Refactor
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13
.config/dotnet-tools.json
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13
.config/dotnet-tools.json
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@ -0,0 +1,13 @@
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{
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"version": 1,
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"isRoot": true,
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"tools": {
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"csharpier": {
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"version": "1.0.2",
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"commands": [
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"csharpier"
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],
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"rollForward": false
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}
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}
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}
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@ -2,6 +2,7 @@ using Interactables.Interobjects.DoorUtils;
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using InventorySystem.Items;
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using InventorySystem.Items.Firearms.Modules;
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using LabApi.Events.Arguments.PlayerEvents;
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using LabApi.Events.Arguments.Scp914Events;
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using LabApi.Events.Arguments.ServerEvents;
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using LabApi.Events.Handlers;
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using LabApi.Features;
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@ -17,48 +18,65 @@ using Vector3 = UnityEngine.Vector3;
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namespace CustomClasses;
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public class CustomClasses : Plugin
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/// <summary>
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/// Main plugin class for CustomClasses. Handles plugin lifecycle and event subscriptions.
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/// </summary>
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public sealed class CustomClasses : Plugin
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{
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private readonly CustomClassManager _classManager = new();
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private readonly CustomClassManager _classManager;
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public CustomClasses()
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{
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_classManager = new CustomClassManager();
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}
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/// <inheritdoc/>
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public override string Name => "CustomClasses";
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/// <inheritdoc/>
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public override string Author => "Code002Lover";
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/// <inheritdoc/>
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public override Version Version { get; } = new(1, 0, 0);
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/// <inheritdoc/>
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public override string Description => "Adds custom classes to the game";
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/// <inheritdoc/>
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public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
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public JanitorConfig JanitorConfig { get; set; } = new();
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public ResearchSubjectConfig ResearchSubjectConfig { get; set; } = new();
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public HeadGuardConfig HeadGuardConfig { get; set; } = new();
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public MedicConfig MedicConfig { get; set; } = new();
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public GamblerConfig GamblerConfig { get; set; } = new();
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/// <summary>
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/// Configuration for the Janitor class.
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/// </summary>
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public JanitorConfig JanitorConfig { get; private set; } = new();
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/// <summary>
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/// Configuration for the Research Subject class.
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/// </summary>
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public ResearchSubjectConfig ResearchSubjectConfig { get; private set; } = new();
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/// <summary>
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/// Configuration for the Head Guard class.
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/// </summary>
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public HeadGuardConfig HeadGuardConfig { get; private set; } = new();
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/// <summary>
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/// Configuration for the Medic class.
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/// </summary>
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public MedicConfig MedicConfig { get; private set; } = new();
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/// <summary>
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/// Configuration for the Gambler class.
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/// </summary>
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public GamblerConfig GamblerConfig { get; private set; } = new();
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/// <inheritdoc/>
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public override void Enable()
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{
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PlayerEvents.Spawned += OnPlayerSpawned;
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ServerEvents.RoundEnded += OnRoundEnded;
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Scp914Events.ProcessingPickup += ev =>
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{
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if (ev.Pickup.Type < ItemType.KeycardCustomTaskForce) return;
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//process custom upgrade
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var keycard = (KeycardPickup)ev.Pickup;
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var pickup = Pickup.Create(ItemType.KeycardMTFCaptain, keycard.Position);
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keycard.Destroy();
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pickup!.Spawn();
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};
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Scp914Events.ProcessingInventoryItem += ev =>
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{
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if (ev.Item.Type < ItemType.KeycardCustomTaskForce) return;
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//process custom upgrade
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var keycard = (KeycardItem)ev.Item;
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ev.Player.RemoveItem(keycard);
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ev.Player.AddItem(ItemType.KeycardMTFCaptain, ItemAddReason.Scp914Upgrade);
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};
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Scp914Events.ProcessingPickup += OnScp914ProcessingPickup;
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Scp914Events.ProcessingInventoryItem += OnScp914ProcessingInventoryItem;
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}
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/// <inheritdoc/>
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public override void Disable()
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{
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PlayerEvents.Spawned -= OnPlayerSpawned;
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ServerEvents.RoundEnded -= OnRoundEnded;
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Scp914Events.ProcessingPickup -= OnScp914ProcessingPickup;
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Scp914Events.ProcessingInventoryItem -= OnScp914ProcessingInventoryItem;
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}
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private void OnRoundEnded(RoundEndedEventArgs ev)
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@ -74,8 +92,30 @@ public class CustomClasses : Plugin
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if (_classManager.TryHandleSpawn(ev.Player, MedicConfig, typeof(MedicConfig))) return;
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if (_classManager.TryHandleSpawn(ev.Player, GamblerConfig, typeof(GamblerConfig))) return;
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}
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private static void OnScp914ProcessingPickup(Scp914ProcessingPickupEventArgs ev)
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{
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if (ev.Pickup.Type < ItemType.KeycardCustomTaskForce) return;
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// Process custom upgrade
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if (ev.Pickup is not KeycardPickup keycard) return;
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var pickup = Pickup.Create(ItemType.KeycardMTFCaptain, keycard.Position);
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keycard.Destroy();
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pickup?.Spawn();
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}
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private static void OnScp914ProcessingInventoryItem(Scp914ProcessingInventoryItemEventArgs ev)
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{
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if (ev.Item.Type < ItemType.KeycardCustomTaskForce) return;
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// Process custom upgrade
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if (ev.Item is not KeycardItem keycard) return;
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ev.Player.RemoveItem(keycard);
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ev.Player.AddItem(ItemType.KeycardMTFCaptain, ItemAddReason.Scp914Upgrade);
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}
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}
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/// <summary>
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/// Manages custom class handlers and spawn state.
