improve bloodfueled & serpents
This commit is contained in:
parent
f839619464
commit
d53d71c6d9
@ -1,8 +1,11 @@
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using CustomPlayerEffects;
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using InventorySystem.Items.Usables.Scp330;
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using LabApi.Events.Handlers;
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using LabApi.Features.Wrappers;
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using MEC;
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using PlayerRoles.FirstPersonControl;
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using PlayerRoles.PlayableScps.Scp939;
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using static LabApi.Features.Wrappers.Server;
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using Logger = LabApi.Features.Console.Logger;
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using Random = System.Random;
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@ -32,8 +35,6 @@ public class BloodFueledStaminaEffect : CustomPlayerEffect, IStaminaModifier
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public class BloodFueledManager
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{
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private readonly CustomClasses _plugin;
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public static bool IsBloodFueled(Player player)
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{
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try
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@ -46,9 +47,8 @@ public class BloodFueledManager
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}
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}
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public BloodFueledManager(CustomClasses plugin)
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public BloodFueledManager()
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{
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_plugin = plugin;
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PlayerEvents.Hurt += ev =>
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{
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if (ev.DamageHandler is not Scp939DamageHandler damageHandler) return;
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@ -56,6 +56,13 @@ public class BloodFueledManager
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if (attacker == null) return;
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if (!IsBloodFueled(attacker)) return;
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var isAffectedByBloodCloud = Scp939AmnesticCloudInstance.ActiveInstances.Where(x=>x.Owner && x.Owner == ev.Attacker?.ReferenceHub).Any(x=>x.AffectedPlayers.Contains(ev.Player.ReferenceHub));
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if (isAffectedByBloodCloud)
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{
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attacker.Heal(10);
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attacker.StaminaRemaining += 0.1f;
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}
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if (ev.Player.Health <= 0)
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{
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@ -69,6 +76,34 @@ public class BloodFueledManager
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};
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Timing.RunCoroutine(DrainBlood());
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PlayerEvents.EnteringHazard += ev =>
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{
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if (ev.Hazard is not AmnesticCloudHazard amnesticCloud) return;
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if (amnesticCloud.Owner == null || !IsBloodFueled(amnesticCloud.Owner)) return;
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ev.Player.EnableEffect<Invigorated>(1, float.PositiveInfinity);
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};
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PlayerEvents.StayingInHazard += ev =>
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{
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if (ev.Hazard is not AmnesticCloudHazard amnesticCloud) return;
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if (amnesticCloud.Owner == null || !IsBloodFueled(amnesticCloud.Owner)) return;
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foreach (var affectedPlayer in ev.AffectedPlayers)
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{
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// ReSharper disable once PossibleLossOfFraction
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affectedPlayer.Heal(10 / MaxTps);
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}
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};
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PlayerEvents.LeavingHazard += ev =>
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{
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if (ev.Hazard is not AmnesticCloudHazard amnesticCloud) return;
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if (amnesticCloud.Owner == null || !IsBloodFueled(amnesticCloud.Owner)) return;
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ev.Player.DisableEffect<Invigorated>();
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};
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}
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public static IEnumerator<float> DrainBlood()
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@ -99,8 +134,8 @@ public class BloodFueledHandler : CustomClassHandler
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{
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public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
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{
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player.SendBroadcast("You are the <color=#6e2e99>Blood Fueled</color>!", CustomClasses.BroadcastDuration);
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const string customInfo = "<color=#A0A0A0>Blood Fueled</color>";
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player.SendBroadcast("You are SCP-939-<color=#C50000>Blood Fueled</color> \n Your stamina bar has been replaced by a <color=#C50000>blood meter</color>. \n You refill it by <color=#C50000>damaging</color> or <color=#C50000>killing</color> Humans. \n <color=#C50000><b>Don't let it run out.</color></b>", CustomClasses.BroadcastDuration);
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const string customInfo = "<color=#C50000>Blood Fueled</color>";
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if (!Player.ValidateCustomInfo(customInfo, out var reason))
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{
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Logger.Error($"Invalid custom info for Blood Fueled: {reason}");
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@ -17,7 +17,6 @@ using LabApi.Loader.Features.Plugins;
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using MapGeneration;
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using MEC;
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using PlayerRoles;
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using PlayerRoles.PlayableScps.Scp106;
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using Scp914.Processors;
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using UnityEngine;
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using Logger = LabApi.Features.Console.Logger;
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@ -35,7 +34,7 @@ public sealed class CustomClasses : Plugin
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public readonly CustomClassManager ClassManager = new();
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public SerpentsHandManager SerpentsHandManager;
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public NegromancerManager NegromancerManager;
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public BloodFueledManager BloodFueledManager;
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public BloodFueledManager BloodFueledManager = new();
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/// <inheritdoc/>
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public override string Name => "CustomClasses";
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@ -160,7 +159,6 @@ public sealed class CustomClasses : Plugin
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}
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NegromancerManager = new NegromancerManager(this);
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BloodFueledManager = new BloodFueledManager(this);
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Instance = this;
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}
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@ -223,8 +221,7 @@ public sealed class CustomClasses : Plugin
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{
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if (random.Next(0, 100) > SerpentsHandConfig.BaseChance + state.ExtraChance)
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{
