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3 Commits

Author SHA1 Message Date
326b99c464 various thingies 2025-06-08 00:54:06 +02:00
67e3d6ceaa Refactor 2025-06-08 00:54:06 +02:00
73a4da1edd Add Template, more custom classes & fix issues 2025-06-08 00:54:06 +02:00
25 changed files with 1486 additions and 297 deletions

13
.config/dotnet-tools.json Normal file
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@ -0,0 +1,13 @@
{
"version": 1,
"isRoot": true,
"tools": {
"csharpier": {
"version": "1.0.2",
"commands": [
"csharpier"
],
"rollForward": false
}
}
}

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@ -1,6 +1,8 @@
using Interactables.Interobjects.DoorUtils;
using InventorySystem.Items;
using InventorySystem.Items.Firearms.Modules;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Arguments.Scp914Events;
using LabApi.Events.Arguments.ServerEvents;
using LabApi.Events.Handlers;
using LabApi.Features;
@ -16,29 +18,65 @@ using Vector3 = UnityEngine.Vector3;
namespace CustomClasses;
public class CustomClasses : Plugin
/// <summary>
/// Main plugin class for CustomClasses. Handles plugin lifecycle and event subscriptions.
/// </summary>
public sealed class CustomClasses : Plugin
{
private readonly CustomClassManager _classManager = new();
private readonly CustomClassManager _classManager;
public CustomClasses()
{
_classManager = new CustomClassManager();
}
/// <inheritdoc/>
public override string Name => "CustomClasses";
/// <inheritdoc/>
public override string Author => "Code002Lover";
/// <inheritdoc/>
public override Version Version { get; } = new(1, 0, 0);
/// <inheritdoc/>
public override string Description => "Adds custom classes to the game";
/// <inheritdoc/>
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public JanitorConfig JanitorConfig { get; set; } = new();
public ResearchSubjectConfig ResearchSubjectConfig { get; set; } = new();
public HeadGuardConfig HeadGuardConfig { get; set; } = new();
/// <summary>
/// Configuration for the Janitor class.
/// </summary>
public JanitorConfig JanitorConfig { get; private set; } = new();
/// <summary>
/// Configuration for the Research Subject class.
/// </summary>
public ResearchSubjectConfig ResearchSubjectConfig { get; private set; } = new();
/// <summary>
/// Configuration for the Head Guard class.
/// </summary>
public HeadGuardConfig HeadGuardConfig { get; private set; } = new();
/// <summary>
/// Configuration for the Medic class.
/// </summary>
public MedicConfig MedicConfig { get; private set; } = new();
/// <summary>
/// Configuration for the Gambler class.
/// </summary>
public GamblerConfig GamblerConfig { get; private set; } = new();
/// <inheritdoc/>
public override void Enable()
{
PlayerEvents.Spawned += OnPlayerSpawned;
ServerEvents.RoundEnded += OnRoundEnded;
Scp914Events.ProcessingPickup += OnScp914ProcessingPickup;
Scp914Events.ProcessingInventoryItem += OnScp914ProcessingInventoryItem;
}
/// <inheritdoc/>
public override void Disable()
{
PlayerEvents.Spawned -= OnPlayerSpawned;
ServerEvents.RoundEnded -= OnRoundEnded;
Scp914Events.ProcessingPickup -= OnScp914ProcessingPickup;
Scp914Events.ProcessingInventoryItem -= OnScp914ProcessingInventoryItem;
}
private void OnRoundEnded(RoundEndedEventArgs ev)
@ -51,9 +89,33 @@ public class CustomClasses : Plugin
if (_classManager.TryHandleSpawn(ev.Player, JanitorConfig, typeof(JanitorConfig))) return;
if (_classManager.TryHandleSpawn(ev.Player, ResearchSubjectConfig, typeof(ResearchSubjectConfig))) return;
if (_classManager.TryHandleSpawn(ev.Player, HeadGuardConfig, typeof(HeadGuardConfig))) return;
if (_classManager.TryHandleSpawn(ev.Player, MedicConfig, typeof(MedicConfig))) return;
if (_classManager.TryHandleSpawn(ev.Player, GamblerConfig, typeof(GamblerConfig))) return;
}
private static void OnScp914ProcessingPickup(Scp914ProcessingPickupEventArgs ev)
{
if (ev.Pickup.Type < ItemType.KeycardCustomTaskForce) return;
// Process custom upgrade
if (ev.Pickup is not KeycardPickup keycard) return;
var pickup = Pickup.Create(ItemType.KeycardMTFCaptain, keycard.Position);
keycard.Destroy();
pickup?.Spawn();
}
private static void OnScp914ProcessingInventoryItem(Scp914ProcessingInventoryItemEventArgs ev)
{
if (ev.Item.Type < ItemType.KeycardCustomTaskForce) return;
// Process custom upgrade
if (ev.Item is not KeycardItem keycard) return;
ev.Player.RemoveItem(keycard);
ev.Player.AddItem(ItemType.KeycardMTFCaptain, ItemAddReason.Scp914Upgrade);
}
}
/// <summary>
/// Manages custom class handlers and spawn state.
/// </summary>
public class CustomClassManager
{
private readonly Dictionary<Type, ICustomClassHandler> _handlers = new();
@ -61,38 +123,61 @@ public class CustomClassManager
private readonly Random _random = new();
private readonly Dictionary<Type, SpawnState> _spawnStates = new();
/// <summary>
/// Initializes a new instance of the <see cref="CustomClassManager"/> class and registers all handlers.
/// </summary>
public CustomClassManager()
{
// Register handlers
RegisterHandler<JanitorConfig>(new JanitorHandler(this));
RegisterHandler<ResearchSubjectConfig>(new ResearchSubjectHandler(this));
RegisterHandler<HeadGuardConfig>(new HeadGuardHandler(this));
RegisterHandler<HeadGuardConfig>(new HeadGuardHandler());
RegisterHandler<MedicConfig>(new MedicHandler());
RegisterHandler<GamblerConfig>(new GamblerHandler());
}
/// <summary>
/// Teleports a player to a position near the specified location.
/// </summary>
/// <param name="player">The player to teleport.</param>
/// <param name="position">The base position.</param>
public void TeleportPlayerToAround(Player player, Vector3 position)
{
player.Position = position + new Vector3(0, 1, 0) + new Vector3((float)(_random.NextDouble() * 2), 0,
(float)(_random.NextDouble() * 2));
player.Position = position + new Vector3(0, 1, 0) + new Vector3((float)(_random.NextDouble() * 2), 0, (float)(_random.NextDouble() * 2));
}
/// <summary>
/// Registers a handler for a specific custom class config type.
/// </summary>
/// <typeparam name="T">The config type.</typeparam>
/// <param name="handler">The handler instance.</param>
private void RegisterHandler<T>(ICustomClassHandler handler) where T : CustomClassConfig
{
lock (_lock)
{
_spawnStates[typeof(T)] = new SpawnState();
_handlers[typeof(T)] = handler;
}
_handlers[typeof(T)] = handler;
}
/// <summary>
/// Resets all spawn states for a new round.
/// </summary>
public void ResetSpawnStates()
{
lock (_lock)
{
foreach (var key in _spawnStates.Keys.ToList()) _spawnStates[key] = new SpawnState();
foreach (var key in _spawnStates.Keys.ToList())
_spawnStates[key] = new SpawnState();
}
}
/// <summary>
/// Attempts to handle a player spawn for a given custom class config.
/// </summary>
/// <param name="player">The player to handle.</param>
/// <param name="config">The config instance.</param>
/// <param name="configType">The config type.</param>
/// <returns>True if the spawn was handled; otherwise, false.</returns>
public bool TryHandleSpawn(Player player, CustomClassConfig config, Type configType)
{
if (player.Role != config.RequiredRole) return false;
@ -100,127 +185,202 @@ public class CustomClassManager
lock (_lock)
{
var state = _spawnStates[configType];
if (!_spawnStates.TryGetValue(configType, out var state))
return false;
if (state.Spawns >= config.MaxSpawns)
{
Logger.Debug($"Max spawns reached {configType} - {player.Nickname}");
return false;
}
if (_random.NextDouble() > config.ChancePerPlayer)
{
Logger.Debug($"Chance not met {configType} - {player.Nickname}");
return false;
}
state.Spawns++;
Logger.Debug($"Player spawning {configType} - {player.Nickname} - {state.Spawns} / {config.MaxSpawns}");
if (_handlers.TryGetValue(configType, out var handler)) return handler.HandleSpawn(player, config, _random);
if (!_handlers.TryGetValue(configType, out var handler))
return false;
Timing.CallDelayed(0.5f, () => { handler.HandleSpawn(player, config, _random); });
return true;
}
return false;
}
}
/// <summary>
/// Interface for custom class spawn handlers.
/// </summary>
public interface ICustomClassHandler
{
bool HandleSpawn(Player player, CustomClassConfig config, Random random);
/// <summary>
/// Handles the logic for spawning a player as a custom class.
