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446 Commits

Author SHA1 Message Date
MSWS
e2011b8d24 feat: Add pistol rounds (resolves #169) 2025-11-03 21:05:43 -08:00
MSWS
ec41a6f367 feat: Add tripwire item (resolves #165) +semver:minor 2025-11-03 20:51:53 -08:00
MSWS
9b1bed6982 Begin work on tripwire item 2025-11-03 16:53:39 -08:00
MSWS
8584877739 feat: Replicate death events to fellow traitors (resolves #171) +semver:minor 2025-11-03 15:30:44 -08:00
MSWS
410dd407b3 update: Handle tag colors as well 2025-11-02 21:23:19 -08:00
MSWS
a0bba2c4ba Add warden tag 2025-11-02 21:16:40 -08:00
MSWS
8aa508bf6d feat: Add victim message to 1-hit weapon 2025-11-02 20:45:23 -08:00
MSWS
642155b1bc Revert "fix: Add check after roles assigned"
This reverts commit bacd288fe7.
2025-11-02 20:41:01 -08:00
MSWS
bacd288fe7 fix: Add check after roles assigned 2025-11-02 20:40:05 -08:00
MSWS
29e28038b8 update: Play poison sound only to player 2025-11-02 19:47:22 -08:00
MSWS
b253d8ee12 fix: InvalidateOrder not purging lastUpdate map 2025-11-02 01:23:31 -08:00
MSWS
02575b51e2 Make all rounds give 1 karma 2025-11-02 01:19:24 -08:00
MSWS
d8d365b497 update: Body paint price to match (30) 2025-11-02 01:17:27 -08:00
MSWS
1ac38dc0ad update: Reduce min requirement for special round 8 -> 5 2025-11-02 01:28:16 -07:00
MSWS
62e57ffa97 fix: Reduce karma grants per round 2025-11-02 01:22:06 -07:00
MSWS
81e6b2e695 revert: Remove unnecessary delay in MapHook 2025-11-02 01:18:13 -07:00
MSWS
2ce0457346 fix: Players identifying themselves (resolves #164) 2025-11-01 19:59:35 -07:00
MSWS
ed90c54e53 update: Update suppressed round to only suppress pistols 2025-11-01 19:58:13 -07:00
MSWS
06d2d71f76 feat: Add suppressed and silent rounds, close shop after purchase 2025-11-01 18:59:54 -07:00
MSWS
c6ba041a6b Adjust detective ratio 2025-11-01 18:19:40 -07:00
MSWS
f283d7407e update: Increase speedround limit 2025-11-01 17:56:10 -07:00
MSWS
51ff4df545 update: Reduce camouflage visibility 2025-11-01 17:42:10 -07:00
MSWS
e0ee4bf325 fix: Don't give glocks by default 2025-11-01 17:21:16 -07:00
MSWS
4a4c7e0782 Reduce cost of body paint 2025-11-01 17:00:41 -07:00
MSWS
d4f67ced0c Reduce cost of compasses 2025-11-01 16:41:12 -07:00
MSWS
33ca0c8385 update: Allow inspect button to be used alongside use 2025-10-31 20:10:46 -07:00
MSWS
ff2e97a3ce update: Don't play hurt sound if Traitor is shifting 2025-10-31 20:06:19 -07:00
MSWS
a56cdc1285 Reformat and Cleanup 2025-10-31 20:01:20 -07:00
MSWS
ceda5cba64 fix: Roles not being assigned on first round of map 2025-10-31 19:59:09 -07:00
MSWS
7c203bcd91 update: Increase prices of stickers and healthshot, impl CS2 healthshot config 2025-10-31 19:53:46 -07:00
MSWS
f91fc54897 update: Increase speedround weight +semver:patch 2025-10-31 18:41:07 -07:00
MSWS
7ca4a6bef4 Update README 2025-10-30 21:46:49 -07:00
MSWS
d589a222c8 Format and Cleanup, make Ts sound like they're being damaged by hurtstation 2025-10-30 21:44:00 -07:00
MSWS
a3fdb590fd fix: Fake traitors getting damaged by hurt stations 2025-10-30 21:00:55 -07:00
MSWS
987df197bc Fix concurrent dictionary issue 2025-10-30 18:14:27 -07:00
MSWS
acb3be9132 Require on actual team to be alive 2025-10-30 18:09:14 -07:00
MSWS
bbcc998559 Up 1 knife item 2025-10-30 17:57:00 -07:00
MSWS
56781c6ae8 More item balancing, name updating, bug fix 2025-10-30 17:56:09 -07:00
MSWS
0ca983943d Revert "Fetch playername from object if available"
This reverts commit 8cd8e14e18.
2025-10-29 16:28:56 -07:00
MSWS
8cd8e14e18 Fetch playername from object if available 2025-10-29 15:27:13 -07:00
MSWS
57ef5e3e24 Use pretty name for rtd reward description 2025-10-28 20:31:04 -07:00
MSWS
9c99d316aa Revert "Revert "fix: Allow typing if dead even with muted roll""
This reverts commit e679c5193b.
2025-10-28 19:26:57 -07:00
MSWS
e679c5193b Revert "fix: Allow typing if dead even with muted roll"
This reverts commit daa24a0e87.
2025-10-28 19:26:43 -07:00
MSWS
6ece0450bb fix: Reduce volume of health station 2025-10-28 19:26:26 -07:00
MSWS
daa24a0e87 fix: Allow typing if dead even with muted roll 2025-10-28 19:20:42 -07:00
MSWS
1c8785b388 Add reminder for vanilla rounds 2025-10-28 18:50:09 -07:00
MSWS
a80c36e3c5 Suppress damage stats 2025-10-28 15:29:10 -07:00
MSWS
ba6b6c448f Change currency name to point 2025-10-28 14:06:29 -07:00
MSWS
d30e916319 Fix role name cleaning 2025-10-28 13:47:43 -07:00
MSWS
9f275fa189 Slight tweaks to logging 2025-10-28 13:39:02 -07:00
MSWS
40bdcac4b0 fix: Address copilot concerns 2025-10-28 13:30:19 -07:00
MSWS
6b3ae03ab3 Require both roles for BAD ACTION 2025-10-28 13:23:37 -07:00
MSWS
9e8e1d1fb0 Add prefix to death action 2025-10-28 13:22:53 -07:00
MSWS
fba875f098 Use prefix 2025-10-28 13:21:40 -07:00
MSWS
38fa801c15 feat: Teleport decoy working (resolves #153) 2025-10-28 13:19:29 -07:00
MSWS
b21fed3ff8 Start work on teleport decoy 2025-10-28 13:03:12 -07:00
MSWS
0e02d66350 Add configs 2025-10-28 12:39:37 -07:00
MSWS
7f6ac62348 fix: Karma events not dispatching 2025-10-28 12:28:26 -07:00
MSWS
f44e57215f fix: Special Round weights 2025-10-28 12:15:42 -07:00
MSWS
ce48f5a5ac Add logs for RTD as well 2025-10-28 12:11:54 -07:00
MSWS
4f258e55dd Log tasers 2025-10-28 11:45:43 -07:00
MSWS
b0ba6baac9 Use contexts 2025-10-28 11:30:46 -07:00
MSWS
4d052f31c6 Revert "Wonky fix for CS specific issues"
This reverts commit 2351ec55ec.
2025-10-28 10:58:51 -07:00
MSWS
7c5e7c3f68 Revert "Updates"
This reverts commit b85a3a415d.
2025-10-28 10:58:50 -07:00
MSWS
23e08134c8 Revert "Add debug"
This reverts commit 70c416bbe6.
2025-10-28 10:58:49 -07:00
MSWS
16d9335292 Revert "More work"
This reverts commit 840e04fd71.
2025-10-28 10:58:47 -07:00
MSWS
840e04fd71 More work 2025-10-28 09:40:57 -07:00
MSWS
70c416bbe6 Add debug 2025-10-28 07:31:29 -07:00
MSWS
b85a3a415d Updates 2025-10-27 23:10:05 -07:00
MSWS
2351ec55ec Wonky fix for CS specific issues 2025-10-27 22:34:35 -07:00
MSWS
4af1be95f4 Working 2025-10-27 22:10:22 -07:00
MSWS
fdb22c1090 Try using logic relay 2025-10-27 21:50:19 -07:00
MSWS
ddc309927f Add context as well for now 2025-10-27 20:51:55 -07:00
MSWS
7b657b1595 Working gamedata method 2025-10-27 20:22:13 -07:00
MSWS
05eed34ffd Try gamedata approach 2025-10-27 19:44:38 -07:00
MSWS
707a967445 Use contexts 2025-10-27 19:10:31 -07:00
MSWS
d6c6562d32 Additional safety check 2025-10-27 17:31:59 -07:00
MSWS
64e9332fa6 Add safety checks to avoid stuck states 2025-10-27 17:23:33 -07:00
MSWS
536f0eafb5 Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-27 17:08:08 -07:00
MSWS
3e513cb611 Enhanced debugging 2025-10-27 17:08:02 -07:00
MSWS
cba8470f09 Increment version +semver:minor 2025-10-26 23:17:08 -07:00
MSWS
275404582f Merge branch 'main' into dev 2025-10-26 23:16:34 -07:00
MSWS
76dc717a8b Add settarget debug 2025-10-26 20:16:32 -07:00
Isaac
ff8d4dfc7e fix: Dont afk enforce unalive players (#151) 2025-10-26 18:50:36 -07:00
MSWS
f63acf24c4 Dont afk enforce unalive players 2025-10-26 18:43:03 -07:00
Isaac
678b9b0de6 fix: Map changing causing bugs (#150) 2025-10-26 18:35:05 -07:00
MSWS
18144f5827 Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-26 18:21:29 -07:00
MSWS
e590ae2b7a Register map change handlers 2025-10-26 18:21:22 -07:00
Isaac
6bc0f57bed Bump actions/upload-artifact from 4 to 5 (#148)
Bumps
[actions/upload-artifact](https://github.com/actions/upload-artifact)
from 4 to 5.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/actions/upload-artifact/releases">actions/upload-artifact's
releases</a>.</em></p>
<blockquote>
<h2>v5.0.0</h2>
<h2>What's Changed</h2>
<p><strong>BREAKING CHANGE:</strong> this update supports Node
<code>v24.x</code>. This is not a breaking change per-se but we're
treating it as such.</p>
<ul>
<li>Update README.md by <a
href="https://github.com/GhadimiR"><code>@​GhadimiR</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/681">actions/upload-artifact#681</a></li>
<li>Update README.md by <a
href="https://github.com/nebuk89"><code>@​nebuk89</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/712">actions/upload-artifact#712</a></li>
<li>Readme: spell out the first use of GHES by <a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a> in
<a
href="https://redirect.github.com/actions/upload-artifact/pull/727">actions/upload-artifact#727</a></li>
<li>Update GHES guidance to include reference to Node 20 version by <a
href="https://github.com/patrikpolyak"><code>@​patrikpolyak</code></a>
in <a
href="https://redirect.github.com/actions/upload-artifact/pull/725">actions/upload-artifact#725</a></li>
<li>Bump <code>@actions/artifact</code> to <code>v4.0.0</code></li>
<li>Prepare <code>v5.0.0</code> by <a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a> in
<a
href="https://redirect.github.com/actions/upload-artifact/pull/734">actions/upload-artifact#734</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/GhadimiR"><code>@​GhadimiR</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/681">actions/upload-artifact#681</a></li>
<li><a href="https://github.com/nebuk89"><code>@​nebuk89</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/712">actions/upload-artifact#712</a></li>
<li><a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/727">actions/upload-artifact#727</a></li>
<li><a
href="https://github.com/patrikpolyak"><code>@​patrikpolyak</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/725">actions/upload-artifact#725</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/upload-artifact/compare/v4...v5.0.0">https://github.com/actions/upload-artifact/compare/v4...v5.0.0</a></p>
<h2>v4.6.2</h2>
<h2>What's Changed</h2>
<ul>
<li>Update to use artifact 2.3.2 package &amp; prepare for new
upload-artifact release by <a
href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/685">actions/upload-artifact#685</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/685">actions/upload-artifact#685</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/upload-artifact/compare/v4...v4.6.2">https://github.com/actions/upload-artifact/compare/v4...v4.6.2</a></p>
<h2>v4.6.1</h2>
<h2>What's Changed</h2>
<ul>
<li>Update to use artifact 2.2.2 package by <a
href="https://github.com/yacaovsnc"><code>@​yacaovsnc</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/673">actions/upload-artifact#673</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/upload-artifact/compare/v4...v4.6.1">https://github.com/actions/upload-artifact/compare/v4...v4.6.1</a></p>
<h2>v4.6.0</h2>
<h2>What's Changed</h2>
<ul>
<li>Expose env vars to control concurrency and timeout by <a
href="https://github.com/yacaovsnc"><code>@​yacaovsnc</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/662">actions/upload-artifact#662</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/upload-artifact/compare/v4...v4.6.0">https://github.com/actions/upload-artifact/compare/v4...v4.6.0</a></p>
<h2>v4.5.0</h2>
<h2>What's Changed</h2>
<ul>
<li>fix: deprecated <code>Node.js</code> version in action by <a
href="https://github.com/hamirmahal"><code>@​hamirmahal</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/578">actions/upload-artifact#578</a></li>
<li>Add new <code>artifact-digest</code> output by <a
href="https://github.com/bdehamer"><code>@​bdehamer</code></a> in <a
href="https://redirect.github.com/actions/upload-artifact/pull/656">actions/upload-artifact#656</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/hamirmahal"><code>@​hamirmahal</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/upload-artifact/pull/578">actions/upload-artifact#578</a></li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="330a01c490"><code>330a01c</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/upload-artifact/issues/734">#734</a>
from actions/danwkennedy/prepare-5.0.0</li>
<li><a
href="03f2824452"><code>03f2824</code></a>
Update <code>github.dep.yml</code></li>
<li><a
href="905a1ecb59"><code>905a1ec</code></a>
Prepare <code>v5.0.0</code></li>
<li><a
href="2d9f9cdfa9"><code>2d9f9cd</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/upload-artifact/issues/725">#725</a>
from patrikpolyak/patch-1</li>
<li><a
href="9687587dec"><code>9687587</code></a>
Merge branch 'main' into patch-1</li>
<li><a
href="2848b2cda0"><code>2848b2c</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/upload-artifact/issues/727">#727</a>
from danwkennedy/patch-1</li>
<li><a
href="9b511775fd"><code>9b51177</code></a>
Spell out the first use of GHES</li>
<li><a
href="cd231ca1ed"><code>cd231ca</code></a>
Update GHES guidance to include reference to Node 20 version</li>
<li><a
href="de65e23aa2"><code>de65e23</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/upload-artifact/issues/712">#712</a>
from actions/nebuk89-patch-1</li>
<li><a
href="8747d8cd76"><code>8747d8c</code></a>
Update README.md</li>
<li>Additional commits viewable in <a
href="https://github.com/actions/upload-artifact/compare/v4...v5">compare
view</a></li>
</ul>
</details>
<br />


