2025-06-09 22:13:12 +02:00

491 lines
17 KiB
C#

using System.Diagnostics.CodeAnalysis;
using CustomPlayerEffects;
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;
using LabApi.Features.Wrappers;
using LabApi.Loader.Features.Plugins;
using MapGeneration;
using MEC;
using PlayerRoles;
using UnityEngine;
using Logger = LabApi.Features.Console.Logger;
using Random = System.Random;
using Vector3 = UnityEngine.Vector3;
namespace CustomClasses;
/// <summary>
/// Main plugin class for CustomClasses. Handles plugin lifecycle and event subscriptions.
/// </summary>
public sealed class CustomClasses : Plugin
{
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);
/// <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();
/// <summary>
/// Configuration for the ShadowStepper class.
/// </summary>
public ShadowStepperConfig ShadowStepperConfig { get; private set; } = new();
/// <inheritdoc/>
public override void Enable()
{
PlayerEvents.Spawned += OnPlayerSpawned;
ServerEvents.RoundEnded += OnRoundEnded;
Scp914Events.ProcessingPickup += OnScp914ProcessingPickup;
Scp914Events.ProcessingInventoryItem += OnScp914ProcessingInventoryItem;
PlayerEvents.Escaped += OnEscaped;
}
private void OnEscaped(PlayerEscapedEventArgs ev)
{
}
/// <inheritdoc/>
public override void Disable()
{
PlayerEvents.Spawned -= OnPlayerSpawned;
ServerEvents.RoundEnded -= OnRoundEnded;
Scp914Events.ProcessingPickup -= OnScp914ProcessingPickup;
Scp914Events.ProcessingInventoryItem -= OnScp914ProcessingInventoryItem;
PlayerEvents.Escaped -= OnEscaped;
}
private void OnRoundEnded(RoundEndedEventArgs ev)
{
_classManager.ResetSpawnStates();
}
[SuppressMessage("ReSharper", "RedundantJumpStatement")]
private void OnPlayerSpawned(PlayerSpawnedEventArgs ev)
{
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;
if (_classManager.TryHandleSpawn(ev.Player, ShadowStepperConfig, typeof(ShadowStepperConfig))) 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();
private readonly object _lock = new();
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()
{
RegisterHandler<JanitorConfig>(new JanitorHandler(this));
RegisterHandler<ResearchSubjectConfig>(new ResearchSubjectHandler(this));
RegisterHandler<HeadGuardConfig>(new HeadGuardHandler());
RegisterHandler<MedicConfig>(new MedicHandler());
RegisterHandler<GamblerConfig>(new GamblerHandler());
RegisterHandler<ShadowStepperConfig>(new ShadowStepperHandler());
}
/// <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));
}
/// <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;
}
}
/// <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();
}
}
/// <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;
if (Player.ReadyList.Count() <= config.MinPlayers) return false;
lock (_lock)
{
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($"Player spawning {configType} - {player.Nickname} - {state.Spawns} / {config.MaxSpawns}");
if (!_handlers.TryGetValue(configType, out var handler))
return false;
Timing.CallDelayed(0.5f, () => { handler.HandleSpawn(player, config, _random); });
return true;
}
}
}
/// <summary>
/// Interface for custom class spawn handlers.
/// </summary>
public interface ICustomClassHandler
{
/// <summary>
/// Handles the logic for spawning a player as a custom class.
/// </summary>
/// <param name="player">The player to spawn.</param>
/// <param name="config">The configuration for the custom class.</param>
/// <param name="random">A random number generator.</param>
void HandleSpawn(Player player, CustomClassConfig config, Random random);
void HandleEscape(Player player, CustomClassConfig config);
}
public abstract class CustomClassHandler: ICustomClassHandler
{
public abstract void HandleSpawn(Player player, CustomClassConfig config, Random random);
public virtual void HandleEscape(Player player, CustomClassConfig config)
{
//Intentionally left blank
}
}
/// <summary>
/// Handler for the Janitor custom class.
/// </summary>
public class JanitorHandler(CustomClassManager manager) : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
var scp914 = Map.Rooms.FirstOrDefault(r => r.Name == RoomName.Lcz914);
if (scp914 == null)
{
Logger.Error("LCZ 914 room not found for Janitor spawn.");
return;
}
manager.TeleportPlayerToAround(player, scp914.Position);
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"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) : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
var scientist = Player.ReadyList.FirstOrDefault(p => p.Role == RoleTypeId.Scientist);
if (scientist == null)
{
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);
}
}
/// <summary>
/// Handler for the Head Guard custom class.
/// </summary>
public class HeadGuardHandler : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
player.RemoveItem(ItemType.KeycardGuard);
KeycardItem.CreateCustomKeycardTaskForce(player, "Head Guard Keycard", $"HG. {player.Nickname}", new KeycardLevels(1, 1, 2), Color.blue, Color.cyan, "1", 0);
player.AddItem(ItemType.Adrenaline, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.ArmorLight);
player.AddItem(ItemType.ArmorCombat, ItemAddReason.StartingItem);
player.RemoveItem(ItemType.GunFSP9);
var pickup = Pickup.Create(ItemType.GunCrossvec, Vector3.one);
if (pickup is FirearmPickup firearm)
{
if (firearm.Base.Template.TryGetModule(out MagazineModule magazine))
{
magazine.ServerSetInstanceAmmo(firearm.Base.Template.ItemSerial, magazine.AmmoMax);
}
else
{
Logger.Error("Failed to get magazine module for Head Guard firearm.");
}
}
else
{
Logger.Error("Failed to get firearm from pickup for Head Guard.");
}
if (pickup != null) player.AddItem(pickup);
player.SetAmmo(ItemType.Ammo9x19, 120);
player.SendBroadcast("You're a <color=#00B7EB>Head Guard</color>!", 3);
}
}
/// <summary>
/// Handler for the Medic custom class.
/// </summary>
public class MedicHandler : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
foreach (var spawnItem in config.Items)
{
player.AddItem(spawnItem, ItemAddReason.StartingItem);
Logger.Debug($"Gave player {player.Nickname} spawn item {spawnItem}");
}
player.SendBroadcast("You're a <color=#727472>Medic</color>!", 3);
}
}
/// <summary>
/// Handler for ShadowStepper custom class.
/// </summary>
public class ShadowStepperHandler : CustomClassHandler
{
public override void HandleSpawn(Player player, CustomClassConfig config, Random random)
{
ApplyEffects(player);
player.SendBroadcast("You're a <color=#000000>ShadowStepper</color>!", 3);
}
public override void HandleEscape(Player player, CustomClassConfig config)
{
base.HandleEscape(player, config);
ApplyEffects(player);
}
private static void ApplyEffects(Player player)
{
player.ReferenceHub.playerEffectsController.ChangeState<SilentWalk>(100,float.MaxValue);
player.ReferenceHub.playerEffectsController.ChangeState<Slowness>(20,float.MaxValue);
}
}
/// <summary>
/// Base handler for simple item-giving custom classes.
/// </summary>
public abstract class SimpleAddItemHandler : CustomClassHandler
{
public override 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;
}
/// <summary>
/// Configuration for the Research Subject class.
/// </summary>
public sealed class ResearchSubjectConfig : 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;
public override int MaxSpawns { get; set; } = 2;
public override ItemType[] Items { get; set; } = [ItemType.KeycardJanitor];
}
/// <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>
/// Configuration for the Shadow Stepper class.
/// </summary>
public sealed class ShadowStepperConfig : CustomClassConfig
{
}
/// <summary>
/// Tracks the spawn state for a custom class.
/// </summary>
internal sealed record SpawnState
{
public int Spawns;
}