/// </summary>
/// <param name="player">The player to spawn.</param>
/// <param name="config">The configuration for the custom class.</param>
/// <param name="random">A random number generator.</param>
void HandleSpawn(Player player, CustomClassConfig config, Random random);
}
/// <summary>
/// Handler for the Janitor custom class.
/// </summary>
public class JanitorHandler(CustomClassManager manager) : ICustomClassHandler
{
public bool HandleSpawn(Player player, CustomClassConfig config, Random random)
public void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
var scp914 = Map.Rooms.First(r => r.Name == RoomName.Lcz914);
Timing.CallDelayed(0.5f, () =>
var scp914 = Map.Rooms.FirstOrDefault(r => r.Name == RoomName.Lcz914);
if (scp914 == null)
{
manager.TeleportPlayerToAround(player, scp914.Position);
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
player.SendBroadcast("You're a <color=#A0A0A0>Janitor</color>!", 3);
});
return true;
Logger.Error("LCZ 914 room not found for Janitor spawn.");
return;
}
manager.TeleportPlayerToAround(player, scp914.Position);
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
player.SendBroadcast("You're a <color=#A0A0A0>Janitor</color>!", 3);
}
}
/// <summary>
/// Handler for the Research Subject custom class.
/// </summary>
public class ResearchSubjectHandler(CustomClassManager manager) : ICustomClassHandler
{
public bool HandleSpawn(Player player, CustomClassConfig config, Random random)
public void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
var scientist = Player.ReadyList.First(p => p.Role == RoleTypeId.Scientist);
Timing.CallDelayed(0.5f, () =>
var scientist = Player.ReadyList.FirstOrDefault(p => p.Role == RoleTypeId.Scientist);
if (scientist == null)
{
manager.TeleportPlayerToAround(player, scientist.Position);
Logger.Error("No Scientist found for Research Subject spawn.");
return;
}
manager.TeleportPlayerToAround(player, scientist.Position);
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
player.SendBroadcast("You're a <color=#944710>Research Subject</color>!", 3);
}
}
foreach (var spawnItem in config.Items)
/// <summary>
/// Handler for the Head Guard custom class.
/// </summary>
public class HeadGuardHandler : ICustomClassHandler
{
public void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
player.RemoveItem(ItemType.KeycardGuard);
KeycardItem.CreateCustomKeycardTaskForce(player, "Head Guard Keycard", $"HG. {player.Nickname}", new KeycardLevels(1, 1, 2), Color.blue, Color.cyan, "1", 0);
player.AddItem(ItemType.Adrenaline, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.ArmorLight);
player.AddItem(ItemType.ArmorCombat, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.GunFSP9);
var pickup = Pickup.Create(ItemType.GunCrossvec, Vector3.one);
if (pickup is FirearmPickup firearm)
{
if (firearm.Base.Template.TryGetModule(out MagazineModule magazine))
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
magazine.ServerSetInstanceAmmo(firearm.Base.Template.ItemSerial, magazine.AmmoMax);
}
player.SendBroadcast("You're a <color=#944710>Research Subject</color>!", 3);
});
return true;
}
}
public class HeadGuardHandler(CustomClassManager manager) : ICustomClassHandler
{
public bool HandleSpawn(Player player, CustomClassConfig config, Random random)
{
Timing.CallDelayed(0.5f, () =>
else
{
Logger.Error("Failed to get magazine module for Head Guard firearm.");
}
}
else
{
player.RemoveItem(ItemType.KeycardGuard);
KeycardItem.CreateCustomKeycardTaskForce(player, "Head Guard Keycard", $"HG. {player.Nickname}",
new KeycardLevels(1, 1, 2), Color.blue, Color.cyan, "1", 0);
player.AddItem(ItemType.Adrenaline, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.ArmorLight);
player.AddItem(ItemType.ArmorCombat, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.GunFSP9);
var pickup = Pickup.Create(ItemType.GunCrossvec, Vector3.one);
if (pickup != null) player.AddItem(pickup);
player.SetAmmo(ItemType.Ammo9x19, 120);
player.SendBroadcast("You're a <color=#00B7EB>Head Guard</color>!", 3);
});
return true;
Logger.Error("Failed to get firearm from pickup for Head Guard.");
}
if (pickup != null) player.AddItem(pickup);
player.SetAmmo(ItemType.Ammo9x19, 120);
player.SendBroadcast("You're a <color=#00B7EB>Head Guard</color>!", 3);
}
}
internal record SpawnState
/// <summary>
/// Handler for the Medic custom class.
/// </summary>
public class MedicHandler : ICustomClassHandler
{
public int Spawns;
public void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
player.SendBroadcast("You're a <color=#727472>Medic</color>!", 3);
}
}
/// <summary>
/// Base handler for simple item-giving custom classes.
/// </summary>
public abstract class SimpleAddItemHandler : ICustomClassHandler
{
public virtual void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
}
}
/// <summary>
/// Handler for the Gambler custom class.
/// </summary>
public class GamblerHandler : SimpleAddItemHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
base.HandleSpawn(player, config, random);
player.SendBroadcast("You're a <color=#FF9966>Gambler</color>!", 3);
}
}
/// <summary>
/// Represents the base configuration for a custom class.
/// </summary>
public abstract class CustomClassConfig
{
/// <summary>
/// Minimum number of players required for this class to spawn.
/// </summary>
public virtual int MinPlayers { get; set; } = 4;
/// <summary>
/// Chance per player for this class to spawn (0.0 - 1.0).
/// </summary>
public virtual double ChancePerPlayer { get; set; } = 0.7;
/// <summary>
/// Maximum number of spawns for this class per round.
/// </summary>
public virtual int MaxSpawns { get; set; } = 1;
/// <summary>
/// Items to give to the player on spawn.
/// </summary>
public virtual ItemType[] Items { get; set; } = [];
/// <summary>
/// The required role for this class to be considered.
/// </summary>
public virtual RoleTypeId RequiredRole { get; set; } = RoleTypeId.ClassD;
}
public class ResearchSubjectConfig : CustomClassConfig;
/// <summary>
/// Configuration for the Research Subject class.
/// </summary>
public sealed class ResearchSubjectConfig : CustomClassConfig { }
public class JanitorConfig : CustomClassConfig
/// <summary>
/// Configuration for the Janitor class.
/// </summary>
public sealed class JanitorConfig : CustomClassConfig
{
public override int MinPlayers { get; set; } = 5;
public override double ChancePerPlayer { get; set; } = 0.3;
@ -228,8 +388,41 @@ public class JanitorConfig : CustomClassConfig
public override ItemType[] Items { get; set; } = [ItemType.KeycardJanitor];
}
public class HeadGuardConfig : CustomClassConfig
/// <summary>
/// Configuration for the Head Guard class.
/// </summary>
public sealed class HeadGuardConfig : CustomClassConfig
{
public override int MinPlayers { get; set; } = 9;
public override RoleTypeId RequiredRole { get; set; } = RoleTypeId.FacilityGuard;
}
/// <summary>
/// Configuration for the Medic class.
/// </summary>
public sealed class MedicConfig : CustomClassConfig
{
public override int MinPlayers { get; set; } = 5;
public override double ChancePerPlayer { get; set; } = 0.3;
public override int MaxSpawns { get; set; } = 1;
public override ItemType[] Items { get; set; } = [ItemType.Medkit, ItemType.Adrenaline];
public override RoleTypeId RequiredRole { get; set; } = RoleTypeId.Scientist;
}
/// <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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@ -23,6 +23,7 @@ public class GamblingCoinChancesConfig
public int AdvancedPositiveEffectChance { get; set; } = 150;
public int AdvancedNegativeEffectChance { get; set; } = 250;
public int RemoveCoinChance { get; set; } = 300;
public int SpawnZombieChance { get; set; } = 100;
}
public class GamblingCoinMessages
@ -44,6 +45,7 @@ public class GamblingCoinMessages
public string NegativeEffectMessage { get; set; } = "You feel worse";
public string AdvancedNegativeEffectMessage { get; set; } = "You feel like you could die any second";
public string SwitchInventoryMessage { get; set; } = "Whoops... looks like something happened to your items!";
public string SpawnZombieMessage { get; set; } = "You spawned as a Zombie!";
}
public class GamblingCoinGameplayConfig

