feat: add BasePower abstraction
This commit is contained in:
@@ -0,0 +1,124 @@
|
||||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using Cs2SuperPowers.Players;
|
||||
using Cs2SuperPowers.Players.PlayerValidations;
|
||||
using Cs2SuperPowers.Utils;
|
||||
|
||||
namespace Cs2SuperPowers.Powers;
|
||||
|
||||
public class AirStrike(IPlayerHud playerHud) : BasePower(playerHud)
|
||||
{
|
||||
public override int Id => 21;
|
||||
public override string Name => "Air Strike";
|
||||
|
||||
public override string Description => "Decoys thrown by you launch an airstrike (5 second cooldown).";
|
||||
|
||||
public override char ChatColor => ChatColors.Red;
|
||||
|
||||
public override string HtmlColor => "#FF0000";
|
||||
|
||||
private readonly Dictionary<CCSPlayerController, DateTime> _lastUse = new();
|
||||
|
||||
protected override void OnInitialize()
|
||||
{
|
||||
RegisterEventHandler<EventRoundStart>(OnRoundStart);
|
||||
RegisterEventHandler<EventDecoyStarted>(OnDecoyStarted);
|
||||
}
|
||||
|
||||
private HookResult OnRoundStart(EventRoundStart @event, GameEventInfo _)
|
||||
{
|
||||
_lastUse.Clear();
|
||||
|
||||
foreach (var player in Utilities.GetPlayers())
|
||||
{
|
||||
if (!Ensure.Player(player).IsValid().IsAlive().Check() || !IsAssignedTo(player!))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
NextFrame(() =>
|
||||
{
|
||||
player.GiveNamedItem("weapon_decoy");
|
||||
});
|
||||
}
|
||||
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
private HookResult OnDecoyStarted(EventDecoyStarted @event, GameEventInfo _)
|
||||
{
|
||||
var player = @event.Userid;
|
||||
if (!Ensure.Player(player).IsValid().Check() || !IsAssignedTo(player!))
|
||||
{
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
// Check cooldown (skip if nodelay is enabled)
|
||||
var now = DateTime.UtcNow;
|
||||
DateTime lastUseTime = default;
|
||||
bool isOnCooldown = !GlobalConfig.NoDelayEnabled && _lastUse.TryGetValue(player!, out lastUseTime) && (now - lastUseTime).TotalSeconds < 5;
|
||||
|
||||
// Always give a new decoy, regardless of cooldown!
|
||||
player!.GiveNamedItem("weapon_decoy");
|
||||
|
||||
if (isOnCooldown)
|
||||
{
|
||||
double secondsRemaining = Math.Ceiling(5 - (now - lastUseTime).TotalSeconds);
|
||||
player.PrintToCenterAlert($"Air Strike is on cooldown! {ChatColors.DarkRed}{secondsRemaining}{ChatColors.Default}s remaining");
|
||||
return HookResult.Continue;
|
||||
}
|
||||
_lastUse[player!] = now;
|
||||
|
||||
var pos = new Vector(@event.X, @event.Y, @event.Z);
|
||||
|
||||
// Airstrike: spawn grenades above the target, spread over an area, falling down
|
||||
var random = new Random();
|
||||
int grenadeCount = GlobalConfig.GetAirStrikeCount(20);
|
||||
float airstrikeHeight = 800.0f; // Height above the detonation point
|
||||
float spreadRadius = 300.0f; // How far from the center grenades can land
|
||||
|
||||
for (int i = 0; i < grenadeCount; i++)
|
||||
{
|
||||
// Random offset in a circle around the target
|
||||
double angle = random.NextDouble() * 2 * Math.PI;
|
||||
double radius = Math.Sqrt(random.NextDouble()) * spreadRadius; // sqrt for uniform distribution
|
||||
|
||||
float offsetX = (float)(Math.Cos(angle) * radius);
|
||||
float offsetY = (float)(Math.Sin(angle) * radius);
|
||||
|
||||
// Spawn position: above the ground, with random spread
|
||||
var spawnPos = new Vector(
|
||||
pos.X + offsetX,
|
||||
pos.Y + offsetY,
|
||||
pos.Z + airstrikeHeight + (float)(random.NextDouble() * 100.0 - 50.0) // small vertical variation
|
||||
);
|
||||
|
||||
// Angle: straight down, maybe with a little randomization
|
||||
float pitch = -90f + (float)(random.NextDouble() * 10.0 - 5.0); // -90 is straight down
|
||||
float yaw = (float)(random.NextDouble() * 360.0);
|
||||
var ang = new QAngle(pitch, yaw, 0);
|
||||
|
||||
// Velocity: mostly downward, with a little horizontal for realism
|
||||
float downwardSpeed = (float)(random.NextDouble() * 200.0 + 800.0); // 800-1000 units/sec down
|
||||
float horizontalSpeed = (float)(random.NextDouble() * 100.0); // up to 100 units/sec sideways
|
||||
|
||||
// Calculate horizontal direction
|
||||
float horizAngle = (float)(random.NextDouble() * 2 * Math.PI);
|
||||
var horizontal = new Vector(
|
||||
(float)Math.Cos(horizAngle) * horizontalSpeed,
|
||||
(float)Math.Sin(horizAngle) * horizontalSpeed,
|
||||
0
|
||||
);
|
||||
|
||||
var velocity = new Vector(
|
||||
horizontal.X,
|
||||
horizontal.Y,
|
||||
-downwardSpeed
|
||||
);
|
||||
|
||||
var createdGrenade = GrenadeSpawner.CreateGrenade(spawnPos, ang, velocity, player.PlayerPawn.Value);
|
||||
}
|
||||
return HookResult.Continue;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user