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/// </summary>
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public class CustomClassManager
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{
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private readonly Dictionary<Type, ICustomClassHandler> _handlers = new();
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@ -83,9 +123,11 @@ public class CustomClassManager
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private readonly Random _random = new();
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private readonly Dictionary<Type, SpawnState> _spawnStates = new();
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/// <summary>
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/// Initializes a new instance of the <see cref="CustomClassManager"/> class and registers all handlers.
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/// </summary>
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public CustomClassManager()
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{
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// Register handlers
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RegisterHandler<JanitorConfig>(new JanitorHandler(this));
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RegisterHandler<ResearchSubjectConfig>(new ResearchSubjectHandler(this));
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RegisterHandler<HeadGuardConfig>(new HeadGuardHandler());
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@ -93,30 +135,49 @@ public class CustomClassManager
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RegisterHandler<GamblerConfig>(new GamblerHandler());
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}
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/// <summary>
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/// Teleports a player to a position near the specified location.
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/// </summary>
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/// <param name="player">The player to teleport.</param>
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/// <param name="position">The base position.</param>
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public void TeleportPlayerToAround(Player player, Vector3 position)
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{
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player.Position = position + new Vector3(0, 1, 0) + new Vector3((float)(_random.NextDouble() * 2), 0,
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(float)(_random.NextDouble() * 2));
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player.Position = position + new Vector3(0, 1, 0) + new Vector3((float)(_random.NextDouble() * 2), 0, (float)(_random.NextDouble() * 2));
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}
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/// <summary>
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/// Registers a handler for a specific custom class config type.
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/// </summary>
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/// <typeparam name="T">The config type.</typeparam>
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/// <param name="handler">The handler instance.</param>
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private void RegisterHandler<T>(ICustomClassHandler handler) where T : CustomClassConfig
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{
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lock (_lock)
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{
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_spawnStates[typeof(T)] = new SpawnState();
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_handlers[typeof(T)] = handler;
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}
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_handlers[typeof(T)] = handler;
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}
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/// <summary>
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/// Resets all spawn states for a new round.
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/// </summary>
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public void ResetSpawnStates()
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{
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lock (_lock)
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{
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foreach (var key in _spawnStates.Keys.ToList()) _spawnStates[key] = new SpawnState();
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foreach (var key in _spawnStates.Keys.ToList())
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_spawnStates[key] = new SpawnState();
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}
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}
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/// <summary>
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/// Attempts to handle a player spawn for a given custom class config.
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/// </summary>
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/// <param name="player">The player to handle.</param>
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/// <param name="config">The config instance.</param>
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/// <param name="configType">The config type.</param>
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/// <returns>True if the spawn was handled; otherwise, false.</returns>
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public bool TryHandleSpawn(Player player, CustomClassConfig config, Type configType)
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{
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if (player.Role != config.RequiredRole) return false;
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@ -124,106 +185,126 @@ public class CustomClassManager
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lock (_lock)
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{
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var state = _spawnStates[configType];
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if (!_spawnStates.TryGetValue(configType, out var state))
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return false;
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if (state.Spawns >= config.MaxSpawns)
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{
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Logger.Debug($"Max spawns reached {configType} - {player.Nickname}");
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return false;
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}
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if (_random.NextDouble() > config.ChancePerPlayer)
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{
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Logger.Debug($"Chance not met {configType} - {player.Nickname}");
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return false;
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}
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state.Spawns++;
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Logger.Debug($"Player spawning {configType} - {player.Nickname} - {state.Spawns} / {config.MaxSpawns}");
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if (!_handlers.TryGetValue(configType, out var handler)) return false;
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if (!_handlers.TryGetValue(configType, out var handler))
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return false;
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Timing.CallDelayed(0.5f, () => { handler.HandleSpawn(player, config, _random); });
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return true;
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}
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}
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}
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/// <summary>
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/// Interface for custom class spawn handlers.