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@ -187,7 +187,23 @@ public class GamblingCoinEventHandler
x.Player.ClearInventory();
foreach (var randomPlayerItem in randomPlayerItems) x.Player.AddItem(randomPlayerItem.Type);
}, configChances.SwitchInventoryChance)
.AddAction(x => { x.Player.CurrentItem?.DropItem().Destroy(); }, configChances.RemoveCoinChance);
.AddAction(x => { x.Player.CurrentItem?.DropItem().Destroy(); }, configChances.RemoveCoinChance)
.AddAction(x =>
{
var spectators = Player.List.Where(player => player.Role == RoleTypeId.Spectator).ToArray();
var spectator = spectators[Random.Range(0, spectators.Length)];
spectator.SendBroadcast(configMessages.SpawnZombieMessage, configGameplay.BroadcastDuration);
spectator.SetRole(RoleTypeId.Scp0492);
var spawnRoom = Map.Rooms.First(room => room.Name == RoomName.HczWarhead);
if (Warhead.IsDetonated)
{
spawnRoom = Map.Rooms.First(room => room.Name == RoomName.Outside);
}
spectator.Position = spawnRoom.Position + new Vector3(0, 1, 0);
}, configChances.SpawnZombieChance);
return;

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@ -1,4 +1,5 @@
using CustomPlayerEffects;
using HintServiceMeow.Core.Models.Hints;
using InventorySystem.Items.Usables.Scp330;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Arguments.Scp0492Events;
@ -12,18 +13,22 @@ namespace GrowingZombies;
public class GrowingZombies : Plugin
{
private readonly Dictionary<Player, int> _zombieCorpseCount = new();
public readonly Dictionary<Player, int> ZombieCorpseCount = new();
public static GrowingZombies Instance { get; set; }
public override string Name => "GrowingZombies";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Makes zombies grow stronger as they eat more";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public override void Enable()
{
Scp0492Events.ConsumedCorpse += OnZombieEat;
ServerEvents.RoundEnded += OnRoundEnd;
PlayerEvents.Left += OnPlayerLeave;
Instance = this;
}
public override void Disable()
@ -31,17 +36,18 @@ public class GrowingZombies : Plugin
Scp0492Events.ConsumedCorpse -= OnZombieEat;
ServerEvents.RoundEnded -= OnRoundEnd;
PlayerEvents.Left -= OnPlayerLeave;
_zombieCorpseCount.Clear();
ZombieCorpseCount.Clear();
Instance = null;
}
private void OnRoundEnd(RoundEndedEventArgs ev)
{
_zombieCorpseCount.Clear();
ZombieCorpseCount.Clear();
}
private void OnPlayerLeave(PlayerLeftEventArgs ev)
{
_zombieCorpseCount.Remove(ev.Player);
ZombieCorpseCount.Remove(ev.Player);
}
private void OnZombieEat(Scp0492ConsumedCorpseEventArgs ev)
@ -50,21 +56,21 @@ public class GrowingZombies : Plugin
return;
// Increment corpse count for this zombie
if (!_zombieCorpseCount.ContainsKey(ev.Player))
_zombieCorpseCount[ev.Player] = 0;
_zombieCorpseCount[ev.Player]++;
if (!ZombieCorpseCount.ContainsKey(ev.Player))
ZombieCorpseCount[ev.Player] = 0;
ZombieCorpseCount[ev.Player]++;
var corpsesEaten = _zombieCorpseCount[ev.Player];
var corpsesEaten = ZombieCorpseCount[ev.Player];
ev.Player.MaxHealth += 50;
ev.Player.MaxHealth = Math.Min(1000, ev.Player.MaxHealth + 50);
ev.Player.MaxHumeShield += 10;
var movementBoostIntensity = (byte)Math.Min(1 + corpsesEaten * 0.1f, 3f);
ev.Player.ReferenceHub.playerEffectsController.ChangeState<MovementBoost>(movementBoostIntensity, 30);
var movementBoostIntensity = (byte)Math.Min(1 + corpsesEaten * 0.5f, 5f);
ev.Player.ReferenceHub.playerEffectsController.ChangeState<MovementBoost>(movementBoostIntensity, 120);
// Add damage resistance after eating multiple corpses
var damageResistance = (byte)Math.Min(0.5 - corpsesEaten * 0.5f, 2f);
if (corpsesEaten >= 3)
ev.Player.ReferenceHub.playerEffectsController.ChangeState<DamageReduction>(damageResistance, 20);
ev.Player.ReferenceHub.playerEffectsController.ChangeState<DamageReduction>((byte)(corpsesEaten*2), float.MaxValue);
// Add regeneration effect after eating multiple corpses
if (corpsesEaten < 5) return;

View File

@ -23,6 +23,9 @@
<Reference Include="Assembly-CSharp">
<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="HintServiceMeow">
<HintPath>..\dependencies\HintServiceMeow-LabAPI.dll</HintPath>
</Reference>
<Reference Include="Mirror">
<HintPath>..\dependencies\Mirror.dll</HintPath>
</Reference>

