feat: add BasePower abstraction
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@@ -0,0 +1,63 @@
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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 Vampire(IPlayerHud playerHud) : BasePower(playerHud)
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{
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public override int Id => 12;
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public override string Name => "Vampire";
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public override string Description => $"Drain the life force of your enemies, healing yourself for {(int)(HealModifier * 100)}% of the damage dealt with each shot.";
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public override char ChatColor => ChatColors.Magenta;
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public override string HtmlColor => "#ff5CD9";
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public override int MinimumPlayersRequired => 4;
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private const double HealModifier = 0.7;
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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 4 valid (non-spectator, non-none) players total
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var validPlayerCount = Utilities.GetPlayers().Count(p =>
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p.IsValid && p.Team != CsTeam.None && p.Team != CsTeam.Spectator);
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if (validPlayerCount < 4)
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{
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return HookResult.Continue;
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}
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var attackerPawn = attacker!.PlayerPawn.Value;
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if (attackerPawn == null)
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{
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return HookResult.Continue;
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}
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var healing = (int)(@event.DmgHealth * HealModifier);
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var newHealth = Math.Min(attackerPawn.Health + healing, attackerPawn.MaxHealth);
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attackerPawn.Health = newHealth;
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Utilities.SetStateChanged(attackerPawn, "CBaseEntity", "m_iHealth");
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return HookResult.Continue;
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}
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}
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