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</details>
2025-10-26 18:11:56 -07:00
Isaac
83a1d0e3e3 Bump actions/download-artifact from 5 to 6 (#149)
Bumps
[actions/download-artifact](https://github.com/actions/download-artifact)
from 5 to 6.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/actions/download-artifact/releases">actions/download-artifact's
releases</a>.</em></p>
<blockquote>
<h2>v6.0.0</h2>
<h2>What's Changed</h2>
<p><strong>BREAKING CHANGE:</strong> this update supports Node
<code>v24.x</code>. This is not a breaking change per-se but we're
treating it as such.</p>
<ul>
<li>Update README for download-artifact v5 changes by <a
href="https://github.com/yacaovsnc"><code>@​yacaovsnc</code></a> in <a
href="https://redirect.github.com/actions/download-artifact/pull/417">actions/download-artifact#417</a></li>
<li>Update README with artifact extraction details by <a
href="https://github.com/yacaovsnc"><code>@​yacaovsnc</code></a> in <a
href="https://redirect.github.com/actions/download-artifact/pull/424">actions/download-artifact#424</a></li>
<li>Readme: spell out the first use of GHES by <a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a> in
<a
href="https://redirect.github.com/actions/download-artifact/pull/431">actions/download-artifact#431</a></li>
<li>Bump <code>@actions/artifact</code> to <code>v4.0.0</code></li>
<li>Prepare <code>v6.0.0</code> by <a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a> in
<a
href="https://redirect.github.com/actions/download-artifact/pull/438">actions/download-artifact#438</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/danwkennedy"><code>@​danwkennedy</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/download-artifact/pull/431">actions/download-artifact#431</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/download-artifact/compare/v5...v6.0.0">https://github.com/actions/download-artifact/compare/v5...v6.0.0</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="018cc2cf5b"><code>018cc2c</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/download-artifact/issues/438">#438</a>
from actions/danwkennedy/prepare-6.0.0</li>
<li><a
href="815651c680"><code>815651c</code></a>
Revert &quot;Remove <code>github.dep.yml</code>&quot;</li>
<li><a
href="bb3a066a8b"><code>bb3a066</code></a>
Remove <code>github.dep.yml</code></li>
<li><a
href="fa1ce46bbd"><code>fa1ce46</code></a>
Prepare <code>v6.0.0</code></li>
<li><a
href="4a24838f3d"><code>4a24838</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/download-artifact/issues/431">#431</a>
from danwkennedy/patch-1</li>
<li><a
href="5e3251c4ff"><code>5e3251c</code></a>
Readme: spell out the first use of GHES</li>
<li><a
href="abefc31eaf"><code>abefc31</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/download-artifact/issues/424">#424</a>
from actions/yacaovsnc/update_readme</li>
<li><a
href="ac43a6070a"><code>ac43a60</code></a>
Update README with artifact extraction details</li>
<li><a
href="de96f4613b"><code>de96f46</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/download-artifact/issues/417">#417</a>
from actions/yacaovsnc/update_readme</li>
<li><a
href="7993cb44e9"><code>7993cb4</code></a>
Remove migration guide for artifact download changes</li>
<li>Additional commits viewable in <a
href="https://github.com/actions/download-artifact/compare/v5...v6">compare
view</a></li>
</ul>
</details>
<br />


[![Dependabot compatibility
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</details>
2025-10-26 18:11:48 -07:00
dependabot[bot]
4d0fdfa25e Bump actions/download-artifact from 5 to 6
Bumps [actions/download-artifact](https://github.com/actions/download-artifact) from 5 to 6.
- [Release notes](https://github.com/actions/download-artifact/releases)
- [Commits](https://github.com/actions/download-artifact/compare/v5...v6)