161
LobbyGame/LobbyGame.cs Normal file
View File

@ -0,0 +1,161 @@
using CommandSystem.Commands.RemoteAdmin;
using GameCore;
using LabApi.Events.Arguments.ServerEvents;
using LabApi.Events.Handlers;
using LabApi.Features;
using LabApi.Loader.Features.Plugins;
using MEC;
using Interactables.Interobjects.DoorUtils;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Features.Wrappers;
using MapGeneration;
using PlayerRoles;
using UnityEngine;
using Logger = LabApi.Features.Console.Logger;
using Version = System.Version;
namespace LobbyGame
{
public class LobbyGame: Plugin
{
public override string Name => "LobbyGame";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Adds a lobby minigame";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public int RoundTimer { get; set; } = 20;
public static LobbyGame Singleton { get; private set; }
private bool _isStarted;
private Room _randomRoom;
public override void Enable()
{
ServerEvents.WaitingForPlayers += WaitingForPlayers;
PlayerEvents.Joined += PlayerJoined;
Singleton = this;
}
private static void PlayerJoined(PlayerJoinedEventArgs ev)
{
Timing.RunCoroutine(ContinuouslyTrySpawning());
return;
IEnumerator<float> ContinuouslyTrySpawning()
{
while (!RoundStart.RoundStarted)
{
GameObject.Find("StartRound").transform.localScale = Vector3.zero;
yield return Timing.WaitForSeconds(0.5f);
if(Singleton._randomRoom == null) continue;
if(!Singleton._isStarted) continue;
ev.Player.SetRole(RoleTypeId.ChaosRifleman, RoleChangeReason.None, RoleSpawnFlags.None);
ev.Player.Position = Singleton._randomRoom.Position + new Vector3(0, 1, 0);
break;
}
}
}
private static void WaitingForPlayers()
{
Timing.CallDelayed(15, () =>
{
if (Singleton._isStarted) return;
var randomRoom = Map.GetRandomRoom(FacilityZone.Entrance);
while (randomRoom is not { Zone: FacilityZone.Entrance })
{
randomRoom = Map.GetRandomRoom(FacilityZone.Entrance);
}
Logger.Debug($"Random entrance room: {randomRoom.Name}");
RoundStart.LobbyLock = true;
Singleton._randomRoom = randomRoom;
Singleton._isStarted = true;
foreach (var player in Player.ReadyList)
{
player.SetRole(RoleTypeId.ChaosRifleman, RoleChangeReason.None, RoleSpawnFlags.None);
try
{
player.Position = randomRoom.Position + new Vector3(0, 1, 0);
}
catch (Exception _)
{
player.SetRole(RoleTypeId.Spectator);
}
}
Timing.RunCoroutine(ContinuouslyUpdateRoundTimer());
GameObject.Find("StartRound").transform.localScale = Vector3.zero;
foreach (var door in Map.Doors)
{
door.IsOpened = false;
door.Lock(DoorLockReason.Lockdown2176, true);
}
return;
IEnumerator<float> ContinuouslyUpdateRoundTimer()
{
while (true)
{
yield return Timing.WaitForSeconds(1);
foreach (var player in Player.ReadyList)
{
player.SendBroadcast(
$"<size=30><color=grey>Round starts in</color> <color=red>{Singleton.RoundTimer}</color> <color=grey>seconds</color></size>",
10, Broadcast.BroadcastFlags.Normal, true);
}
Logger.Debug($"Round starts in {Singleton.RoundTimer} seconds");
if (Player.ReadyList.Count() <= 1)
{
Singleton.RoundTimer = 20;
continue;
}
Singleton.RoundTimer--;
if (Singleton.RoundTimer >= -1) continue;
Singleton.RoundTimer = 20;
foreach (var player in Player.ReadyList)
{
player.ClearInventory();
player.SetRole(RoleTypeId.Spectator);
}
foreach (var door in Map.Doors)
{
door.Lock(DoorLockReason.Lockdown2176, false);
}
foreach (var player in Player.ReadyList)
{
player.SendBroadcast(
"",
1, Broadcast.BroadcastFlags.Normal, true);
}
CharacterClassManager.ForceRoundStart();
break;
}
}
});
}
public override void Disable()
{
ServerEvents.WaitingForPlayers -= WaitingForPlayers;
PlayerEvents.Joined -= PlayerJoined;
Singleton = null;
}
}
}

View File

@ -0,0 +1,57 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>disable</Nullable>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
<DebugType>full</DebugType>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>false</CheckForOverflowUnderflow>
<DebugType>none</DebugType>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Northwood.LabAPI" Version="1.0.2"/>
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\dependencies\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\dependencies\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="CommandSystem.Core">
<HintPath>..\dependencies\CommandSystem.Core.dll</HintPath>
</Reference>
<Reference Include="HintServiceMeow">
<HintPath>..\dependencies\HintServiceMeow-LabAPI.dll</HintPath>
</Reference>
<Reference Include="Mirror">
<HintPath>..\dependencies\Mirror.dll</HintPath>
</Reference>
<Reference Include="NorthwoodLib">
<HintPath>..\dependencies\NorthwoodLib.dll</HintPath>
</Reference>
<Reference Include="Pooling">
<HintPath>..\dependencies\Pooling.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
</Project>

69
ModInfo/ModInfo.cs Normal file
View File

@ -0,0 +1,69 @@
using HintServiceMeow.Core.Enum;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
using LabApi.Features;
using LabApi.Loader.Features.Plugins;
using LabApi.Features.Wrappers;
using MEC;
namespace ModInfo
{
public class ModInfo : Plugin
{
public override string Name => "ModInfo";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Shows some extra info for moderators";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
private readonly Dictionary<Player, Hint> _spectatorHints = new();
public override void Enable()
{
Timing.RunCoroutine(GodmodeHintLoop());
}
public override void Disable()
{
}
private IEnumerator<float> GodmodeHintLoop()
{
while(true)
{
yield return Timing.WaitForSeconds(1);
UpdateHints();
}
// ReSharper disable once IteratorNeverReturns
}
private void UpdateHints()
{
foreach (var player in Player.ReadyList) UpdateHint(player);
}
private void UpdateHint(Player player)
{
var hint = _spectatorHints.TryGetValue(player, out var hintValue) ? hintValue : AddPlayerHint(player);
hint.Hide = !player.IsGodModeEnabled;
}
private Hint AddPlayerHint(Player player)
{
var hint = new Hint
{
Text = "<size=40><color=#50C878>GODMODE</color></size>",
Alignment = HintAlignment.Left,
YCoordinate = 800,
Hide = true
};
var playerDisplay = PlayerDisplay.Get(player);
playerDisplay.AddHint(hint);
_spectatorHints[player] = hint;
return hint;
}
}
}

62
ModInfo/ModInfo.csproj Normal file
View File

@ -0,0 +1,62 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>disable</Nullable>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
<DebugType>full</DebugType>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>false</CheckForOverflowUnderflow>
<DebugType>none</DebugType>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Northwood.LabAPI" Version="1.0.2"/>
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\dependencies\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\dependencies\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="CommandSystem.Core">
<HintPath>..\dependencies\CommandSystem.Core.dll</HintPath>
</Reference>
<Reference Include="HintServiceMeow">
<HintPath>..\dependencies\HintServiceMeow-LabAPI.dll</HintPath>
</Reference>
<Reference Include="Mirror">
<HintPath>..\dependencies\Mirror.dll</HintPath>
</Reference>
<Reference Include="NorthwoodLib">
<HintPath>..\dependencies\NorthwoodLib.dll</HintPath>
</Reference>
<Reference Include="Pooling">
<HintPath>..\dependencies\Pooling.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Content Include=".template.config\template.json"/>
</ItemGroup>
</Project>