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state.SetSpawned();
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state.SetWillSpawn();
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SerpentsHandManager.SpawnSerpentWave();
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ClassManager.TryHandleSpawn(spectator, ScoutConfig, typeof(ScoutConfig), () =>
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{
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@ -252,7 +249,7 @@ public sealed class CustomClasses : Plugin
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{
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if (ev.Wave != RespawnWaves.MiniChaosWave) return;
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if (ClassManager.GetSpawnState(typeof(SerpentsHandConfig)) is not SerpentsHandState state) return;
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if (!state.WillSpawn) return;
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Cassie.Message("pitch_0.23 .G4 yield_03 .G4 pitch_1 Space yield_0.65 time breach detected near site yield_0.45 entrance yield_1.5 Security yield_0.8 pitch_0.95 Personnel pitch_1 proceed jam_01_2 .G6 with yield_0.4 pitch_0.45 jam_02_3 .G3 yield_0.15 pitch_0.35 .G2 jam_01_5 yield_0.15 pitch_0.2 .G1 pitch_0.9 yield_0.8 protocol", true, false, customSubtitles: "Space-time breach detected near site entrance. Security Personnel proceed with {DATA-EXPUNGED} protocol.");
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@ -370,7 +367,7 @@ public class CustomClassManager
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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 - 1), 0, (float)(_random.NextDouble() * 2 - 1));
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player.Position = position + new Vector3(0, 0.5f, 0) + new Vector3((float)(_random.NextDouble() * 2 - 1), 0, (float)(_random.NextDouble() * 2 - 1));
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}
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/// <summary>
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8
CustomClasses/ExtendedClass.cs
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8
CustomClasses/ExtendedClass.cs
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@ -0,0 +1,8 @@
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using PlayerRoles;
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namespace CustomClasses;
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public abstract class ExtendedClass: PlayerRoleBase
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{
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}
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@ -1,3 +1,4 @@
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using AdminToys;
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using CommandSystem;
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using CustomPlayerEffects;
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using HintServiceMeow.Core.Enum;
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@ -9,16 +10,29 @@ using LabApi.Events.Handlers;
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using LabApi.Features.Permissions;
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using LabApi.Features.Wrappers;
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using MEC;
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using Mirror;
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using PlayerRoles;
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using UnityEngine;
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using LightSourceToy = LabApi.Features.Wrappers.LightSourceToy;
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using Logger = LabApi.Features.Console.Logger;
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using PrimitiveObjectToy = LabApi.Features.Wrappers.PrimitiveObjectToy;
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using Random = System.Random;
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namespace CustomClasses;
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public class SerpentsHandManager
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{
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public static bool IsSerpentsHand(Player player) => player.CustomInfo.Contains("SerpentsHand");
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public static bool IsSerpentsHand(Player player)
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{
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try
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{
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return player.CustomInfo.Contains("SerpentsHand");
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}
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catch
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{
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return false;
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}
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}
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private readonly CustomClasses _customClasses;
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public SerpentsHandManager(CustomClasses customClasses)
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@ -114,8 +128,6 @@ public class SerpentsHandManager
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{
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yield return Timing.WaitForSeconds(1);
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RoundSummary.singleton.ExtraTargets = Player.ReadyList.Count(IsSerpentsHand);
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if (_customClasses.ClassManager.GetSpawnState(typeof(SerpentsHandConfig)) is not SerpentsHandState state) continue;
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foreach (var player in Player.ReadyList)
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@ -138,20 +150,64 @@ public class SerpentsHandManager
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}
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// ReSharper disable once IteratorNeverReturns
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}
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public void SpawnSerpentWave()
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{
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var state = (SerpentsHandState)CustomClasses.Instance.ClassManager.GetSpawnState(typeof(SerpentsHandConfig));
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var serpentsHandConfig = _customClasses.SerpentsHandConfig;
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state.SetSpawned();
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state.SetWillSpawn();
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var possibleLocations = (Vector3[])serpentsHandConfig.SpawnLocations.Clone();
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possibleLocations.ShuffleListSecure();
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var spawnLocation = possibleLocations[0];
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foreach (var possibleLocation in possibleLocations)
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{
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if (Player.ReadyList.Any(p => (p.Position - possibleLocation).SqrMagnitudeIgnoreY() < 400))
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{
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continue;
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}
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spawnLocation = possibleLocation;
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break;
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}
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state.SpawnLocation = spawnLocation;
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var light = LightSourceToy.Create(spawnLocation + new Vector3(0, 2, 0), Quaternion.identity);
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light.Color = Color.blue;
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light.Intensity = 3;
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light.Range = 40;
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var spaceTimeHole = PrimitiveObjectToy.Create(spawnLocation + new Vector3(0, 2, 0), Quaternion.identity);
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spaceTimeHole.Color = new Color(44.7f, 73.7f, 83.1f, 0.5f);
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spaceTimeHole.Flags = PrimitiveFlags.Visible;
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spaceTimeHole.Scale *= 2;
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Timing.CallDelayed(20, () =>
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{
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spaceTimeHole.Destroy();
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light.Destroy();
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});
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}
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}
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public sealed record SerpentsHandState: SpawnState
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{
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public bool HasSpawned => _hasSpawned || PanicDisable || Warhead.IsDetonated;
