using LabApi.Events.Handlers;
using LabApi.Features.Wrappers;
using PlayerRoles.FirstPersonControl;
using PlayerRoles.PlayableScps.Scp939;
using Logger = LabApi.Features.Console.Logger;
using Random = System.Random;
namespace CustomClasses;
public class DisableStaminaRegenEffect : CustomPlayerEffect, IStaminaModifier
{
public bool StaminaModifierActive => IsEnabled;
public float StaminaUsageMultiplier => 1;
public float StaminaRegenMultiplier => 0;
public bool SprintingDisabled => false;
public override EffectClassification Classification => EffectClassification.Negative;
}
public class BloodFueledStaminaEffect : CustomPlayerEffect, IStaminaModifier
{
public bool StaminaModifierActive => IsEnabled;
public float StaminaUsageMultiplier => 0.1f;
public float StaminaRegenMultiplier => 1;
public bool SprintingDisabled => false;
public override EffectClassification Classification => EffectClassification.Negative;
}
public class BloodFueledManager
{
private readonly CustomClasses _plugin;
public static bool IsBloodFueled(Player player) => player.CustomInfo.Contains("Blood Fueled");
public BloodFueledManager(CustomClasses plugin)
{
_plugin = plugin;
PlayerEvents.Hurt += ev =>
{
if (ev.DamageHandler is not Scp939DamageHandler damageHandler) return;
var attacker = Player.Get(damageHandler.Attacker.Hub);
if (attacker == null) return;
if (!IsBloodFueled(attacker)) return;
if (ev.Player.Health <= 0)
{
attacker.StaminaRemaining += 0.2f;
return;
}
attacker.StaminaRemaining += 0.1f;
};
}
}
public class BloodFueledHandler : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
player.SendBroadcast("You are the Blood Fueled!", CustomClasses.BroadcastDuration);
const string customInfo = "Blood Fueled";
if (!Player.ValidateCustomInfo(customInfo, out var reason))
{
Logger.Error($"Invalid custom info for Blood Fueled: {reason}");
}
else
{
player.CustomInfo = customInfo;
player.InfoArea |= PlayerInfoArea.CustomInfo;
}
player.MaxHumeShield = 0;
player.HumeShield = 0;
player.MaxHealth = 3500;
player.Health = 3500;
player.EnableEffect(1, float.PositiveInfinity);
}
}