View File

@ -1,4 +1,5 @@
using HintServiceMeow.Core.Enum;
using System.Drawing;
using HintServiceMeow.Core.Enum;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
using LabApi.Events.Arguments.PlayerEvents;
@ -6,11 +7,13 @@ using LabApi.Events.Handlers;
using LabApi.Features;
using LabApi.Features.Console;
using LabApi.Features.Wrappers;
using MEC;
using PlayerRoles;
using PlayerRoles.PlayableScps.Scp079;
using PlayerRoles.PlayableScps.Scp096;
using PlayerRoles.PlayableScps.Scp3114;
using Timer = System.Timers.Timer;
using MEC;
using PlayerRoles.PlayableScps.Scp049.Zombies;
namespace SCPTeamHint;
@ -27,11 +30,27 @@ public class Plugin : LabApi.Loader.Features.Plugins.Plugin
public override void Enable()
{
Logger.Debug("Apple juice");
PlayerEvents.Joined += OnJoin;
PlayerEvents.Left += OnLeft;
Timing.CallContinuously(1, UpdateHints);
Timing.RunCoroutine(ContinuouslyUpdateHints());
}
private IEnumerator<float> ContinuouslyUpdateHints()
{
while (true)
{
yield return Timing.WaitForSeconds(1);
try
{
UpdateHints();
}
catch (Exception e)
{
Logger.Error(e);
}
}
// ReSharper disable once IteratorNeverReturns
}
public override void Disable()
@ -46,11 +65,11 @@ public class Plugin : LabApi.Loader.Features.Plugins.Plugin
lock (_hintsLock)
{
foreach (var player in Player.ReadyList.Where(x => !x.IsHost && !x.IsDummy && x.IsSCP))
foreach (var player in Player.ReadyList.Where(x => !x.IsHost && !x.IsDummy && (x.IsSCP || x.Role is RoleTypeId.Scp0492)))
{
var text =
$" <size=25><color=red>{player.RoleBase.RoleName}</color> | <color=#6761cd>{player.HumeShield}</color> | <color=#da0101>{player.Health}</color> | <color=grey>{player.Zone}</color></size> ";
switch (player.RoleBase)
{
case Scp096Role scp:
@ -60,17 +79,23 @@ public class Plugin : LabApi.Loader.Features.Plugins.Plugin
if (!tracker) break;
text += $"Targets: {tracker.Targets.Count}";
var targetColor = tracker.Targets.Count > 0 ? "red" : "grey";
text += $"<color=grey>Targets:</color> <color={targetColor}>{tracker.Targets.Count}</color>";
break;
case Scp3114Role scp3114:
{
text += "\n";
var stolenRole = scp3114.CurIdentity.StolenRole;
text += $" {stolenRole}";
if (scp3114.Disguised)
{
text += $" {stolenRole}";
}
else
{
text += " None";
}
break;
}
case Scp079Role scp079:
text =
$" <size=25><color=red>{player.RoleBase.RoleName}</color> | <color=grey>{scp079.CurrentCamera.Room.Zone}</color></size> ";
@ -82,7 +107,16 @@ public class Plugin : LabApi.Loader.Features.Plugins.Plugin
if (!auxManager || !tierManager) break;
text +=
$" <color=grey>AUX: {auxManager.CurrentAuxFloored} / {auxManager.MaxAux} | Level {tierManager.AccessTierLevel}</color>";
$" <color=#FFEF00>AUX: {auxManager.CurrentAuxFloored}</color> / {auxManager.MaxAux} | <color=#FFD700>Level {tierManager.AccessTierLevel}</color>";
break;
case ZombieRole:
var count = GrowingZombies.GrowingZombies.Instance.ZombieCorpseCount[player];
const string corpseColor = "E68A8A";
text += "\n";
text += $" <color=#{corpseColor}>Corpses eaten: {count}</color>";
break;
}
@ -108,8 +142,8 @@ public class Plugin : LabApi.Loader.Features.Plugins.Plugin
}
Logger.Debug(
$"Player {player.Nickname} is on team {player.RoleBase.Team} | hide: {player.RoleBase.Team != Team.SCPs}");
hint.Hide = player.RoleBase.Team != Team.SCPs;
$"Player {player.Nickname} is on team {player.RoleBase.Team} with Role {player.Role} | hide: {player.RoleBase.Team != Team.SCPs}");
hint.Hide = player.RoleBase.Team != Team.SCPs && player.Role != RoleTypeId.Scp0492 && player.Role != RoleTypeId.Overwatch;
if (!hint.Hide) hint.Text = hintText;
}

View File

@ -45,4 +45,9 @@
<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GrowingZombies\GrowingZombies.csproj" />
</ItemGroup>
</Project>

View File

@ -34,6 +34,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ServerHints", "ServerHints\
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GrowingZombies", "GrowingZombies\GrowingZombies.csproj", "{5751F8D6-7A8D-4C2C-B7E9-A8A3DB324329}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TemplateProject", "TemplateProject\TemplateProject.csproj", "{E5A28D1C-638F-4849-9784-240D50A6DA29}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LobbyGame", "LobbyGame\LobbyGame.csproj", "{E02243D5-0229-47BB-88A7-252EC753C8CC}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StatsTracker", "StatsTracker\StatsTracker.csproj", "{DA17C0F1-9C99-4F80-9871-38D6EB00EA95}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModInfo", "ModInfo\ModInfo.csproj", "{8C55C629-FFB9-41AC-8F5C-1BF715110766}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -108,5 +116,21 @@ Global
{5751F8D6-7A8D-4C2C-B7E9-A8A3DB324329}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5751F8D6-7A8D-4C2C-B7E9-A8A3DB324329}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5751F8D6-7A8D-4C2C-B7E9-A8A3DB324329}.Release|Any CPU.Build.0 = Release|Any CPU
{E5A28D1C-638F-4849-9784-240D50A6DA29}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E5A28D1C-638F-4849-9784-240D50A6DA29}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E5A28D1C-638F-4849-9784-240D50A6DA29}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E5A28D1C-638F-4849-9784-240D50A6DA29}.Release|Any CPU.Build.0 = Release|Any CPU
{E02243D5-0229-47BB-88A7-252EC753C8CC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E02243D5-0229-47BB-88A7-252EC753C8CC}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E02243D5-0229-47BB-88A7-252EC753C8CC}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E02243D5-0229-47BB-88A7-252EC753C8CC}.Release|Any CPU.Build.0 = Release|Any CPU
{DA17C0F1-9C99-4F80-9871-38D6EB00EA95}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DA17C0F1-9C99-4F80-9871-38D6EB00EA95}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DA17C0F1-9C99-4F80-9871-38D6EB00EA95}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DA17C0F1-9C99-4F80-9871-38D6EB00EA95}.Release|Any CPU.Build.0 = Release|Any CPU
{8C55C629-FFB9-41AC-8F5C-1BF715110766}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8C55C629-FFB9-41AC-8F5C-1BF715110766}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8C55C629-FFB9-41AC-8F5C-1BF715110766}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8C55C629-FFB9-41AC-8F5C-1BF715110766}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Weavers xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FodyWeavers.xsd">
<Costura>
</Costura>
</Weavers>