---
updated-dependencies:
- dependency-name: actions/download-artifact
  dependency-version: '6'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-10-27 00:26:03 +00:00
dependabot[bot]
9f673f9d8b Bump actions/upload-artifact from 4 to 5
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 4 to 5.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v4...v5)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-version: '5'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-10-27 00:25:38 +00:00
MSWS
3ad4339073 Buff bodypaint 2025-10-25 21:14:27 -07:00
Isaac
890ba71fdf Additional balancing (#147) 2025-10-25 02:50:17 -07:00
MSWS
c6fea1a21e Balances 2025-10-25 02:43:50 -07:00
MSWS
db9ad9303f Reduce M4 cost, reduce station health 2025-10-25 02:25:11 -07:00
Isaac
9224e823c0 Game balances (#146) 2025-10-25 02:05:03 -07:00
MSWS
4ab16d71db Handle map change interrupting rounds 2025-10-25 01:59:16 -07:00
MSWS
627c048183 Delay round effects for speedround due to race condition 2025-10-25 01:47:55 -07:00
MSWS
66d1106d4c Increase time, nerf camo and silent awp 2025-10-25 01:02:46 -07:00
Isaac
39c7a4762d Dev (#145) 2025-10-24 20:08:47 -07:00
MSWS
f2352ede1f Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-24 20:06:20 -07:00
MSWS
f675a87ffd Additional hotpatch 2025-10-24 20:06:04 -07:00
Isaac
7f455d5354 Hotpatch 2025-10-24 19:19:44 -07:00
Isaac
d1972fc556 Merge branch 'main' into dev 2025-10-24 19:12:35 -07:00
MSWS
f2dbc72aee Use squared distance 2025-10-24 19:09:45 -07:00
MSWS
77a2289367 Reset special round on round end 2025-10-24 19:08:55 -07:00
Isaac
456ae22b12 feat: Auto RTD (#142) 2025-10-24 18:23:48 -07:00
Isaac
2616b231dc fix: Use Locale (#141) 2025-10-24 18:20:04 -07:00
MSWS
3cb86aa2f8 Working Auto RTD 2025-10-24 18:19:02 -07:00
MSWS
4c72f3dfff Fix duplicate spaces 2025-10-24 18:00:30 -07:00
MSWS
bc45f3fb74 fix: Use Locale 2025-10-24 17:58:15 -07:00
Isaac
2bcf436677 feat: Auto RTD (resolves #140) (#139) 2025-10-24 17:41:08 -07:00
Isaac
9dfb45583b feat: Special Rounds (resolves #133) (#138) 2025-10-24 17:36:55 -07:00
MSWS
3fa1558011 feat: Auto RTD 2025-10-24 17:36:36 -07:00
MSWS
6c7bc22395 Add vanilla round 2025-10-24 17:06:35 -07:00
MSWS
c95fba0fc5 Send messages 2025-10-24 16:44:09 -07:00
Isaac
40c7a6d471 Fix services (#137) 2025-10-24 16:03:35 -07:00
MSWS
b79519f6b4 Fix services 2025-10-24 16:01:56 -07:00
Isaac
bea87d20f3 Feat/special rounds (#136) 2025-10-24 15:23:48 -07:00
MSWS
5bbc621d86 Fix circular dependencies 2025-10-24 15:21:48 -07:00
MSWS
5ed244f84c Add list of special rounds to feedback 2025-10-24 15:16:54 -07:00
MSWS
31d2354e6f Basic work for special rounds 2025-10-24 15:16:03 -07:00
MSWS
44d9644694 Start work on special rounds 2025-10-24 01:38:14 -07:00
Isaac
f6d1b95a38 Update scope management (#135) 2025-10-22 16:02:12 -07:00
MSWS
cf1d040b44 Update scope management 2025-10-22 15:58:55 -07:00
Isaac
5393920f95 Bug Fixes, Stats API +semver:minor (#134) 2025-10-22 09:18:27 -07:00
MSWS
8158206101 Increase unit test delay again 2025-10-22 09:15:15 -07:00
MSWS
06f8f083df fix: Services typo 2025-10-22 09:12:18 -07:00
Isaac
5c18a046b8 Update TTT/Stats/StatsServiceCollection.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-22 09:11:14 -07:00
Isaac
063813baca Merge branch 'main' into dev 2025-10-22 09:09:57 -07:00
MSWS
a10ce25846 Additional api updates 2025-10-22 03:05:36 -07:00
MSWS
89077c8361 Add api feedback 2025-10-22 01:12:43 -07:00
MSWS
fd3ffc6d59 Revert "Add api feedback"
This reverts commit f9e2734390.
2025-10-22 01:11:55 -07:00
MSWS
f9e2734390 Add api feedback 2025-10-22 01:11:43 -07:00
MSWS
251d8efeaf Add api feedback 2025-10-22 01:04:45 -07:00
MSWS
e83fbdd3fe Working basic API implementation 2025-10-22 00:51:17 -07:00
MSWS
99742efc5b Move stats into its own project: 2025-10-21 21:26:53 -07:00
MSWS
c802f468ed Test out new api 2025-10-21 20:49:27 -07:00
MSWS
43becefb0a Reduce round time 2025-10-20 23:33:24 -07:00
MSWS
f8f2617b09 Fix detective win condition never being met 2025-10-20 23:23:32 -07:00
MSWS
3eb59dec13 Clear role icons on new round instead of on round end 2025-10-20 23:14:58 -07:00
MSWS
792a737102 Update AliveSpoofer dispose handling 2025-10-20 22:58:51 -07:00
MSWS
85dd4edb08 Suppress damage stats 2025-10-20 21:25:07 -07:00
MSWS
2f78a62385 Update credits reward description 2025-10-20 21:16:28 -07:00
Isaac
247f7de49b Shop Balancing, AFK Management, Exploration based rewards (resolves #116) (#132) 2025-10-20 20:08:20 -07:00
MSWS
c523a9f015 Fix afk message 2025-10-20 20:04:52 -07:00
MSWS
8363265e39 Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-20 20:04:43 -07:00
MSWS
f3363da9bb Cleanup AfkTimerListener 2025-10-20 19:54:28 -07:00
Isaac
ec2355eb6d Update TTT/Shop/Items/Healthshot/HealthshotItem.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-20 19:50:17 -07:00
MSWS
fd14728a27 Fix lifecycle management issue 2025-10-20 19:44:10 -07:00
MSWS
556657d249 Remove description from shop listings 2025-10-20 19:38:36 -07:00
MSWS
26c5d0e367 Fix additional message formatting 2025-10-20 19:37:45 -07:00
MSWS
536662a500 Remove broken unit test 2025-10-20 19:33:27 -07:00
MSWS
64889de2fa Clarify module classname 2025-10-20 19:32:31 -07:00
MSWS
7a6676e6ac Fix reload module 2025-10-20 19:30:00 -07:00
MSWS
49227e6d37 fix: Update RTD Credit reward to use locale 2025-10-20 19:27:37 -07:00
MSWS
0748114c9a Merge branch 'main' into dev 2025-10-20 18:57:55 -07:00
MSWS
346984f394 Update colors 2025-10-20 18:56:58 -07:00
MSWS
6316f39819 refactor: Refactor config initialization pattern
Refactor configuration initialization and improve code readability across multiple modules

- **GameHandlers/RoundStart_GameStartHandler.cs**: Change `config` initialization to a property to streamline retrieval and improve formatting for better readability.
- **Shop/Items/Traitor/C4/C4ShopItem.cs**: Refactor `config` to enable lazy loading through the Service Provider and remove the `readonly` keyword.
- **Karma/KarmaStorage.cs**: Simplify code by removing the lazy-loaded property `_configStorage` and directly using `_config`.
- **Game/RoundBasedGame.cs**: Implement lazy loading for configuration retrieval, update player initialization logic, and improve method structure for clarity.
- **Shop/Listeners/RoleAssignCreditor.cs**: Change `config` to a read-only property for lazy loading and enhance performance with delayed instantiation.
2025-10-20 18:52:44 -07:00
MSWS
2d572e19b0 Improve feedback on module reload command 2025-10-20 18:46:24 -07:00
MSWS
e4938502f4 feat: Introduce AFK detection and reward enhancements +semver:minor
Implement AFK Management and Enhance Reward and Purchase Systems

- **TTTConfig.cs**: Add `CheckAFKTimespan` configuration to manage player inactivity during game rounds.
- **HealthshotConfig.cs**: Introduce `MaxPurchases` property to limit healthshot item usage per player.
- **Command/Test/TestCommand.cs**: Implement "reload" sub-command with permission checks for restricted execution.
- **CS2ServiceCollection.cs**: Integrate `AfkTimerListener` for handling inactive players and remove conditional compilation for `TestCommand`.
- **Listeners/AfkTimerListener.cs**: Develop an AFK detection system, moving idle players to spectator mode and issuing warnings.

**Additional updates:**

- **ReloadModule.cs**: Implement class to handle reloading of modules with user feedback and error handling.
- **CS2/lang/CS2Msgs.cs**: Add message templates for AFK warnings and notifications.
- **RoundTimerListener.cs**: Streamline TTTConfig access and remove redundant scheduler handling.
- **TeamChangeHandler.cs**: Enhance team change logic with new dependencies and player checks.
- **ShopConfig.cs**: Rework reward distribution system, introducing flexible reward ranges and removing the old fixed interval configuration.
- **HealthshotItem.cs**: Implement purchase tracking and finalize configurations for purchase limits.
- **PeriodicRewarder.cs**: Split reward and update timers, integrate player position tracking, and enhance reward calculation logic based on player movement.
- **GameHandlers/LateSpawnListener.cs**: Add game state checks to improve player respawn logic during specific states.
2025-10-20 18:44:22 -07:00
MSWS
e59b2538ee Dont duplicate death events, buff poison shots 2025-10-20 17:18:53 -07:00
MSWS
7454e5e3f3 feat: Enhance CamoConfig and update role logic +semver:minor
- Increase the price of camo configuration in `CamoConfig.cs` from 55 to 75
- Add `CS2CamoConfig` behavior to `CS2ServiceCollection.cs` for extended configuration options
- Update logic in `PlayerKillListener.cs` to enhance role-based kill classification by checking differing roles
- Introduce `CS2CamoConfig.cs` with configuration variables for camo items and player visibility
- Adjust starting credits in `CS2ShopConfig.cs` for Innocents, Traitors, and Detectives
- Reduce interval reward amount for credits in `ShopConfig.cs` from 8 to 5
2025-10-20 17:09:43 -07:00
Isaac
bdef55428c Balance Changes, make Configs Hot Load 2025-10-19 22:15:54 -07:00
MSWS
4ce453dccd Buff gloves 2025-10-19 22:14:00 -07:00
MSWS
31f1403b9b Bump one shot cost 2025-10-19 22:13:28 -07:00
MSWS
d12cfa5eab Reduce credits given 2025-10-19 22:09:51 -07:00
MSWS
9022416053 refactor: Refactor config init to use expression-bodied properties
Refactor configuration initialization for improved code readability and maintainability

- Update `PoisonSmokeListener.cs` to use a property for `PoisonSmokeConfig` initialization, adding conditional access and null-coalescing logic.
- Adjust `KarmaConfig.cs` to reduce karma gain values, affecting end-of-round and winning scenarios.
- Refactor `HealthshotItem.cs`, using an expression-bodied property for `config` to enhance code clarity.
- Enhance `ArmorItem.cs` with lazy loading for `ArmorConfig` by transitioning `config` to a property using an expression-bodied member.
- Modify `PeriodicRewarder.cs` to initialize `ShopConfig` using a property, ensuring fallback configuration with unchanged core logic.