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public bool HasSpawned => _hasSpawned || Warhead.IsDetonated;
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public float ExtraChance;
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public int Points;
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public bool WillSpawn => _willSpawn && !PanicDisable && !Warhead.IsDetonated;
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public bool WillSpawn => _willSpawn && !Warhead.IsDetonated;
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private bool _hasSpawned;
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private bool _willSpawn;
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public bool PanicDisable;
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public Vector3? SpawnLocation;
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public override void Reset()
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{
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base.Reset();
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@ -159,6 +215,7 @@ public sealed record SerpentsHandState: SpawnState
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ExtraChance = 0f;
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Points = 0;
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_willSpawn = false;
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SpawnLocation = null;
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}
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public void SetSpawned()
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@ -183,8 +240,10 @@ public sealed class SerpentsHandConfig : CustomClassConfig
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public override int MaxSpawns { get; set; } = int.MaxValue;
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public override RoleTypeId RequiredRole { get; set; } = RoleTypeId.Tutorial;
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public override ItemType[] Items { get; set; } = [ItemType.Painkillers, ItemType.Medkit, ItemType.ArmorCombat];
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public const float BaseChance = 20f;
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public const float BaseChance = 90f;
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public readonly Vector3[] SpawnLocations = [new(0.22f, 300.96f, -0.31f), new(123.921f, 288.792f, 20.929f)];
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}
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public class SerpentsHandHandler : SimpleAddItemHandler
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@ -192,11 +251,13 @@ public class SerpentsHandHandler : SimpleAddItemHandler
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public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
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{
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base.HandleSpawn(player, config, random);
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var spawnLocation = ((SerpentsHandState)CustomClasses.Instance.ClassManager.GetSpawnState(
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typeof(SerpentsHandConfig))).SpawnLocation;
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if (spawnLocation !=
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null)
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CustomClasses.Instance.ClassManager.TeleportPlayerToAround(player, (Vector3)spawnLocation);
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// player.Position = new Vector3(123.921f + (float)(random.NextDouble() * 2 - 1), 288.792f, 20.929f + (float)(random.NextDouble() * 2 - 1));
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player.Position = new Vector3(0.22f + (float)(random.NextDouble() * 2 - 1), 300.96f, -0.31f + (float)(random.NextDouble() * 2 - 1));
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ItemType[] guns = [ItemType.GunAK, ItemType.GunE11SR, ItemType.GunCrossvec];
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var gun = guns[random.Next(0, guns.Length-1)];
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var gunPickup = Pickup.Create(gun, Vector3.one);
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@ -233,52 +294,37 @@ public class SerpentsHandHandler : SimpleAddItemHandler
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player.EnableEffect<MovementBoost>(20, 30);
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player.SendBroadcast("You're a <color=#2E8B57>Serpent's Hand</color> member!", CustomClasses.BroadcastDuration);
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player.EnableEffect<SpawnProtected>(1, 20f);
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}
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}
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[CommandHandler(typeof(RemoteAdminCommandHandler))]
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public class PanicDisableRemoteAdminCommand : ICommand
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{
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public string Command => "panicdisableserpentshand";
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public string[] Aliases => [];
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public string Description => "Panic disable Serpents Hand.";
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public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
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{
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var state = (SerpentsHandState)CustomClasses.Instance.ClassManager.GetSpawnState(typeof(SerpentsHandConfig));
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state.PanicDisable = true;
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response = "Serpents Hand has been disabled.";
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return true;
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}
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}
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[CommandHandler(typeof(ClientCommandHandler))]
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public class PanicDisableCommand : ICommand
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public class SpawnSerpentsCommand : ICommand
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{
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public string Command => "panicdisableserpentshand";
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public string Command => "spsh";
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public string[] Aliases => [];
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public string Description => "Panic disable Serpents Hand.";
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public string Description => "Makes sure serpents hand spawns";
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public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
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{
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if (!Player.TryGet(sender, out var player))
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var executor = Player.Get(sender);
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if (executor == null)
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{
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response = "You must be a player to use this command!";
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return false;
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}
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if (!player.HasPermissions("panicdisable.serpentshand") && player.UserId != "76561198372587687@steam")
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if (!executor.HasPermissions("customclasses.setcustomclass"))
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{
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response = "You must have the permission to use this command!";
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response = "You do not have permission to use this command!";
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return false;
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}
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var state = (SerpentsHandState)CustomClasses.Instance.ClassManager.GetSpawnState(typeof(SerpentsHandConfig));
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state.PanicDisable = true;
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CustomClasses.Instance.SerpentsHandManager.SpawnSerpentWave();
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response = "Serpents Hand has been disabled.";
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response = "success";
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return true;
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}
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}
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}
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4
build_deploy.sh
Executable file
4
build_deploy.sh
Executable file
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#!/bin/bash
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./build.sh
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./deploy.sh
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