View File

@ -0,0 +1,176 @@
<?xml version="1.0" encoding="utf-8"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
<!-- This file was generated by Fody. Manual changes to this file will be lost when your project is rebuilt. -->
<xs:element name="Weavers">
<xs:complexType>
<xs:all>
<xs:element name="Costura" minOccurs="0" maxOccurs="1">
<xs:complexType>
<xs:all>
<xs:element minOccurs="0" maxOccurs="1" name="ExcludeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="IncludeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="ExcludeRuntimeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="IncludeRuntimeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="Unmanaged32Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>Obsolete, use UnmanagedWinX86Assemblies instead</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="UnmanagedWinX86Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged X86 (32 bit) assembly names to include, delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="Unmanaged64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>Obsolete, use UnmanagedWinX64Assemblies instead.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="UnmanagedWinX64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged X64 (64 bit) assembly names to include, delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="UnmanagedWinArm64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged Arm64 (64 bit) assembly names to include, delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element minOccurs="0" maxOccurs="1" name="PreloadOrder" type="xs:string">
<xs:annotation>
<xs:documentation>The order of preloaded assemblies, delimited with line breaks.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:all>
<xs:attribute name="CreateTemporaryAssemblies" type="xs:boolean">
<xs:annotation>
<xs:documentation>This will copy embedded files to disk before loading them into memory. This is helpful for some scenarios that expected an assembly to be loaded from a physical file.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="IncludeDebugSymbols" type="xs:boolean">
<xs:annotation>
<xs:documentation>Controls if .pdbs for reference assemblies are also embedded.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="IncludeRuntimeReferences" type="xs:boolean">
<xs:annotation>
<xs:documentation>Controls if runtime assemblies are also embedded.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="UseRuntimeReferencePaths" type="xs:boolean">
<xs:annotation>
<xs:documentation>Controls whether the runtime assemblies are embedded with their full path or only with their assembly name.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="DisableCompression" type="xs:boolean">
<xs:annotation>
<xs:documentation>Embedded assemblies are compressed by default, and uncompressed when they are loaded. You can turn compression off with this option.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="DisableCleanup" type="xs:boolean">
<xs:annotation>
<xs:documentation>As part of Costura, embedded assemblies are no longer included as part of the build. This cleanup can be turned off.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="DisableEventSubscription" type="xs:boolean">
<xs:annotation>
<xs:documentation>The attach method no longer subscribes to the `AppDomain.AssemblyResolve` (.NET 4.x) and `AssemblyLoadContext.Resolving` (.NET 6.0+) events.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="LoadAtModuleInit" type="xs:boolean">
<xs:annotation>
<xs:documentation>Costura by default will load as part of the module initialization. This flag disables that behavior. Make sure you call CosturaUtility.Initialize() somewhere in your code.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="IgnoreSatelliteAssemblies" type="xs:boolean">
<xs:annotation>
<xs:documentation>Costura will by default use assemblies with a name like 'resources.dll' as a satellite resource and prepend the output path. This flag disables that behavior.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="ExcludeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with |</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="IncludeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of assembly names to include from the default action of "embed all Copy Local references", delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="ExcludeRuntimeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with |</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="IncludeRuntimeAssemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="Unmanaged32Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>Obsolete, use UnmanagedWinX86Assemblies instead</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="UnmanagedWinX86Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged X86 (32 bit) assembly names to include, delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="Unmanaged64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>Obsolete, use UnmanagedWinX64Assemblies instead</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="UnmanagedWinX64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged X64 (64 bit) assembly names to include, delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="UnmanagedWinArm64Assemblies" type="xs:string">
<xs:annotation>
<xs:documentation>A list of unmanaged Arm64 (64 bit) assembly names to include, delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="PreloadOrder" type="xs:string">
<xs:annotation>
<xs:documentation>The order of preloaded assemblies, delimited with |.</xs:documentation>
</xs:annotation>
</xs:attribute>
</xs:complexType>
</xs:element>
</xs:all>
<xs:attribute name="VerifyAssembly" type="xs:boolean">
<xs:annotation>
<xs:documentation>'true' to run assembly verification (PEVerify) on the target assembly after all weavers have been executed.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="VerifyIgnoreCodes" type="xs:string">
<xs:annotation>
<xs:documentation>A comma-separated list of error codes that can be safely ignored in assembly verification.</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="GenerateXsd" type="xs:boolean">
<xs:annotation>
<xs:documentation>'false' to turn off automatic generation of the XML Schema file.</xs:documentation>
</xs:annotation>
</xs:attribute>
</xs:complexType>
</xs:element>
</xs:schema>

View File

@ -0,0 +1,162 @@
using LabApi.Features;
using LabApi.Loader.Features.Plugins;
using System.Collections.Concurrent;
using System.Data.SQLite;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Handlers;
using LabApi.Loader;
namespace StatsTracker
{
public class StatsTracker : Plugin
{
public override string Name => "StatsTracker";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Tracks stats for players.";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
private string _dbPath;
private readonly ConcurrentDictionary<string, PlayerStats> _currentSessionStats = new();
private class PlayerStats
{
public int Kills { get; set; }
public int Deaths { get; set; }
public Dictionary<ItemType, int> ItemUsage { get; set; } = new();
}
public override void Enable()
{
_dbPath = Path.Combine(this.GetConfigDirectory().FullName, "stats.db");
InitializeDatabase();
PlayerEvents.Death += OnPlayerDied;
PlayerEvents.UsedItem += OnItemUsed;
PlayerEvents.Left += OnPlayerLeft;
}
public override void Disable()
{
PlayerEvents.Death -= OnPlayerDied;
PlayerEvents.UsedItem -= OnItemUsed;
PlayerEvents.Left -= OnPlayerLeft;
// Save any remaining stats
foreach (var player in _currentSessionStats)
{
SavePlayerStats(player.Key, player.Value);
}
_currentSessionStats.Clear();
}
private void InitializeDatabase()
{
using var connection = new SQLiteConnection($"Data Source={_dbPath}");
connection.Open();
using var command = connection.CreateCommand();
command.CommandText = """
CREATE TABLE IF NOT EXISTS PlayerStats (
UserId TEXT PRIMARY KEY,
Kills INTEGER DEFAULT 0,
Deaths INTEGER DEFAULT 0
);
CREATE TABLE IF NOT EXISTS ItemUsage (
UserId TEXT,
ItemType INTEGER,
UsageCount INTEGER DEFAULT 0,
PRIMARY KEY (UserId, ItemType)
);
""";
command.ExecuteNonQuery();
}
private void OnPlayerDied(PlayerDeathEventArgs ev)
{
if (ev.Attacker != null)
{
var killerStats = _currentSessionStats.GetOrAdd(ev.Attacker.UserId, _ => new PlayerStats());
killerStats.Kills++;
}
var victimStats = _currentSessionStats.GetOrAdd(ev.Player.UserId, _ => new PlayerStats());
victimStats.Deaths++;
}
private void OnItemUsed(PlayerUsedItemEventArgs ev)
{
var stats = _currentSessionStats.GetOrAdd(ev.Player.UserId, _ => new PlayerStats());
if (!stats.ItemUsage.ContainsKey(ev.UsableItem.Type))
stats.ItemUsage[ev.UsableItem.Type] = 0;
stats.ItemUsage[ev.UsableItem.Type]++;
}
private void OnPlayerLeft(PlayerLeftEventArgs ev)
{
if (_currentSessionStats.TryRemove(ev.Player.UserId, out var stats))
{
SavePlayerStats(ev.Player.UserId, stats);
}
}
private void SavePlayerStats(string userId, PlayerStats stats)
{
using var connection = new SQLiteConnection($"Data Source={_dbPath}");
connection.Open();
using var transaction = connection.BeginTransaction();
try
{
// Update player stats
using (var command = connection.CreateCommand())
{
command.CommandText = """
INSERT INTO PlayerStats (UserId, Kills, Deaths)
VALUES (@userId, @kills, @deaths)
ON CONFLICT(UserId) DO UPDATE SET
Kills = Kills + @kills,
Deaths = Deaths + @deaths;
""";
command.Parameters.AddWithValue("@userId", userId);
command.Parameters.AddWithValue("@kills", stats.Kills);
command.Parameters.AddWithValue("@deaths", stats.Deaths);
command.ExecuteNonQuery();
}
// Update item usage
foreach (var itemInfoPair in stats.ItemUsage)
{
var itemType = itemInfoPair.Key;
var count = itemInfoPair.Value;
using var command = connection.CreateCommand();
command.CommandText = """
INSERT INTO ItemUsage (UserId, ItemType, UsageCount)
VALUES (@userId, @itemType, @count)
ON CONFLICT(UserId, ItemType) DO UPDATE SET
UsageCount = UsageCount + @count;
""";
command.Parameters.AddWithValue("@userId", userId);
command.Parameters.AddWithValue("@itemType", (int)itemType);
command.Parameters.AddWithValue("@count", count);
command.ExecuteNonQuery();
}
transaction.Commit();
}
catch
{
transaction.Rollback();
throw;
}
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>disable</Nullable>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
<DebugType>full</DebugType>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>false</CheckForOverflowUnderflow>
<DebugType>none</DebugType>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Costura.Fody" Version="6.0.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Northwood.LabAPI" Version="1.0.2"/>
<PackageReference Include="System.Data.SQLite" Version="1.0.119" />
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\dependencies\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\dependencies\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="CommandSystem.Core">
<HintPath>..\dependencies\CommandSystem.Core.dll</HintPath>
</Reference>
<Reference Include="HintServiceMeow">
<HintPath>..\dependencies\HintServiceMeow-LabAPI.dll</HintPath>
</Reference>
<Reference Include="Mirror">
<HintPath>..\dependencies\Mirror.dll</HintPath>
</Reference>
<Reference Include="NorthwoodLib">
<HintPath>..\dependencies\NorthwoodLib.dll</HintPath>
</Reference>
<Reference Include="Pooling">
<HintPath>..\dependencies\Pooling.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
</Project>