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/// </summary>
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public interface ICustomClassHandler
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{
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/// <summary>
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/// Handles the logic for spawning a player as a custom class.
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/// </summary>
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/// <param name="player">The player to spawn.</param>
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/// <param name="config">The configuration for the custom class.</param>
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/// <param name="random">A random number generator.</param>
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void HandleSpawn(Player player, CustomClassConfig config, Random random);
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}
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/// <summary>
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/// Handler for the Janitor custom class.
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/// </summary>
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public class JanitorHandler(CustomClassManager manager) : ICustomClassHandler
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{
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public void HandleSpawn(Player player, CustomClassConfig config, Random random)
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{
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var scp914 = Map.Rooms.First(r => r.Name == RoomName.Lcz914);
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var scp914 = Map.Rooms.FirstOrDefault(r => r.Name == RoomName.Lcz914);
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if (scp914 == null)
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{
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Logger.Error("LCZ 914 room not found for Janitor spawn.");
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return;
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}
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manager.TeleportPlayerToAround(player, scp914.Position);
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foreach (var spawnItem in config.Items)
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{
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player.AddItem(spawnItem, ItemAddReason.StartingItem);
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Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
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}
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player.SendBroadcast("You're a <color=#A0A0A0>Janitor</color>!", 3);
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}
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}
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/// <summary>
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/// Handler for the Research Subject custom class.
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/// </summary>
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public class ResearchSubjectHandler(CustomClassManager manager) : ICustomClassHandler
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{
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public void HandleSpawn(Player player, CustomClassConfig config, Random random)
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{
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var scientist = Player.ReadyList.First(p => p.Role == RoleTypeId.Scientist);
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var scientist = Player.ReadyList.FirstOrDefault(p => p.Role == RoleTypeId.Scientist);
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if (scientist == null)
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{
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Logger.Error("No Scientist found for Research Subject spawn.");
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return;
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}
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manager.TeleportPlayerToAround(player, scientist.Position);
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foreach (var spawnItem in config.Items)
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{
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player.AddItem(spawnItem, ItemAddReason.StartingItem);
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Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
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}
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player.SendBroadcast("You're a <color=#944710>Research Subject</color>!", 3);
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}
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}
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/// <summary>
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/// Handler for the Head Guard custom class.
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/// </summary>
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public class HeadGuardHandler : ICustomClassHandler
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{
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public void HandleSpawn(Player player, CustomClassConfig config, Random random)
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{
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player.RemoveItem(ItemType.KeycardGuard);
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KeycardItem.CreateCustomKeycardTaskForce(player, "Head Guard Keycard", $"HG. {player.Nickname}",
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new KeycardLevels(1, 1, 2), Color.blue, Color.cyan, "1", 0);
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KeycardItem.CreateCustomKeycardTaskForce(player, "Head Guard Keycard", $"HG. {player.Nickname}", new KeycardLevels(1, 1, 2), Color.blue, Color.cyan, "1", 0);
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player.AddItem(ItemType.Adrenaline, ItemAddReason.StartingItem);
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player.RemoveItem(ItemType.ArmorLight);
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player.AddItem(ItemType.ArmorCombat, ItemAddReason.StartingItem);
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player.RemoveItem(ItemType.GunFSP9);
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var pickup = Pickup.Create(ItemType.GunCrossvec, Vector3.one);
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var firearm = (FirearmPickup)pickup;
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if (firearm != null)
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if (pickup is FirearmPickup firearm)
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{
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firearm.Base.Template.TryGetModule(out MagazineModule magazine);
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magazine.ServerSetInstanceAmmo(firearm.Base.Template.ItemSerial, magazine.AmmoMax);
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if (firearm.Base.Template.TryGetModule(out MagazineModule magazine))
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{
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magazine.ServerSetInstanceAmmo(firearm.Base.Template.ItemSerial, magazine.AmmoMax);
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}
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else
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{
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Logger.Error("Failed to get magazine module for Head Guard firearm.");
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}
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}
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else
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{
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Logger.Error("Failed to get firearm from pickup");
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Logger.Error("Failed to get firearm from pickup for Head Guard.");
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}
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if (pickup != null) player.AddItem(pickup);
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player.SetAmmo(ItemType.Ammo9x19, 120);
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player.SendBroadcast("You're a <color=#00B7EB>Head Guard</color>!", 3);
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}
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}
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/// <summary>
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/// Handler for the Medic custom class.