Other file changes focus on transitioning configuration retrieval to properties, promoting lazy loading and streamlined expressions across items and listeners, thereby refining consistency and readability throughout the codebase.
2025-10-19 21:51:09 -07:00
MSWS
9f45b919e1 Fix ragdolls misbehaving after multiple carriers 2025-10-19 21:29:36 -07:00
MSWS
7d75b867f9 Merge branch 'feat/rtd' 2025-10-19 19:06:54 -07:00
MSWS
35b15c4578 Inherit from IListener 2025-10-19 18:42:10 -07:00
Isaac
9b99adca3f feat: RTD System (#130) 2025-10-19 18:18:41 -07:00
MSWS
3802610b1c feat: Implement player muting system for gameplay control
```markdown
Implement player muting feature and enhance game mechanics

- Add `RTD_MUTED` message in `RtdMsgs.cs` utilizing the existing message creation method.
- Enhance `PlayerMuter.cs` by checking game state before muting players and implementing event handler to unmute players when the game finishes.
- Update `TraitorChatHandler.cs` to handle muted players in chat and prevent dead players from participating in traitor chat.
- Introduce `MuteReward` class in `MuteReward.cs` to mute players for the next round and manage muted player voice events.
- Modify `RewardGenerator.cs` to include `MuteReward` and adjust reward probabilities, enhancing the reward system.

These changes collectively introduce and integrate a system for managing player muting, ensuring robust gameplay dynamics and clarity for players during active game sessions.
```
2025-10-19 18:16:38 -07:00
MSWS
171250382e feat: Introduce RTD feature with reward system +semver:minor
Introduce RTD Project and Enhance Codebase with Localization and Config Improvements

- Introduce a new RTD project with multiple enhancements to reward and command systems:
  - Add new interfaces and classes for `IRtdReward`, `IRewardGenerator`, and several types of rewards like `ShopItemReward`, `CreditReward`, `HealthReward`, and `WeaponReward`.
  - Implement new command functionality through `RtdCommand` and `RtdStatsCommand`.
- Strengthen the code architecture by refactoring configuration access:
  - Convert `config` fields to properties using expression-bodied members across various items and listeners, promoting improved readability and potential lazy loading.
- Integrate localization features:
  - Add and standardize import statements for `TTT.Game.lang` to support upcoming language and localization developments across different game modules.
  - Create new language configuration files, like `en.yml`, and introduce classes such as `RtdMsgs` for localized message handling.
- Improve game mechanics:
  - Enhance poison effect handling within `PoisonShotsListener` with periodic damage application and improved player interaction updates.
  - Extend the `IIconManager` to offer additional player visibility options, enhancing game dynamics through methods like `RevealToAll`.
- Optimize plugin and module management:
  - Add logging features with `ShopPurchaseLogger` and new logging statements for plugin module registration.
  - Ensure cohesive project structure by updating project files and solution configuration for the new RTD module.
- Refactor utility and helper functions for better clarity:
  - Introduce utility classes like `WeaponTranslations` to map internal to user-friendly weapon names.
  - Clean up and streamline namespaces for clarity and consistency, especially within utilities like `GrenadeDataHelper`.

This commit collectively enhances the system's modularity, readability, and capability for future localization and extensibility.
2025-10-19 17:45:58 -07:00
MSWS
6524772d4f Remove player on disconnect 2025-10-19 16:11:13 -07:00
MSWS
bd8125b7a0 Prevent traitor chat metagming 2025-10-19 15:51:09 -07:00
Isaac
9c693059ea Revert "Refresh AliveSpoofer per map" (#129)
This reverts commit 9d3ecbe7fb.
2025-10-19 15:42:57 -07:00
MSWS
695d34c10c Revert "Refresh AliveSpoofer per map"
This reverts commit 9d3ecbe7fb.
2025-10-19 15:35:00 -07:00
Isaac
05aeb53a3c Refresh AliveSpoofer per map (#127) 2025-10-18 01:18:30 -07:00
MSWS
9d3ecbe7fb Refresh AliveSpoofer per map 2025-10-18 01:16:51 -07:00
MSWS
85dac3622a Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-17 23:20:28 -07:00
MSWS
9e4c29e3f7 Bump taser cost 2025-10-17 23:20:22 -07:00
Isaac
c545a10d6f Bug and crash fixes (#126) 2025-10-17 22:05:21 -07:00
Isaac
453ba14126 Update TTT/CS2/Items/PoisonShots/PoisonShotsListener.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-17 22:02:16 -07:00
Isaac
91750a1067 Update TTT/CS2/Items/Station/DamageStation.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-17 22:00:44 -07:00
Isaac
dd6b8c00fe Update TTT/CS2/Utils/DamageDealingHelper.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-17 22:00:38 -07:00
MSWS
d9ad08aa27 Improve alive checks 2025-10-17 21:55:36 -07:00
MSWS
35191f23e1 refactor: Refactor data structures for kill tracking +semver:patch
- Change `killedWithStation` data structure to `Dictionary` for enhanced player interaction tracking in `DamageStation.cs`
- Update `PoisonShotsListener.cs` to use `Dictionary` for poison kill tracking and adjust related logic
- Specify priority levels for event handlers in `GlovesListener.cs` to optimize execution order
2025-10-17 21:45:25 -07:00
MSWS
ad29de1bc5 Revert 2025-10-17 21:33:19 -07:00
MSWS
0a0416bff0 Try using native damage dealing method 2025-10-17 20:28:33 -07:00
MSWS
62c96123d1 Remove verbose debug module: 2025-10-17 19:18:51 -07:00
MSWS
274716267f Add null checks to body spawner 2025-10-16 16:24:41 -07:00
MSWS
c20842575b Merge branch 'dev' 2025-10-16 16:01:00 -07:00
MSWS
cf8169a10e Disable TeamChangeHandler for now 2025-10-16 15:15:05 -07:00
Isaac
3dcc3a7de5 Item Rebalancing, Karma Updates, New Compass, Cluster Grenade | Bug Fixes (#125)
This PR implements a comprehensive set of game balancing changes, bug fixes, and new features for a Trouble in Terrorist Town (TTT) game mode in Counter-Strike 2.

Key Changes:

    Shop item pricing rebalance: Adjusted prices across multiple traitor and detective items to improve game economy balance
    New cluster grenade item: Added a new traitor shop item that splits into multiple grenades on detonation
    Compass system refactor: Split the single compass into two separate items (player compass and body compass) with a shared abstract base class
    Karma system improvements: Updated karma calculation values and added proper storage/disposal patterns
    Bug fixes: Fixed damage application, ragdoll spawning, and team change handling issues
2025-10-16 13:38:34 -07:00
MSWS
65bcafca79 Extra extra delay 2025-10-16 13:33:12 -07:00
MSWS
6cac535e94 Additional unit testing adjustments 2025-10-16 13:24:06 -07:00
Isaac
ab3dfbda45 Update TTT/CS2/Items/PoisonShots/PoisonShotsListener.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-16 13:22:02 -07:00
Isaac
324a19c457 Update TTT/CS2/GameHandlers/BodySpawner.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-16 13:21:34 -07:00
Isaac
fda4c72da5 Update TTT/CS2/Items/PoisonShots/PoisonShotsListener.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-16 13:21:14 -07:00
Isaac
b0a1959a2e Merge branch 'main' into dev 2025-10-16 13:19:28 -07:00
MSWS
8a18b1df9c Fix failing tests 2025-10-16 13:12:49 -07:00
MSWS
c233258efc feat: Overhaul sound events, fix duplicate body issues +semver:minor
Refactor and Enhance Gameplay Mechanics

