feat: add BasePower abstraction
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using Cs2SuperPowers.Players;
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using Cs2SuperPowers.Players.PlayerValidations;
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namespace Cs2SuperPowers.Powers;
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public class ArmBreaker(IPlayerHud playerHud) : BasePower(playerHud)
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{
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public override int Id => 6;
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public override string Name => "Arms Breaker";
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public override string Description => $"You have 25% chance to disarm victim on hit.";
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public override char ChatColor => ChatColors.LightBlue;
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private readonly Random _random = new();
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public override string HtmlColor => "#D6E6FF";
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protected override void OnInitialize()
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{
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RegisterEventHandler<EventPlayerHurt>(OnPlayerHurt);
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}
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private HookResult OnPlayerHurt(EventPlayerHurt @event, GameEventInfo info)
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{
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var attacker = @event.Attacker;
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var victim = @event.Userid;
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if (
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!Ensure.Player(victim).IsValid().IsAlive().Check() ||
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!Ensure.Player(attacker).IsValid().Check() ||
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attacker == victim ||
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!IsAssignedTo(attacker!))
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{
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return HookResult.Continue;
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}
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// Check for at least 1 player in the opposing team
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var attackerTeam = attacker!.Team;
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var enemyCount = Utilities.GetPlayers().Count(p =>
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p.IsValid && p.Team != CsTeam.None && p.Team != CsTeam.Spectator && p.Team != attackerTeam);
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if (enemyCount < 1)
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{
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return HookResult.Continue;
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}
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if (_random.NextDouble() <= 0.25)
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{
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var weaponServices = victim!.PlayerPawn?.Value?.WeaponServices;
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if (weaponServices?.MyWeapons == null) return HookResult.Continue;
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foreach (var weapon in weaponServices.MyWeapons)
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{
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var weaponName = weapon.Value?.DesignerName;
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if (weaponName != null && !weaponName.Contains("weapon_knife") && !weaponName.Contains("weapon_c4"))
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{
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victim.DropActiveWeapon();
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}
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}
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}
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return HookResult.Continue;
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}
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}
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