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{
"author": "Code002Lover",
"name": "SCP:SL LabAPI template",
"description": "LabAPI basic template for own use",
"identity": "Code002Lover.LabAPI.1.0",
"shortName": "labapi",
"tags": {
"language": "C#",
"type": "project"
},
"sourceName": "TemplateProject"
}

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@ -0,0 +1,24 @@
using LabApi.Features;
using LabApi.Loader.Features.Plugins;
namespace TemplateProject
{
public class TemplateProject: Plugin
{
public override string Name => "TemplateProject";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Is a template for creating plugins. It does nothing.";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public override void Enable()
{
}
public override void Disable()
{
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>disable</Nullable>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
<DebugType>full</DebugType>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<Optimize>true</Optimize>
<CheckForOverflowUnderflow>false</CheckForOverflowUnderflow>
<DebugType>none</DebugType>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Northwood.LabAPI" Version="1.0.2"/>
</ItemGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\dependencies\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\dependencies\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="CommandSystem.Core">
<HintPath>..\dependencies\CommandSystem.Core.dll</HintPath>
</Reference>
<Reference Include="HintServiceMeow">
<HintPath>..\dependencies\HintServiceMeow-LabAPI.dll</HintPath>
</Reference>
<Reference Include="Mirror">
<HintPath>..\dependencies\Mirror.dll</HintPath>
</Reference>
<Reference Include="NorthwoodLib">
<HintPath>..\dependencies\NorthwoodLib.dll</HintPath>
</Reference>
<Reference Include="Pooling">
<HintPath>..\dependencies\Pooling.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Content Include=".template.config\template.json" />
</ItemGroup>
</Project>

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using PlayerRoles;
using LabApi.Features;
using LabApi.Features.Wrappers;
namespace VisibleSpectators;
/// <summary>
/// Utility for formatting player display names and color mapping.
/// </summary>
public static class PlayerDisplayUtil
{
private static readonly Dictionary<string, string> ColorMap = new()
{
{ "DEFAULT", "FFFFFF" },
{ "PUMPKIN", "EE7600" },
{ "ARMY_GREEN", "4B5320" },
{ "MINT", "98FB98" },
{ "NICKEL", "727472" },
{ "CARMINE", "960018" },
{ "EMERALD", "50C878" },
{ "GREEN", "228B22" },
{ "LIME", "BFFF00" },
{ "POLICE_BLUE", "002DB3" },
{ "ORANGE", "FF9966" },
{ "SILVER_BLUE", "666699" },
{ "BLUE_GREEN", "4DFFB8" },
{ "MAGENTA", "FF0090" },
{ "YELLOW", "FAFF86" },
{ "TOMATO", "FF6448" },
{ "DEEP_PINK", "FF1493" },
{ "AQUA", "00FFFF" },
{ "CYAN", "00B7EB" },
{ "CRIMSON", "DC143C" },
{ "LIGHT_GREEN", "32CD32" },
{ "SILVER", "A0A0A0" },
{ "BROWN", "944710" },
{ "RED", "C50000" },
{ "PINK", "FF96DE" },
{ "LIGHT_RED", "FD8272" },
{ "PURPLE", "8137CE" },
{ "BLUE", "005EBC" },
{ "TEAL", "008080" },
{ "GOLD", "EFC01A" }
};
/// <summary>
/// Returns a formatted display string for a player, with color.
/// </summary>
public static string PlayerToDisplay(Player player)
{
if (player is not { IsReady: true }) return string.Empty;
const string defaultColor = "FFFFFF";
try
{
var groupColor = player.GroupColor;
if (string.IsNullOrEmpty(groupColor))
return $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
return ColorMap.TryGetValue(groupColor.ToUpper(), out var color)
? $"<color=#{color}FF>{player.DisplayName}</color>"
: $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
}
catch
{
return $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
}
}
/// <summary>
/// Returns true if the player is not Overwatch.
/// </summary>
public static bool IsNotOverwatch(Player player)
{
return player != null && player.Role != RoleTypeId.Overwatch;
}
}

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using LabApi.Loader.Features.Plugins;
using LabApi.Features;
using LabApi.Events.Handlers;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Features.Console;
using MEC;
namespace VisibleSpectators;
/// <summary>
/// Main entry point for the VisibleSpectators plugin.
/// </summary>
public class Plugin : Plugin<SpectatorConfig>
{
private SpectatorManager _spectatorManager;
public override string Name => "VisibleSpectators";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "See your spectators";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public override void Enable()
{
Logger.Debug("starting...");
_spectatorManager = new SpectatorManager(Config);
PlayerEvents.ChangedSpectator += _spectatorManager.OnSpectate;
PlayerEvents.Joined += _spectatorManager.OnJoin;
Timing.RunCoroutine(_spectatorManager.KeepUpdatingSpectators());
}
public override void Disable()
{
Logger.Debug("unloading...");
PlayerEvents.Joined -= _spectatorManager.OnJoin;
PlayerEvents.ChangedSpectator -= _spectatorManager.OnSpectate;
_spectatorManager = null;
}
}

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namespace VisibleSpectators;
/// <summary>
/// Configuration for the VisibleSpectators plugin.
/// </summary>
public class SpectatorConfig
{
/// <summary>
/// Header message shown above the spectator list.
/// </summary>
public string HeaderMessage { get; set; } = "Spectators:";
/// <summary>
/// Message shown when there are no spectators.
/// </summary>
public string NoSpectatorsMessage { get; set; } = "No spectators";
}