- Remove unnecessary type checks and modify logic for handling victim HP in `OneHitKnifeListener`.
- Add configurable properties in `HealthStationConfig` for improved control over healing behavior.
- Enhance `BodySpawner` with optional parameters and improve code readability for ragdoll management.
- Simplify array initialization and item sorting logic in `BuyCommand`.
- Refactor health-related variables and update sound effects in `HealthStation` to standardize behavior.
- Introduce `DealPoisonDamage` method and utility imports in `PlayerExtensions` for improved poison damage handling.
- Implement tracking and handling of poison-related events in `PoisonShotsListener` and `PoisonSmokeListener`.
- Update `DamageStation` with tracking mechanisms and improved health adjustment logic.
- Enhance item search logic in `GiveItemCommand` and introduce `DebugMessage` management in `CS2ServiceCollection`.
- Revise communication consistency in `lang/en.yml` and add `DebugMessage` class for handling debug scenarios.
- Streamline damage handling and weapon verification in `DeagleDamageListener`.
2025-10-16 13:02:22 -07:00
MSWS
e13497af76 refactor: Update item prices, make buy menu print to chat
- Increase the price of the Poison Smoke item in `PoisonSmokeConfig.cs` from 30 to 35 and ensure a newline at the end of the file.
- Reduce the price of the gloves in `GlovesConfig.cs` from 65 to 50.
- Refactor `BuyMenuHandler.cs` to improve command management and handling robustness.
- Reduce the default price of armor in `ArmorConfig.cs` from 80 to 60.
- Adjust prices in various Traitor and Detective configurations, including `C4Config.cs`, `PoisonShotsConfig.cs`, and `StickersConfig.cs` for better game balance.
2025-10-16 11:32:57 -07:00
MSWS
e8ccd2dbf8 Update velocity configs 2025-10-16 11:19:47 -07:00
MSWS
c0e95a2254 feat: Add cluster grenade feature +semver:minor (resolves #124)
```
- Add section for `CHEGrenadeProjectile_CreateFunc` in gamedata for new grenade functionality
- Update BuyMenuHandler to recognize "weapon_hegrenade" alias for purchase process
- Enhance ClusterGrenadeListener to implement multi-projectile detonation logic and remove unused fields
- Introduce `GrenadeDataHelper` class for handling grenade projectile creation
- Extend ClusterGrenadeConfig with `UpForce` and `ThrowForce` properties for customization
```
2025-10-16 11:16:23 -07:00
MSWS
5a9fd9da1a feat: Add Cluster Grenade item and adjust item prices +semver:minor
- Increase the price of the One-Shot Deagle item in CS2OneShotDeagleConfig.cs from 100 to 110.
- Reduce item prices in CamoConfig.cs and Detective/DnaScannerConfig.cs, adjusting the game's economy and item valuation.
- Introduce the Cluster Grenade item in ClusterGrenadeItem.cs and implement its related services.
- Create ClusterGrenadeListener.cs to handle events and dependencies for cluster grenades.
- Add the Cluster Grenade item description in en.yml.
- Reduce the price of HealthStationConfig.cs to improve affordability and balance.
- Update BodyPaintConfig.cs to allow for increased usage flexibility.
- Add new configuration for the traitor shop's Cluster Grenade in Traitor/ClusterGrenadeConfig.cs.
- Add the Cluster Grenade to the shop services and adjust service ordering in ShopServiceCollection.cs.
2025-10-16 10:25:55 -07:00
MSWS
fb562563de Sort items before searching 2025-10-16 10:10:57 -07:00
MSWS
161480c1f1 Fix locale usage (resolves #124) 2025-10-16 10:08:23 -07:00
MSWS
cfdffbdb47 feat: Refactor compass items into a modular system +semver:minor
Implement New Compass Item System and Remove Legacy CompassItem

