.Instance.AddToManifest(SkillsInfo.GetValue<string>(skillName, "propModel"));
}
public static void NewRound()
{
ClearAllBarrels();
lock (setLock)
{
SkillPlayerInfo.Clear();
consumedBarrels.Clear();
nades.Clear();
}
}
private static void ClearAllBarrels()
{
var entities = Utilities.FindAllEntitiesByDesignerName<CDynamicProp>("prop_dynamic_override");
foreach (var entity in entities)
if (entity != null && entity.IsValid && entity.Entity != null && (entity.Entity.Name?.StartsWith("Barrel_") ?? false))
EntityManager.DestroyEntity(entity.Index);
}
public static void OnTick()
{
if (SkillPlayerInfo.IsEmpty || Server.TickCount % 8 != 0) return;
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) continue;
if (!SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) continue;
if (PlayerManager.GetPlayerByIndex(player.Index)?.Skill == skillName)
UpdateHUD(player, skillInfo);
}
}
public static void EnableSkill(CCSPlayerController player)
{
SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
{
SteamID = player.Index,
CanUse = true,
Cooldown = DateTime.MinValue,
});
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null) return;
SkillPlayerInfo.TryRemove(player.Index, out _);
EntityManager.DestroyPlayerEntities(player.Index);
SkillUtils.ResetPrintHTML(player);
}
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
{
float cooldown = 0;
if (skillInfo != null)
{
float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
cooldown = Math.Max(time, 0);
if (cooldown == 0 && skillInfo?.CanUse == false)
skillInfo.CanUse = true;
}
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
if (cooldown == 0)
playerInfo.PrintHTML = null;
else
playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
}
public static void UseSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
var playerPawn = player.PlayerPawn?.Value;
if (playerPawn?.CBodyComponent == null) return;
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo) && skillInfo.CanUse)
{
skillInfo.CanUse = false;
skillInfo.Cooldown = DateTime.Now;
CreateBarrel(player);
}
}
private static void CreateBarrel(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn?.Value;
if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null || playerPawn.AbsRotation == null)
return;
var barrel = EntityManager.CreateTrackedPropOverride(player.Index);
if (barrel == null || !barrel.IsValid)
return;
consumedBarrels.TryRemove(barrel.Index, out _);
float distance = 50;
Vector pos = playerPawn.AbsOrigin + SkillUtils.GetForwardVector(playerPawn.AbsRotation) * distance;
QAngle rotation = new(playerPawn.AbsRotation.X, playerPawn.AbsRotation.Y, playerPawn.AbsRotation.Z);
barrel.Entity!.Name = barrel.Globalname = $"Barrel_{Server.TickCount}_{player.TeamNum}_{player.Index}";
barrel.Collision.SolidType = SolidType_t.SOLID_VPHYSICS;
barrel.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(barrel.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
barrel.DispatchSpawn();
Server.NextFrame(() =>
{
if (barrel == null || !barrel.IsValid) return;
barrel.SetModel(SkillsInfo.GetValue<string>(skillName, "propModel"));
barrel.Teleport(pos, rotation, null);
});
}
public static void OnEntitySpawned(CEntityInstance entity)
{
if (entity.DesignerName != "hegrenade_projectile") return;
var heProjectile = entity.As<CBaseCSGrenadeProjectile>();
if (heProjectile == null || !heProjectile.IsValid || heProjectile.AbsRotation == null) return;
int lastTick = Server.TickCount;
Server.NextFrame(() =>
{
if (heProjectile == null || !heProjectile.IsValid) return;
if (!(NearlyEquals(angle.X, heProjectile.AbsRotation.X) && NearlyEquals(angle.Y, heProjectile.AbsRotation.Y) && NearlyEquals(angle.Z, heProjectile.AbsRotation.Z)))
return;
heProjectile.TicksAtZeroVelocity = 100;
heProjectile.Damage = SkillsInfo.GetValue<int>(skillName, "explosionDamage");
heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "explosionRadius");
heProjectile.DetonateTime = 0;
if (nades.TryRemove(lastTick, out var source))
heProjectile.Globalname = $"barrel_team_{source.Team}_{source.Owner}_{heProjectile.Index}";
});
}
public static void OnTakeDamage(DynamicHook h)
{
CEntityInstance param = h.GetParam<CEntityInstance>(0);
CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
if (param == null || param.Entity == null || param2 == null) return;
if (HandleBarrelHit(param)) return;
HandleNadeDamage(param, param2);
}
private static bool HandleBarrelHit(CEntityInstance param)
{
if (string.IsNullOrEmpty(param.Entity!.Name)) return false;
if (!param.Entity.Name.StartsWith("Barrel_")) return false;
var barrel = param.As<CDynamicProp>();
if (barrel == null || !barrel.IsValid) return true;
if (!consumedBarrels.TryAdd(barrel.Index, 0)) return true;
var nameParts = param.Entity.Name.Split('_');
if (nameParts.Length < 4) return true;
if (!int.TryParse(nameParts[2], out int teamNum)) return true;
if (!uint.TryParse(nameParts[3], out uint ownerIndex)) return true;
if (barrel.AbsOrigin == null) return true;
float x = barrel.AbsOrigin.X;
float y = barrel.AbsOrigin.Y;
float z = barrel.AbsOrigin.Z + 32;
EntityManager.DestroyEntity(barrel.Index, 0f);
jRandomSkills.Instance.AddTickTimer(4, () =>
{
SkillUtils.CreateHEGrenadeProjectile(new Vector(x, y, z), angle, new Vector(0, 0, -10), teamNum);
nades.AddOrUpdate(Server.TickCount, ((byte)teamNum, ownerIndex), (_, _) => ((byte)teamNum, ownerIndex));
});
return true;
}
private static void HandleNadeDamage(CEntityInstance param, CTakeDamageInfo param2)
{
var nade = param2.Attacker?.Value;
if (nade == null || !nade.IsValid) return;
if (nade.DesignerName != "hegrenade_projectile") return;
if (string.IsNullOrEmpty(nade.Globalname) || !nade.Globalname.StartsWith("barrel_team_")) return;
var parts = nade.Globalname.Split('_');
if (parts.Length < 4) return;
if (!int.TryParse(parts[2], out int nadeTeam)) return;
if (!uint.TryParse(parts[3], out uint ownerIndex)) return;
CCSPlayerPawn victimPawn = new(param.Handle);
if (victimPawn.DesignerName != "player" || victimPawn.Controller?.Value == null) return;
var victim = victimPawn.Controller.Value.As<CCSPlayerController>();
if (victim == null || !victim.IsValid || victim.Index == ownerIndex) return;
var owner = Utilities.GetPlayerFromIndex((int)ownerIndex);
if (owner != null && !owner.IsValid) owner = null;
if (victimPawn.TeamNum == nadeTeam)
param2.Damage *= SkillUtils.GetTeamDamageMultiplier(skillName);
if (owner != null && param2.Damage >= victimPawn.Health)
SkillUtils.RegisterKillCredit(victim.Index, owner.Index, KillfeedIcons.Explosion);
}
private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
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 = "#c0392b", 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 = 20f, float explosionRadius = 600f, int explosionDamage = 50, string propModel = "models/props/de_train/hr_t/barrel_a/barrel_a.vmdl", float dmgReductionForTeamates = 0.5f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float Cooldown { get; set; } = cooldown;
public float ExplosionRadius { get; set; } = explosionRadius;
public int ExplosionDamage { get; set; } = explosionDamage;
public string PropModel { get; set; } = propModel;
public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
}
}
}