jRandomSkills/jRandomSkills - SRC Files/src/player/skills/WeaponsSwap.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

218 lines
No EOL
9.6 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.player;
using jRandomSkills.src.utils;
using static CounterStrikeSharp.API.Core.Listeners;
using static jRandomSkills.jRandomSkills;
namespace jRandomSkills
{
public class WeaponsSwap : ISkill
{
private const Skills skillName = Skills.WeaponsSwap;
private static readonly float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
private static readonly string[] weapons = [ "weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
"weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9", "weapon_elite", "weapon_hkp2000",
"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7", "weapon_ump45", "weapon_p90",
"weapon_mp5sd", "weapon_famas", "weapon_galilar", "weapon_m4a4", "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 == null) return HookResult.Continue;
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))
if (skillInfo.LastClick.AddSeconds(4) >= DateTime.Now)
UpdateHUD(player, skillInfo, true);
else
UpdateHUD(player, skillInfo, false);
}
});
}
public static void EnableSkill(CCSPlayerController player)
{
SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo
{
SteamID = player.SteamID,
CanUse = true,
Cooldown = DateTime.MinValue,
LastClick = DateTime.MinValue,
FindedEnemy = true,
HaveWeapon = true,
};
}
public static void DisableSkill(CCSPlayerController player)
{
SkillPlayerInfo.Remove(player.SteamID);
}
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo, bool showInfo)
{
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 = "";
if (showInfo)
remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{Localization.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>"
: skillInfo != null && !skillInfo.FindedEnemy ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("hud_info_no_enemy")}</font> <br>"
: skillInfo != null && !skillInfo.HaveWeapon ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("weaponsswap_hud_info2")}</font> <br>"
: "";
else
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)
{
CCSPlayerController? enemy = GetRandomEnemy(player);
if (enemy == null)
{
skillInfo.FindedEnemy = false;
skillInfo.LastClick = DateTime.Now;
return;
}
string[]? playerWeapon = GetWeapons(player);
string[]? enemyWeapon = GetWeapons(enemy);
if (playerWeapon == null || playerWeapon.FirstOrDefault(w => weapons.Contains(w)) == null)
{
skillInfo.FindedEnemy = true;
skillInfo.HaveWeapon = false;
skillInfo.LastClick = DateTime.Now;
return;
}
skillInfo.HaveWeapon = true;
skillInfo.FindedEnemy = true;
skillInfo.CanUse = false;
skillInfo.Cooldown = DateTime.Now;
player.RemoveWeapons();
enemy.RemoveWeapons();
GiveWeapons(player, enemyWeapon, playerWeapon.Contains("weapon_c4"));
GiveWeapons(enemy, playerWeapon, (enemyWeapon != null && enemyWeapon.Contains("weapon_c4")));
}
else
skillInfo.LastClick = DateTime.Now;
}
}
private static string[]? GetWeapons(CCSPlayerController player)
{
List<string> playerWeapons = [];
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return null;
if (pawn.WeaponServices == null) return null;
foreach (var weapon in pawn.WeaponServices.MyWeapons)
if (weapon.Value != null && weapon.Value.IsValid)
playerWeapons.Add(SkillUtils.GetDesignerName(weapon.Value));
return playerWeapons.Count == 0 ? null : [.. playerWeapons];
}
private static void GiveWeapons(CCSPlayerController player, string[]? weapons, bool addC4)
{
if (weapons == null) return;
foreach (var weapon in weapons)
if (weapon != "weapon_c4")
player.GiveNamedItem(weapon);
if (addC4)
player.GiveNamedItem("weapon_c4");
}
private static CCSPlayerController? GetRandomEnemy(CCSPlayerController player)
{
CCSPlayerController[] enemies = [.. Utilities.GetPlayers().FindAll(e => e.Team != player.Team)];
if (enemies.Length == 0) return null;
return enemies[Instance.Random.Next(enemies.Length)];
}
public class PlayerSkillInfo
{
public ulong SteamID { get; set; }
public bool CanUse { get; set; }
public DateTime Cooldown { get; set; }
public DateTime LastClick { get; set; }
public bool FindedEnemy { get; set; }
public bool HaveWeapon { get; set; }
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c7e03a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 30f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float Cooldown { get; set; } = cooldown;
}
}
}