jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Phoenix.cs
2026-09-01 15:37:13 +03:00

115 lines
5.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Phoenix : ISkill
{
private const Skills skillName = Skills.Phoenix;
private static readonly ConcurrentDictionary<uint, int> phoenixTicks = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void NewRound()
{
phoenixTicks.Clear();
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
phoenixTicks.TryRemove(player.Index, out _);
}
public static void PlayerDisconnect(uint playerIndex)
{
phoenixTicks.TryRemove(playerIndex, out _);
}
public static void OnTakeDamage(CBaseEntity damagedEntity, CTakeDamageInfo damageInfo)
{
if (damagedEntity == null || !damagedEntity.IsValid || damageInfo == null) return;
var victimPawn = damagedEntity.As<CCSPlayerPawn>();
if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
var victimController = victimPawn.Controller.Value;
if (victimController == null || !victimController.IsValid) return;
var victim = victimController.As<CCSPlayerController>();
if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return;
var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
if (victimInfo == null || victimInfo.Skill != skillName) return;
if (SkillUtils.IsFriendlyFireBlocked(damageInfo, victimPawn)) return;
if (!SkillUtils.IsPredictedLethal(damageInfo, victimPawn)) return;
if (TryConsumeRevive(victim, victimPawn))
damageInfo.Damage = 0;
}
public static bool TryConsumeRevive(CCSPlayerController? victim, CCSPlayerPawn? victimPawn)
{
if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return false;
if (victimPawn == null || !victimPawn.IsValid) return false;
var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
if (victimInfo == null || victimInfo.Skill != skillName) return false;
if (phoenixTicks.TryGetValue(victim.Index, out int savedTick) && savedTick + 4 > Server.TickCount)
return true;
if (victim.TeamChanged) return false;
if (victimInfo.SkillChance is float chance && Instance.Random.NextDouble() > chance) return false; // roll failed -> die
phoenixTicks[victim.Index] = Server.TickCount;
victimPawn.Health = 100;
Utilities.SetStateChanged(victimPawn, "CBaseEntity", "m_iHealth");
SkillUtils.PrintToChat(victim, victim.GetTranslation("phoenix_respawn"));
Server.NextFrame(() =>
{
if (victim == null || !victim.IsValid) return;
var pawn = victim.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
var spawnpoint = SkillUtils.GetSpawnPointVector(victim);
if (spawnpoint == null) return;
pawn.Teleport(spawnpoint);
});
return true;
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newChance;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff5C0A", 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 = .2f, float chanceTo = .4f) : 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;
}
}
}