135 lines
4.6 KiB
C#

using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Handlers;
using LabApi.Features;
using LabApi.Features.Wrappers;
using LabApi.Loader.Features.Plugins;
using MEC;
using PlayerRoles;
using UnityEngine;
using Logger = LabApi.Features.Console.Logger;
using Random = UnityEngine.Random;
using Version = System.Version;
namespace AfkSwap;
public class AfkSwap : Plugin
{
private const float AfkTimeLimit = 60; // 1 minute in seconds
private readonly Dictionary<Player, DateTime> _afkPlayers = new();
private readonly object _lock = new();
private readonly Dictionary<Player, Vector3> _playerPositions = new();
private readonly Dictionary<Player, DateTime> _playerSpawnTimes = new();
public override string Name => "AfkSwap";
public override string Author => "Code002Lover";
public override Version Version { get; } = new(1, 0, 0);
public override string Description => "Swaps AFK players with spectators after one minute.";
public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
public override void Enable()
{
PlayerEvents.Spawned += OnPlayerSpawned;
Timing.RunCoroutine(CheckAfkPlayers());
}
public override void Disable()
{
PlayerEvents.Spawned -= OnPlayerSpawned;
lock (_lock)
{
_playerSpawnTimes.Clear();
_playerPositions.Clear();
_afkPlayers.Clear();
}
}
private void OnPlayerSpawned(PlayerSpawnedEventArgs ev)
{
var player = ev.Player;
Timing.CallDelayed(1, () =>
{
lock (_lock)
{
_playerSpawnTimes[player] = DateTime.Now;
_playerPositions[player] = player.Position;
_afkPlayers[player] = DateTime.Now;
}
Logger.Debug($"Player {player.DisplayName} spawned");
});
}
private IEnumerator<float> CheckAfkPlayers()
{
Logger.Debug("Starting Afk Checking");
while (true)
{
lock (_lock)
{
foreach (var playerTime in _playerSpawnTimes.ToList().Where(playerTime =>
(DateTime.Now - playerTime.Value).TotalSeconds >= AfkTimeLimit))
{
if (playerTime.Key.Role is RoleTypeId.Spectator or RoleTypeId.Destroyed or RoleTypeId.Overwatch
or RoleTypeId.Tutorial)
{
_playerSpawnTimes.Remove(playerTime.Key);
_playerPositions.Remove(playerTime.Key);
continue;
}
if (!_playerPositions[playerTime.Key].Equals(playerTime.Key.Position))
{
_playerSpawnTimes.Remove(playerTime.Key);
_playerPositions.Remove(playerTime.Key);
continue; // Player has moved, don't swap
}
_afkPlayers[playerTime.Key] = DateTime.Now;
SwapWithSpectator(playerTime.Key);
}
}
yield return Timing.WaitForSeconds(1);
}
// ReSharper disable once IteratorNeverReturns
}
private void SwapWithSpectator(Player afkPlayer)
{
var spectators = Player.ReadyList
.Where(p => p.Role == RoleTypeId.Spectator && (DateTime.Now - _afkPlayers[p]).TotalSeconds > 10).ToList();
if (!spectators.Any())
{
Logger.Warn("No spectators to swap to");
return;
}
var randomSpectator = spectators[Random.Range(0, spectators.Count)];
Logger.Debug($"Swapping {afkPlayer.DisplayName} with {randomSpectator.DisplayName}");
// Store the AFK player's position and role
var afkPosition = afkPlayer.Position;
var afkRole = afkPlayer.Role;
// Give the spectator the AFK player's role and position
randomSpectator.Role = afkRole;
randomSpectator.Position = afkPosition;
// Make the AFK player a spectator
afkPlayer.Role = RoleTypeId.Spectator;
// Remove the AFK player from tracking
_playerSpawnTimes.Remove(afkPlayer);
_playerPositions.Remove(afkPlayer);
_playerSpawnTimes[randomSpectator] = DateTime.Now;
_playerPositions[randomSpectator] = randomSpectator.Position;
// Broadcast the swap
afkPlayer.SendBroadcast($"You were swapped with {randomSpectator.DisplayName} due to inactivity.", 10);
randomSpectator.SendBroadcast($"You were swapped with {afkPlayer.DisplayName} due to them being AFK.", 5);
}
}