- Remove `CompassItem.cs`, eliminating the legacy radar-like compass functionality for traitors and any associated gameplay mechanics.
- Introduce `InnoCompassItem` class, providing role-specific target identification and implementing extension methods for service collection integration.
- Add `AbstractCompassItem` class as a base for compass-related items, including periodic updates, abstract methods for target logic, and a visual compass display.
- Split and rename `AddCompassServices` to `AddInnoCompassServices` and `AddBodyCompassServices` in `ShopServiceCollection.cs` for better service management.
- Update `CompassMsgs.cs` by refining message identifiers and adding new instances to support expanded in-game functionalities.
- Enhance `StationItem` object spawning logic for more accurate placement based on player orientation.
- Amend `en.yml` to include "Body Compass" item details and adjust existing labels for clarity and consistency.
- Implement `BodyCompassItem` class, extending abstract compass functionality for detective roles, with methods for ownership checks and target retrieval.
2025-10-16 10:01:40 -07:00
MSWS
70e4127ccf Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-16 09:28:05 -07:00
MSWS
5acc57d96e Update to latest CS# 2025-10-16 08:57:26 -07:00
Isaac
a10b83ec4d Update FUNDING 2025-10-15 01:15:45 -07:00
Isaac
0a10cd22ab Update funding information for GitHub Sponsors
Signed-off-by: Isaac <git@msws.xyz>
2025-10-15 01:14:20 -07:00
MSWS
7838e335e4 fix: Avoid failing main pipeline if release already exists 2025-10-15 01:11:52 -07:00
MSWS
3a472bb0bf Reformat & Cleanup 2025-10-15 01:04:03 -07:00
MSWS
1a7943a58e Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-10-15 00:58:29 -07:00
MSWS
b385daf157 Add more M4 shortcuts and AWP shortcut 2025-10-15 00:58:02 -07:00
MSWS
31a1069550 feat: Suppress game stats at all times (resolves #122)
```
- Add JetBrains.Annotations to PlayerStatsTracker and annotate methods with [UsedImplicitly] to enhance code quality and maintainability.
- Reorder logic in CombatHandler's `OnPlayerDeath_Pre` to ensure necessary operations are executed before checking game state.
- Move `info.DontBroadcast` setting in CombatHandler to occur only when game is in progress.
- Modify operation sequence in `OnPlayerDeath_Pre` to spoof player status before dispatching death event.
- Clarify comment in `OnPlayerHurt` method in CombatHandler for better understanding on non-Windows platforms.
```
2025-10-14 18:26:13 -07:00
MSWS
38ef183072 Update logs unit test 2025-10-14 16:41:43 -07:00
MSWS
2c03129e86 Update README 2025-10-14 14:05:54 -07:00
MSWS
6f169ef850 Adjust credit dispersement for good/bad kills and iding bodies 2025-10-14 12:34:58 -07:00
MSWS
6f924a82b0 Fix station spawn positioning (resolves #106) 2025-10-14 11:50:58 -07:00
MSWS
06ae0250d0 Additional tweaks to karma balance 2025-10-14 11:50:03 -07:00
MSWS
bd475edd54 Localize no logs shown msg 2025-10-14 11:43:12 -07:00
MSWS
092a676f97 feat: Implement player muting when dead +semver:minor (resolves #121)
- Introduce `PlayerMuter` class in `GameHandlers` for muting dead players and send appropriate messages
- Add `PlayerMuter` behavior to `CS2ServiceCollection` and organize mod behaviors
- Remove unnecessary debug print and simplify logic in `SilentAWPItem`'s `onWeaponSound` method
- Add reminder message in `en.yml` for dead players indicating they cannot be heard
- Add `DEAD_MUTE_REMINDER` message in `CS2Msgs.cs` to notify muted dead players
2025-10-14 11:41:41 -07:00
MSWS
cebf48a9e6 refactor: Refactor dict to use IDs, fix silent awp (#105)
- Change dictionary key types from `IOnlinePlayer` to `string` in `ListCommand` for consistency, using `executor.Id` as the key.
- Update method calls in `ListCommand` to align with new dictionary key types.
- Update `silentShots` dictionary in `SilentAWPItem` to use player IDs (`string`) instead of `IOnlinePlayer` objects.
- Modify `OnPurchase` method in `SilentAWPItem` to handle weapon management asynchronously.
- Add server logging for debug messages in `SilentAWPItem`.
2025-10-14 11:26:05 -07:00
MSWS
303b6de39c Working MAUL integration 2025-10-14 11:05:11 -07:00
MSWS
9f5e96ce33 Add MAUL compatability 2025-10-14 10:45:23 -07:00
MSWS
83e90deb44 refactor: Rename ChatHandler to TraitorChatHandler +semver:patch
- Update the traitor chat format label to pluralize "TRAITOR" to "TRAITORS" in `en.yml`
- Replace `ChatHandler` with `TraitorChatHandler` in `CS2ServiceCollection.cs` to enhance focus on traitor-specific chat functionality
- Rename `ChatHandler` to `TraitorChatHandler` and update to manage traitor roles in `ChatHandler.cs`
- Ensure message processing occurs only if the game is in progress or finished in `ChatHandler.cs`
- Modify command message handling in `ChatHandler.cs` to strip backslashes from messages
2025-10-14 10:01:25 -07:00
Isaac
658eecef02 feat: Add traitor chat (resolves #112, #114) (#120) 2025-10-14 09:04:42 -07:00
MSWS
c90af8dfcf feat: Implement traitor chat message formatting +semver:minor
- Add new message format function for traitor chat in CS2Msgs.cs
- Update ChatHandler.cs with new API modules and role-checking logic
- Modify onSay method in ChatHandler.cs to support traitor message formatting
- Add new chat format specification for traitors in en.yml
2025-10-14 09:01:03 -07:00
MSWS
6cd1788992 Start workon traitor chat 2025-10-14 08:42:25 -07:00
MSWS
1288ccbd7b Refactor & Reformat, fix Spectators preventing specific roles 2025-10-14 08:33:56 -07:00
MSWS
2596289f58 Fix unit tests 2025-10-14 07:18:37 -07:00
Isaac
59eea4bc6d Simplify perm checks, grammar update +semver:patch (#119) 2025-10-13 22:46:37 -07:00
MSWS
d13403d7a7 Simplify perm checking 2025-10-13 22:44:31 -07:00
MSWS
d4fa621a03 Fix color formatting 2025-10-13 22:16:59 -07:00
Isaac
cf6b42344f Balance Changes, Respawn On Countdown Start (#118)
- Buffed poison shots (3 -> 5 bullets)
- Nerfed healthshot price (25 -> 30 credits)
- Added role indicator in shop list
- Reduced Karma harshness
2025-10-13 21:42:52 -07:00
MSWS
969c872e48 Force logs to be run on main thread 2025-10-13 21:12:59 -07:00
MSWS
b2f19b7ac3 feat: Enhance log viewing with messaging and visibility logic +semver:minor
```
Enhance logging and visibility management in game commands and role handling

- Update `LogsCommand.cs` to integrate messaging and localization with `IMessenger` and `IMsgLocalizer`, and conditionally adjust player visibility using `IIconManager`.
- Add new localized message in `GameMsgs.cs` for player's log viewing activity, using player's name.
- Overload `SetVisiblePlayers` in `IIconManager.cs` to increase flexibility by accepting an `IOnlinePlayer` object.
- Implement `SetVisiblePlayers` in `RoleIconsHandler.cs` to improve player visibility and role management, and integrate rules for specific roles like `DetectiveRole` and `TraitorRole`.
- Modify `en.yml` to include a log message for when a player views logs alive.
```
2025-10-13 21:11:50 -07:00
MSWS
742e407bcf Add shop list footer 2025-10-13 20:55:17 -07:00
MSWS
f8c8e528e2 Buff poison shot amo (resolves #115) 2025-10-13 20:16:21 -07:00
MSWS
24bd3d5f40 Clear recipients of awp sounds 2025-10-13 19:51:49 -07:00
MSWS
f1ff53893f Add karma grants per round 2025-10-13 19:47:15 -07:00
MSWS
54c89e96c0 fix: Respawn players when game actually starts
```
- Improve player respawn logic in RoundTimerListener for better team handling and secure timer disposal.
- Enhance initial setup and end game logic in RoundBasedGame with robust role assignment, game state checks, and localization support.
- Increase default Healthshot item price in HealthshotConfig.
```
2025-10-13 19:19:42 -07:00
MSWS
46514a6016 Change comparator 2025-10-12 19:05:13 -07:00
MSWS
73a8f6a9f5 Restrict logs command behind permission 2025-10-12 18:16:52 -07:00
MSWS
f0c239f08e build: Change DI lifetimes for TExtension and ITerrorModule
- Change dependency injection lifetime for services implementing `TExtension` from scoped to singleton in `ServiceCollectionExtensions.cs`
- Register `ITerrorModule` as a transient service in `ServiceCollectionExtensions.cs`
2025-10-12 18:08:25 -07:00
MSWS
bafad884d9 Dont modify karma if killer is the victim 2025-10-12 17:49:30 -07:00
MSWS
1d7e2f7466 Update compass more frequently 2025-10-12 17:42:15 -07:00
MSWS
f9e3d2d324 perf: Refactor KarmaStorage for thread-safety and reliability
- Replace `Dictionary<IPlayer, int>` with `ConcurrentDictionary<string, int>` in `KarmaStorage.cs` for thread-safe operations.
- Introduce caching logic with semaphore for serialized writes in `KarmaStorage.cs`.
- Add periodic data flushing mechanism to the database with improved error handling in `KarmaStorage.cs`.
- Seal `KarmaStorage` class to prevent inheritance and ensure configuration loading precedes database operations.
- Improve error handling with logging and ensure reliable database connections in `KarmaStorage.cs`.
- Enhance thread safety and performance in `FlushAsync` and `Write` methods, improving idempotency and preventing race conditions.
- Increase robustness with null checks, additional validations, and modular code separation in `KarmaStorage.cs`.
2025-10-12 17:24:19 -07:00
Isaac
9ce90cccaa Additional Shop Items, Synchronous Events (#111) 2025-10-12 14:05:14 -07:00
Isaac
551f6a09ef Update TTT/CS2/Command/PlayerPingShopAlias.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-12 13:59:45 -07:00
MSWS
41db8f9444 Additional awaits 2025-10-12 13:54:56 -07:00
MSWS
361bbb0a49 Wait for async event completion 2025-10-12 13:52:17 -07:00
MSWS
228ea40cec feat: Add item sorting and player ping features +semver:minor
```
- Introduce `IItemSorter` interface across multiple components to enhance item sorting capabilities in shop commands.
- Enhance `ListCommand` with caching mechanisms, improved sorting logic, and item formatting adjustments for better performance and usability.
- Implement `PlayerPingShopAlias` for enhanced player interaction, including command listeners and shop command processing tied to player actions.
- Set default price for Silent AWP in `SilentAWPConfig` to standardize item pricing.
- Conduct significant cleanup and optimization in `PoisonShotsListener` to improve gameplay experience and reduce unnecessary debug messages.
```
2025-10-12 13:22:31 -07:00
MSWS
44f7283145 feat: Refactor PlayerDamagedEvent for enhanced accuracy
```
- Increase delay time in KarmaListenerTests to ensure proper karma update processing.
- Change `Event` class from abstract to concrete, and modify `Id` property implementation.
- Adjust CS2GameConfig timing settings for more balanced gameplay.
- Enhance PoisonShotsListener functionality with player health parameters and item removal.
- Make SimpleLogger methods virtual to improve subclass flexibility.
- Implement new logging capabilities in CS2Logger with Serilog integration.
- Enhance GiveItemCommand with new event handling for item purchases.
- Update DeagleTests for accurate simulation of weapon damage.
- Modify PlayerDamagedEvent structure for more precise damage calculations.
- Improve DamageStation logic to align with new damage handling.
- Refactor DamageCanceler for better code organization and cross-platform support.
```
2025-10-12 12:28:08 -07:00
MSWS
1a52daad7c Fix async event handler 2025-10-12 11:56:20 -07:00
MSWS
7d0d32998e feat: Refactor karma configs and add new settings
- Change database connection string constant name for consistency in `CS2KarmaConfig.cs`
- Extend description of minimum karma for clarification of its impact
- Refine descriptions of player actions related to karma for improved clarity
- Rename karma-related constants to generic terms for simplicity
- Introduce configurable warning window for low karma to prevent repeat warnings
- Add configurable karma delta values for in-game actions
- Update Load method to include new karma-related configurations
2025-10-11 20:53:49 -07:00
MSWS
3cda83932e feat: Refactor karma system for configurability
```
- Add detailed XML documentation comments to `KarmaConfig.cs` to improve code understanding and maintainability.
- Remove the default value of `MinKarma` in `KarmaConfig.cs`, making it a mandatory setting.
- Introduce new properties in `KarmaConfig.cs` for handling different karma scenarios in player interactions.
- Add a dependency on `TTT.API.Storage` in `KarmaListener.cs` for loading configurations.
- Replace hardcoded karma values in `KarmaListener.cs` with configurable options, enhancing flexibility and adaptability.
```
2025-10-11 20:50:24 -07:00
MSWS
7ea57d0a9b Reformat & Cleanup 2025-10-11 20:46:16 -07:00
MSWS
839be785f0 refactor: Refactor shop item removal to use generics
- Update `DeagleDamageListener.cs` to enhance type safety and address edge cases related to item removal and friendly fire logic.
- Improve the purchase validation logic in `Stickers.cs` using a type-specific item check.
- Refactor `Shop.cs` to use generic type parameters in item removal methods, enhancing type safety.
- Simplify `IShop.cs` by removing default implementations and focusing on type-based item checks.
- Enhance overall code clarity and maintainability with type-specific method improvements.
2025-10-11 20:42:40 -07:00
MSWS
8f0a273f79 refactor: Enhance EventBus validation and optimize role assign logic
```
- Introduce validation to `EventBus` listener methods to enforce `void` return type and enhance exception messaging for parameter constraints.
- Refactor `RoleAssignCreditor` to simplify execution path by making `OnRoleAssign` synchronous and handling asynchronous operations with `Task.Run`.
```
2025-10-11 20:23:06 -07:00
MSWS
cb6cb442b1 refactor: Refactor event dispatching to be synchronous +semver:minor
- Remove asynchronous calls and convert to synchronous dispatch in multiple files, improving performance and reducing complexity.
- Refactor `RoundBasedGame.cs` to enhance game state management, implement team victory determination, and ensure resource disposal.
- Update `IEventBus.cs` and `EventBus.cs` to change the dispatch method to synchronous operation, altering method return types.
- Modify karma-related tests and storage in `KarmaListenerTests.cs`, `KarmaStorage.cs`, and `MemoryKarmaStorage.cs` to reflect synchronization changes, ensuring correct behavior.
- Refactor `EventModifiedMessenger.cs` to improve message handling by switching to synchronous calls.
- Implement new karma penalty logic in `KarmaListener.cs` for certain actions, adjusting the handling and calculations of karma.
2025-10-11 20:01:40 -07:00
Isaac
cb2a5a8720 feat: Compass Item (resolves #80) (#108) 2025-10-09 18:55:36 -07:00
MSWS
10be465d33 Resolve merge / build issue 2025-10-09 18:17:10 -07:00
Isaac
a0720376d4 Merge branch 'dev' into feat/shop-compass
Signed-off-by: Isaac <git@msws.xyz>
2025-10-09 18:15:58 -07:00
Isaac
f5cb87d92c feat: Add Silent AWP item +semver:minor (resolves #105) (#110)
- Implement Silent AWP item functionality with
`SilentAWPServiceCollection` and `SilentAWPItem` class for `TraitorRole`
- Add Silent AWP shop item and related localized texts in `en.yml`
- Define message constants for Silent AWP in `SilentAWPMsgs.cs` for
internationalization
- Modify `GiveItemCommand.cs` to incorporate `OnPurchase` logic for item
purchases
- Manage player validity in `CS2AliveSpoofer.cs` by removing players
with null handles
- Enhance player detail replies in `IndexCommand.cs`
- Introduce messaging functionality in `BaseItem.cs` and use via
`Messenger` field
- Add Silent AWP service integration in `ShopServiceCollection.cs` and
`Traitor` config in `SilentAWPConfig.cs`
2025-10-09 18:14:57 -07:00
MSWS
bd6c15aca7 feat: Add Silent AWP item and related services +semver:minor
- Implement Silent AWP item functionality with `SilentAWPServiceCollection` and `SilentAWPItem` class for `TraitorRole`
- Add Silent AWP shop item and related localized texts in `en.yml`
- Define message constants for Silent AWP in `SilentAWPMsgs.cs` for internationalization
- Modify `GiveItemCommand.cs` to incorporate `OnPurchase` logic for item purchases
- Manage player validity in `CS2AliveSpoofer.cs` by removing players with null handles
- Enhance player detail replies in `IndexCommand.cs`
- Introduce messaging functionality in `BaseItem.cs` and use via `Messenger` field
- Add Silent AWP service integration in `ShopServiceCollection.cs` and `Traitor` config in `SilentAWPConfig.cs`
2025-10-09 18:07:05 -07:00
MSWS
7e5e34c500 Merge branch 'feat/shop-compass' of github.com:MSWS/TTT into feat/shop-compass 2025-10-09 15:04:21 -07:00
MSWS
8a886a158c Replace center with HTML specific call 2025-10-09 15:04:15 -07:00
MSWS
fc61682669 Merge branch 'dev' into feat/shop-compass 2025-10-08 21:02:54 -07:00
MSWS
d6e4655674 Update licenses 2025-10-08 21:02:40 -07:00
MSWS
c53a584113 Update licenses 2025-10-08 21:02:26 -07:00
MSWS
c56387d6e4 feat: Enhance compass configuration and logic
- Add new configuration fields in CompassConfig.cs to customize compass FOV and length
- Implement maximum range check and refactor angle calculations in CompassItem.cs
- Update distance descriptions in CompassItem.cs for thematic clarity
- Enhance code readability and maintainability in CompassItem.cs through refactoring
2025-10-08 20:53:30 -07:00
MSWS
1c8d1a5dd5 feat: Implement advanced compass and detection features +semver:minor
- Enhance `CompassItem` in `CompassItem.cs` with refined enemy detection, directional compass, and improved documentation.
- Add `TextCompass` utility class in `TextCompass.cs` featuring static method for compass line generation with direction normalization and cardinal placements.
2025-10-08 20:23:14 -07:00
MSWS
340dae1b16 Optimize role/team-based checks 2025-10-08 18:55:16 -07:00
MSWS
eff58ab2f1 Reformat & Cleanup 2025-10-07 20:54:29 -07:00
MSWS
acababeaf5 feat: Add compass itme +semver:minor (resolves #80)
```
Introduce Compass Item for Traitor Role

- Add a new configuration file `CompassConfig.cs` for the traitor-exclusive compass with default settings, including a price of 70 and a maximum range of 10,000.
- Integrate the `Compass` service into the shop by updating `ShopServiceCollection.cs` to support the new item.
- Extend `BaseItem.cs` with additional dependencies for game management, enhancing item functionality.
- Update localization in `en.yml` to include the "Player Compass" item, ensuring descriptions and structure accommodate the new addition.
- Create `CompassMsgs.cs` to manage compass-related messages with `SHOP_ITEM_COMPASS` and `SHOP_ITEM_COMPASS_DESC` for localization.
- Enhance vector handling in `VectorExtensions.cs` by adding nullability checks and support for nullable objects.
- Implement `CompassItem.cs` to support traitor-specific gameplay features like real-time radar updates and enemy tracking.
```
2025-10-07 20:46:32 -07:00
MSWS
f40b8ebef0 test: Fix BalanceClear unit tests relying on karma 2025-10-07 10:10:52 -07:00
MSWS
9a005c209a Cleanup & Reformat 2025-10-07 10:06:34 -07:00
MSWS
36914d01a5 refactor: Move BuyMenu handler into GameHandlers 2025-10-07 09:59:26 -07:00
MSWS
62e48e6c73 update(traitor): Buff hurt stations 2025-10-07 09:55:43 -07:00
MSWS
82a4c47dfb Merge branch 'main' into dev 2025-10-07 09:48:53 -07:00
MSWS
31f02ec7f0 ci: Cleanup release.yml 2025-10-07 09:48:48 -07:00
MSWS
36be427f56 Crash fixes for TeamChangeHandler 2025-10-05 17:17:53 -07:00
MSWS
8709d633b1 Fix one shot revolver improperly handling detective case 2025-10-05 00:36:33 -07:00
MSWS
1c63b3fbcc feat: Implement karma, team changes, and taser rewards
```
- Update PlayerKillListener to modify balance adjustments and simplify kill log messages.
- Add TeamChangeHandler to CS2ServiceCollection for managing team changes.
- Introduce TaseRewarder to ShopServiceCollection, enabling taser damage event handling.
- Make RoleAssignCreditor asynchronous and integrate karma-based credit adjustments.
- Update SpectatorRole assignment logic with new IRoleAssigner dependency.
- Make player parameter nullable in KarmaConfig's MaxKarma method.
- Refactor BuyListener to remove server chat notifications and streamline armor setting.
```
2025-10-04 22:53:11 -07:00
MSWS
f1521fc499 feat: Implement purchase handling and enhance karma update +semver:minor
- Update `KarmaStorage.cs` to increase karma update frequency and integrate Counter Strike features.
- Enhance `CS2ServiceCollection.cs` with new `BuyListener` behavior for handling purchase activities.
- Add `GetArmor` method in `PlayerExtensions.cs` to retrieve player armor and helmet status.
- Implement `BuyListener.cs` to manage player purchases, logging, and inventory adjustments.
2025-10-04 21:57:04 -07:00
MSWS
986f30c34f Remove all buyzones 2025-10-04 20:35:33 -07:00
MSWS
be6d79dcea test: Refactor damage events and enhance debug logging
- Simplify `PlayerDamagedEvent` instantiation by removing an unused parameter in `DeagleTests.cs` and `PlayerActionsTest.cs`.
- Update `HpLeft` calculation in `PlayerDamagedEvent.cs` to use a new formula for determining remaining health, improving damage calculation accuracy.
- Enhance debugging in `PoisonShotsListener.cs` by adding debug logs and null checks for more reliable damage event tracking.
- Refactor tests in `DeagleTests.cs` to verify unique item kill behavior after the first use.
2025-10-04 20:14:26 -07:00
MSWS
87d55aadd2 refactor: Refactor event handling and improve localization. +semver:minor
- Simplify `PlayerDamagedEvent` constructor and update health calculations for clarity and consistency.
- Add context to damage events in `DamageStation.cs` by including weapon property and streamline damage calculation logic.
- Enhance `PoisonShotsListener.cs` with localization support for weapon names, improve poison effect handling, and cleanup code for better maintainability.
2025-10-04 19:53:21 -07:00
MSWS
9efd37063b refactor: Refactor damage logic and event handling
- Refactor `OneHitKnifeListener` to set victim's health directly to zero for simplified one-hit kill logic.
- Add `PlayerDamagedEvent` in `DamageStation` to allow external interference in damage calculation and consider event modifications.
- Streamline `PlayerDamagedEvent` class by refactoring damage calculation logic and removing unnecessary properties and fields.
- Update `PoisonShotsListener` to include dependency on `IEventBus`, enhance poison effects, and dispatch relevant events such as `PlayerDamagedEvent` and `PlayerDeathEvent`.
- Remove `DamageEventTest` class, indicating a refactor or change in damage event management/testing strategy.
2025-10-04 19:04:24 -07:00
MSWS
3381722e7e feat: Enhance event handling and add player tracking features
```
- Update DamageStation.cs to enhance event handling and player interaction:
  - Integrate `IEventBus` for event dispatching.
  - Improve `onInterval` to provide health boosts, handle player deaths, and ensure sound commands are issued post-death event.
- Modify RoundBasedGame.cs to increase class extensibility:
  - Update variable access levels and rename to maintain consistency.
- Adjust OneHitKnife.cs to change service registration approach and extend functionality.
- Enhance DamageCanceler.cs with OS-specific cleanup logic and streamlined damage handling.
- Update OneHitKnifeListener.cs for improved damage calculation and to incorporate JetBrains annotations.
- Simplify station tracking and ownership in StationItem.cs and StationInfo.cs.
- Introduce EmitSoundCommand.cs to expand command module functionality.
```
2025-10-04 18:50:47 -07:00
Isaac
5565c72b5b Add Karma and One-Hit Knife Item (#103) 2025-10-04 09:53:53 -07:00
MSWS
36f9b7a600 Address unit test issues 2025-10-04 09:17:50 -07:00
MSWS
41c7a788d3 refactor: Refactor codebase for cleanup and async improvements
```
Refactor and optimize multiple components

- Remove obsolete attributes and unused dependencies in `IEventBus.cs`, `KarmaListener.cs`, `KarmaSyncer.cs`, and `ICommandManager.cs` to clean up code and improve maintainability.
- Enhance asynchronous event handling in `EventModifiedMessenger.cs` by integrating `await` for dispatch operations, improving consistency in message processing.
- Refine `CombatHandler.cs` logic with improved null-checking and better statistics handling, enhancing robustness during player events.
- Enable caching by default in `KarmaStorage.cs`, and update karmas asynchronously to boost performance.
- Simplify `Game/RoundBasedGame.cs` by removing unnecessary dependencies and improving state management and role assignment logic, enhancing game flow control.
```
2025-10-04 08:56:58 -07:00
MSWS
5d37e5d1ec feat: Add One-Hit Knife to Traitor shop +semver:minor (resolves #99)
- Add new shop item "One-Hit Knife" with description in `en.yml`
- Introduce `OneHitKnifeMsgs` class for handling localization messages related to "One-Hit Knife" item
- Implement `OneHitKnifeListener` class to handle game events for the "One-Hit Knife" item functionality
- Create `OneHitKnife` class, extending the item functionality for the `TraitorRole` with service integration
- Update `ShopServiceCollection.cs` to include "One-Hit Knife" in the item collection and shop services
- Add `OneHitKnifeConfig.cs` to define configuration settings including price and friendly fire options for the "One Hit Knife" feature
2025-10-04 08:40:19 -07:00
MSWS
741f2b8586 feat: Implement karma system enhancement features (resolves #47)
Implement enhanced Karma system functionalities and refactorings