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/// </summary>
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public class MedicHandler : ICustomClassHandler
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{
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public void HandleSpawn(Player player, CustomClassConfig config, Random random)
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@ -233,11 +314,13 @@ public class MedicHandler : ICustomClassHandler
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player.AddItem(spawnItem, ItemAddReason.StartingItem);
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Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
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}
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player.SendBroadcast("You're a <color=#727472>Medic</color>!", 3);
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}
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}
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/// <summary>
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/// Base handler for simple item-giving custom classes.
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/// </summary>
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public abstract class SimpleAddItemHandler : ICustomClassHandler
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{
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public virtual void HandleSpawn(Player player, CustomClassConfig config, Random random)
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@ -250,6 +333,9 @@ public abstract class SimpleAddItemHandler : ICustomClassHandler
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}
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}
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/// <summary>
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/// Handler for the Gambler custom class.
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/// </summary>
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public class GamblerHandler : SimpleAddItemHandler
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{
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public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
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@ -259,23 +345,42 @@ public class GamblerHandler : SimpleAddItemHandler
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}
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}
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internal record SpawnState
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{
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public int Spawns;
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}
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/// <summary>
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/// Represents the base configuration for a custom class.
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/// </summary>
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public abstract class CustomClassConfig
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{
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/// <summary>
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/// Minimum number of players required for this class to spawn.
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/// </summary>
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public virtual int MinPlayers { get; set; } = 4;
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/// <summary>
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/// Chance per player for this class to spawn (0.0 - 1.0).
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/// </summary>
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public virtual double ChancePerPlayer { get; set; } = 0.7;
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/// <summary>
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/// Maximum number of spawns for this class per round.
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/// </summary>
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public virtual int MaxSpawns { get; set; } = 1;
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/// <summary>
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/// Items to give to the player on spawn.
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/// </summary>
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public virtual ItemType[] Items { get; set; } = [];
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/// <summary>
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/// The required role for this class to be considered.
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/// </summary>
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public virtual RoleTypeId RequiredRole { get; set; } = RoleTypeId.ClassD;
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}
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public class ResearchSubjectConfig : CustomClassConfig;
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/// <summary>
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/// Configuration for the Research Subject class.
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/// </summary>
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public sealed class ResearchSubjectConfig : CustomClassConfig { }
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public class JanitorConfig : CustomClassConfig
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/// <summary>
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/// Configuration for the Janitor class.
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/// </summary>
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public sealed class JanitorConfig : CustomClassConfig
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{
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public override int MinPlayers { get; set; } = 5;
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public override double ChancePerPlayer { get; set; } = 0.3;
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@ -283,13 +388,19 @@ public class JanitorConfig : CustomClassConfig
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public override ItemType[] Items { get; set; } = [ItemType.KeycardJanitor];
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}
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public class HeadGuardConfig : CustomClassConfig
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/// <summary>
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/// Configuration for the Head Guard class.
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/// </summary>
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public sealed class HeadGuardConfig : CustomClassConfig
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{
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public override int MinPlayers { get; set; } = 9;
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public override RoleTypeId RequiredRole { get; set; } = RoleTypeId.FacilityGuard;
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}
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public class MedicConfig : CustomClassConfig
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/// <summary>
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/// Configuration for the Medic class.
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/// </summary>
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public sealed class MedicConfig : CustomClassConfig
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{
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public override int MinPlayers { get; set; } = 5;
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public override double ChancePerPlayer { get; set; } = 0.3;
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@ -298,9 +409,20 @@ public class MedicConfig : CustomClassConfig
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public override RoleTypeId RequiredRole { get; set; } = RoleTypeId.Scientist;
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}
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public class GamblerConfig : CustomClassConfig
|
||||
/// <summary>
|
||||
/// Configuration for the Gambler class.
|
||||
/// </summary>
|
||||
public sealed class GamblerConfig : CustomClassConfig
|
||||
{
|
||||
public override double ChancePerPlayer { get; set; } = 0.3;
|
||||
public override int MaxSpawns { get; set; } = 5;
|
||||
public override ItemType[] Items { get; set; } = [ItemType.Coin, ItemType.Coin];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tracks the spawn state for a custom class.
|
||||
/// </summary>
|
||||
internal sealed record SpawnState
|
||||
{
|
||||
public int Spawns;
|
||||
}
|
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Reference in New Issue
Block a user