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using HintServiceMeow.Core.Enum;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Features;
using LabApi.Features.Console;
using LabApi.Features.Wrappers;
using MEC;
using PlayerRoles;
namespace VisibleSpectators;
/// <summary>
/// Handles spectator hint management and updates for players.
/// </summary>
public class SpectatorManager
{
private readonly SpectatorConfig _config;
private readonly Dictionary<Player, Hint> _spectatorHints = new();
public int YCoordinate { get; set; } = 100;
public SpectatorManager(SpectatorConfig config)
{
_config = config;
}
public IEnumerator<float> KeepUpdatingSpectators()
{
while (true)
{
UpdateSpectators();
yield return Timing.WaitForSeconds(1);
}
// ReSharper disable once IteratorNeverReturns
}
public void OnSpectate(PlayerChangedSpectatorEventArgs ev)
{
UpdateSpectators(ev.OldTarget);
UpdateSpectators(ev.NewTarget);
UpdateSpectators(ev.Player);
}
public void OnJoin(PlayerJoinedEventArgs ev)
{
AddPlayerHint(ev.Player);
}
private void UpdateSpectators()
{
foreach (var player in GetPlayers())
UpdateSpectators(player);
}
private void AddPlayerHint(Player player)
{
var hint = new Hint
{
Text = $"{_config.HeaderMessage}\n{_config.NoSpectatorsMessage}",
Alignment = HintAlignment.Right,
YCoordinate = YCoordinate,
Hide = true
};
var playerDisplay = PlayerDisplay.Get(player);
playerDisplay.AddHint(hint);
_spectatorHints[player] = hint;
}
private void UpdateSpectators(Player player)
{
if (player == null) return;
if (!_spectatorHints.ContainsKey(player)) AddPlayerHint(player);
var spectators = _config.NoSpectatorsMessage;
try
{
spectators = string.Join("\n", player.CurrentSpectators.Where(PlayerDisplayUtil.IsNotOverwatch).Select(PlayerDisplayUtil.PlayerToDisplay));
if (player.Role == RoleTypeId.Spectator)
spectators = player.CurrentlySpectating == null
? _config.NoSpectatorsMessage
: string.Join("\n",
player.CurrentlySpectating?.CurrentSpectators.Where(PlayerDisplayUtil.IsNotOverwatch)
.Select(PlayerDisplayUtil.PlayerToDisplay) ?? Array.Empty<string>());
}
catch (Exception e)
{
Logger.Error(e);
}
if (spectators.Length < 2) spectators = _config.NoSpectatorsMessage;
_spectatorHints[player].Text = $"{_config.HeaderMessage}\n{spectators}";
_spectatorHints[player].Hide = player.Role is RoleTypeId.Destroyed or RoleTypeId.None;
_spectatorHints[player].YCoordinate = YCoordinate + player.CurrentSpectators.Count * 10;
}
private static Player[] GetPlayers()
{
return Player.ReadyList.Where(PlayerDisplayUtil.IsNotOverwatch).Where(x => x != null).ToArray();
}
}

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@ -1,187 +0,0 @@
using HintServiceMeow.Core.Enum;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Handlers;
using LabApi.Features;
using LabApi.Features.Console;
using LabApi.Features.Wrappers;
using LabApi.Loader.Features.Plugins;
using MEC;
using PlayerRoles;
namespace VisibleSpectators;
public class Plugin : Plugin<SpectatorConfig>
{
private static Plugin _singleton;
private static readonly Dictionary<string, string> GetColorMap = new()
{
{ "DEFAULT", "FFFFFF" },
{ "PUMPKIN", "EE7600" },
{ "ARMY_GREEN", "4B5320" },
{ "MINT", "98FB98" },
{ "NICKEL", "727472" },
{ "CARMINE", "960018" },
{ "EMERALD", "50C878" },
{ "GREEN", "228B22" },
{ "LIME", "BFFF00" },
{ "POLICE_BLUE", "002DB3" },
{ "ORANGE", "FF9966" },
{ "SILVER_BLUE", "666699" },
{ "BLUE_GREEN", "4DFFB8" },
{ "MAGENTA", "FF0090" },
{ "YELLOW", "FAFF86" },
{ "TOMATO", "FF6448" },
{ "DEEP_PINK", "FF1493" },
{ "AQUA", "00FFFF" },
{ "CYAN", "00B7EB" },
{ "CRIMSON", "DC143C" },
{ "LIGHT_GREEN", "32CD32" },
{ "SILVER", "A0A0A0" },
{ "BROWN", "944710" },
{ "RED", "C50000" },
{ "PINK", "FF96DE" },
{ "LIGHT_RED", "FD8272" },
{ "PURPLE", "8137CE" },
{ "BLUE", "005EBC" },
{ "TEAL", "008080" },
{ "GOLD", "EFC01A" }
};
private readonly Dictionary<Player, Hint> _spectatorHints = new();
public override string Name => "VisibleSpectators";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "See your spectators";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public int YCoordinate { get; set; } = 100;
public override void Enable()
{
Logger.Debug("starting...");
_singleton = this;
PlayerEvents.ChangedSpectator += OnSpectate;
PlayerEvents.Joined += OnJoin;
Timing.CallContinuously(1, UpdateSpectators);
}
public override void Disable()
{
Logger.Debug("unloading...");
PlayerEvents.Joined -= OnJoin;
PlayerEvents.ChangedSpectator -= OnSpectate;
_singleton = null;
}
private void UpdateSpectators()
{
foreach (var player in GetPlayers()) UpdateSpectators(player);
}
private void AddPlayerHint(Player player)
{
var hint = new Hint
{
Text = $"{Config!.HeaderMessage}\n{Config!.NoSpectatorsMessage}",
Alignment = HintAlignment.Right,
YCoordinate = YCoordinate,
Hide = true
};
var playerDisplay = PlayerDisplay.Get(player);
playerDisplay.AddHint(hint);
_spectatorHints[player] = hint;
}
private static string PlayerToDisplay(Player player)
{
if (player == null) return "";
if (!player.IsReady) return "";
// Default color if GroupColor is null or not found in the map
const string defaultColor = "FFFFFF";
try
{
var groupColor = player.GroupColor;
if (string.IsNullOrEmpty(groupColor))
return $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
return GetColorMap.TryGetValue(groupColor.ToUpper(), out var color)
? $"<color=#{color}FF>{player.DisplayName}</color>"
: $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
}
catch
{
return $"<color=#{defaultColor}FF>{player.DisplayName}</color>";
}
}
private static bool IsNotOverwatch(Player player)
{
return player != null && player.Role != RoleTypeId.Overwatch;
}
private void UpdateSpectators(Player player)
{
// Safety check - if player doesn't have a hint, create one
if (!_spectatorHints.ContainsKey(player)) AddPlayerHint(player);
var spectators = Config!.NoSpectatorsMessage;
try
{
spectators = string.Join("\n", player.CurrentSpectators.Where(IsNotOverwatch).Select(PlayerToDisplay));
if (player.Role == RoleTypeId.Spectator)
spectators = player.CurrentlySpectating == null
? Config!.NoSpectatorsMessage
: string.Join("\n",
player.CurrentlySpectating?.CurrentSpectators.Where(IsNotOverwatch)
.Select(PlayerToDisplay) ?? Array.Empty<string>());
}
catch (Exception e)
{
Logger.Error(e);
}
if (spectators.Length < 2) spectators = Config!.NoSpectatorsMessage;
_spectatorHints[player].Text = $"{Config!.HeaderMessage}\n{spectators}";
_spectatorHints[player].Hide = player.Role is RoleTypeId.Destroyed or RoleTypeId.None;
_spectatorHints[player].YCoordinate = YCoordinate + player.CurrentSpectators.Count * 10;
}
private static Player[] GetPlayers()
{
return Player.ReadyList.Where(IsNotOverwatch).ToArray();
}
private static void OnSpectate(PlayerChangedSpectatorEventArgs ev)
{
_singleton.UpdateSpectators(ev.OldTarget);
_singleton.UpdateSpectators(ev.NewTarget);
_singleton.UpdateSpectators(ev.Player);
}
private void OnJoin(PlayerJoinedEventArgs ev)
{
AddPlayerHint(ev.Player);
}
}
public class SpectatorConfig
{
public string HeaderMessage { get; set; } = "Spectators:";
public string NoSpectatorsMessage { get; set; } = "No spectators";
}