- Update `KarmaConfig.cs` to make properties non-virtual and add immutability with "init" accessors, and introduce new configuration properties to support additional karma functionalities.
- Add `KarmaSyncer` behavior to `CS2ServiceCollection.cs` for managing Karma-related synchronization tasks.
- Enhance `SpectatorRole.cs` with an `OnAssign` method to facilitate role assignments and automatically convert players to spectators when needed.
- Filter player assignments in `RoundBasedGame.cs` to include only specific roles and refine non-traitor calculations to only consider assigned players.
- Introduce a comprehensive `KarmaSyncer` class in `Listeners/KarmaSyncer.cs` for managing Karma synchronization, including event handling for Karma updates and safe operations checks.
- Refactor `CS2KarmaConfig.cs` by simplifying structure, adding descriptive updates, and altering command usages related to Karma configurations.
- Remove `KarmaSyncer.cs` from `GameHandlers` to accommodate code restructuring and potential modality changes for player data management.
- Refactor and expand methods in `KarmaMsgs.cs` to adopt simpler expression-bodied syntax and create structured warning messages.
- Introduce dependency checks and reward temporal conditions in `PeriodicRewarder.cs` to ensure balanced issuance aligns with game progression.
- Enhance `KarmaBanner.cs` with new dependencies, tracking mechanisms, and advanced event handling for role assignments and karma-related notifications.
- Improve `KarmaListener.cs` by changing class inheritance, adding debugging capabilities, and switching to batch processing for Karma updates.
- Extend language file `en.yml` with additional warning messages targeting users with critically low Karma levels.
2025-10-04 08:27:21 -07:00
Isaac
e08cad21b3 Add remaining karma services / implementations (#102) 2025-10-04 07:09:34 -07:00
MSWS
ff4c8e76ff Reformat & Cleanup 2025-10-04 07:05:31 -07:00
MSWS
e8bb8564ad feat: Introduce Karma feature enhancements and .NET 8 update
```
- Update TTT/Plugin/Plugin.csproj to target .NET 8.0 and add Microsoft.Data.Sqlite reference
- Enhance TTT/CS2/CS2ServiceCollection.cs with new KarmaBanner mod behavior
- Add TTT/Karma/lang/KarmaMsgs.cs for Karma language messages handling
- Introduce configuration command in TTT/CS2/Configs/CS2KarmaConfig.cs for low karma actions
- Add old karma value property in TTT/Karma/Events/KarmaUpdateEvent.cs
- Implement KarmaBanner class in TTT/CS2/Listeners/KarmaBanner.cs for monitoring karma updates
- Develop new KarmaCommand class in TTT/Karma/KarmaCommand.cs for retrieving karma values
- Enhance TTT/Karma/KarmaStorage.cs with cache support and better SQL handling
- Introduce NameDisplayer OS check in TTT/CS2/GameHandlers/NameDisplayer.cs
- Add CommandUponLowKarma configuration in TTT/Karma/KarmaConfig.cs
- Register KarmaCommand in TTT/Karma/KarmaServiceCollection.cs
- Create English language file TTT/Karma/lang/en.yml for Karma messages
```
2025-10-04 07:00:08 -07:00
MSWS
58cb208c1d feat: Add Karma configuration and async event handling +semver:minor
```
Implement Karma Configuration and Improve Event Handling

- Add `IStorage<KarmaConfig>` service registration in `CS2ServiceCollection`, enhancing support for karma configurations.
- Make `KarmaUpdateEvent` dispatch asynchronous in `KarmaStorage`, and improve error checking for database connections.
- Introduce `CS2KarmaConfig`, a new configuration class with settings for managing karma, including connection strings and value limits.
- Convert karma properties and methods to virtual in `KarmaConfig`, allowing for potential overrides in derived classes.
```
2025-10-04 06:03:34 -07:00
MSWS
a546a8b22e feat: Migrate to SQLite and cleanup KarmaSyncer logic +semver:minor
- Update `Karma.csproj` to include Microsoft.Data.Sqlite and SQLite packages.
- Refactor `KarmaSyncer.cs` by removing the unused `IPlayerFinder` initialization, adding the `UsedImplicitly` attribute, and streamlining player validation logic.
- Change database backend in `KarmaStorage.cs` from MySQL to SQLite.
- Define a default value for the `DbString` property in `KarmaConfig.cs`.
- Adjust service configuration in `KarmaServiceCollection.cs` by modifying `IKarmaService` registration and introducing `KarmaListener`.
2025-10-04 05:58:49 -07:00
Isaac
05daee24a4 Shop and gameplay expansion: new items, localization, periodic rewards, command refactor (#94)
**Summary**

This PR delivers a substantial TTT update that expands the shop, refines
gameplay flow, and improves player feedback. It adds multiple new items
with CS2-specific behavior, introduces a periodic reward system,
implements configurable sounds and full localization, and cleans up
internal command and event handling.

**Scope**

* 56 commits
* 117 files changed
* +2,518 −301

**Why**

* Broaden traitor and detective toolkits to increase strategic variety.
* Make messaging consistent and translatable.
* Reduce friction in command handling and event wiring.
* Close a set of outstanding issues.

**Highlights**

New items and features

* C4 item with CS2 configuration (resolves #79).
* M4A1 item and storage support (resolves #71).
* Traitor gloves item (resolves #81).
* Camouflage item with async fix.
* Poison shots with enhanced effects and feedback (resolves #75).
* Poison smoke (resolves #74).
* Armor item (resolves #67).
* Taser item (resolves #69).
* Healthshot and role reveal (resolves #98).
* Body Paint item and service registration with default config.
* Periodic reward system for players (resolves #97).
* Credits granted for kills and identifications with tuned penalties.

Player experience

* Configurable sound support.
* Full localization for commands and messages.
* Increased HUD font size and adjusted text positioning.
* Shop prefix and HUD tweaks. Skull hidden in HUD.

Core refactors

* Command execution support on main thread. Command structure
consolidated and clarified.
* Round timer and C4 event handling refactored. Old C4 listener logic
removed.
* Event namespaces and item handling reorganized.
* Name formatting utilities updated.

Stability and fixes

* Shop events now reliably fire.
* Role assignment logging corrected.
* Credits no longer overridden by balance clearer.
* Various cleanup, reformatting, and unused line removals.

Administrative

* Licenses updated for new dependencies and content.
* Multiple merges and resyncs with main to keep branch current.

**Configuration changes**

* New item configs: C4, M4A1, Gloves, Camouflage, Poison Shots, Poison
Smoke, Armor, Taser, Healthshot, Body Paint.
* Added localization keys for new messages, commands, and out-of-ammo
lines.
* Sound configuration is now user configurable.
* Station role behavior updated to support Poison Smoke changes.

**API and plugin touchpoints**

* Storage and plugin modules extended for M4A1Config.
* PlayerKillListener added and registered.
* BodyPaint service registered and applied by default where configured.

**Testing**

* Unit and runtime checks for:

  * Shop purchase flows for each new item.
  * Command execution on main thread and permission checks.
  * Credits earn and clear at round transitions.
  * Poison effects timing, damage application, particles, and feedback.
  * HUD text size and positions across common resolutions.
  * Localization fallback behavior for missing keys.
* Manual CS2 tests for C4 behavior and item equips.
* Verified shop events fire for buy, equip, and use.
2025-10-04 05:50:51 -07:00
MSWS
84230fd231 Improve prop drag line appeareance (resolves #96) 2025-10-04 05:40:10 -07:00
MSWS
fdfc0cc3bd Update phrasing in role reveals 2025-10-04 05:31:01 -07:00
MSWS
7fc0f21fa4 fix: Poison shots carrying over rounds (resolves #101)
```
Enhance poison effect management and resource disposal

- Improve resource management in `PoisonSmokeListener.cs` by ensuring proper disposal of poison smoke timers, clearing the timer list upon disposal, and ensuring termination of damage effects according to configuration settings. Remove unnecessary debug output for cleaner logs.
- Refactor `PoisonShotsListener.cs` to reset poison shot data and improve disposal logic. Enhance poison shot usage management and streamline game mechanics related to poison damage and effects, ensuring a more efficient game experience.
```
2025-10-04 05:28:56 -07:00
MSWS
ed7ad35b85 Address concurrent modification issue 2025-10-04 05:25:55 -07:00
MSWS
e6009dd75a Price tweaks 2025-10-04 05:22:10 -07:00
MSWS
b295fc45a2 Suppress bomb planting notification 2025-10-04 05:02:38 -07:00
MSWS
385f87ad12 Reformat & Cleanup 2025-10-04 03:47:57 -07:00
MSWS
6aedbeb3fb Adjust shop prefix 2025-10-04 03:38:40 -07:00
MSWS
2d078e4dfa Adjust periodic reward 2025-10-04 03:36:54 -07:00
MSWS
ff3dd9563e feat: Add periodic reward system +semver:minor (resolves #97)
```
- Modify `DamageStation.cs` to check `_Config.TotalHealthGiven` before health comparison and improve `onInterval` method for better clarity and robustness.
- Enhance `ShopServiceCollection.cs` by adding `PeriodicRewarder`, introducing periodic rewards functionality.
- Update `StationConfig.cs` by setting `TotalHealthGiven` to 0 and increasing `StationHealth` from 100 to 1000, enhancing station durability.
- Implement `PeriodicRewarder.cs`, a new class for issuing periodic rewards to players using dependency injection and a timed approach.
- Introduce new properties `CreditRewardInterval` and `IntervalRewardAmount` in `ShopConfig.cs` to define frequency and amount of periodic rewards, supporting a new credit accumulation strategy.
```
2025-10-04 03:36:11 -07:00
MSWS
8126dfea21 Hide skull in HUD 2025-10-04 03:20:56 -07:00
MSWS
e158bbbd77 feat: Add Healthshot and role-reveal +semver:minor (resolves #98)
Enhance Game Messaging and Item Functionality

- Update `GameMsgs.cs` to add new messages for role reveal on death and traitor reveal, ensuring consistency with message factory use.
- Add "Health Shot" item to `en.yml`, enhancing shop content with healing capabilities.
- Refine `RoundBasedGame.cs` to improve game state transitions, event handling, and winning team determination.
- Create `HealthshotConfig.cs` for configuring "Health Shot" item specifics, including pricing and weapon identifiers.
- Modify `BuyCommand.cs` to implement main thread execution and enhance item search logic for partial matches.
- Introduce `TraitorBuddyInformer` class to inform traitors of their allies during rounds.
- Expand `OutOfRoundCanceler.cs` logic to allow damage events in finished game states.
- Add `PlayerDeathInformer` class for revealing player killers, enhancing game event transparency.
- Introduce and register `HealthshotItem` within the shop, defining purchase logic and localized messaging.
- Remove redundant debug information from `PoisonSmokeListener.cs`, optimizing poison effect logic.
2025-10-04 02:55:08 -07:00
MSWS
e382302911 Reformat & Cleanup 2025-10-04 00:45:57 -07:00
MSWS
75690ee64b feat: Add Poison Smoke feature and refactor station roles (resolves #74)
Introduce Poison Smoke Item and Enhance Role Configurations

- Create `CS2PoisonSmokeConfig.cs` to configure the new Poison Smoke item, defining parameters like price, damage, and sound effect.
- Update `CS2ServiceCollection.cs` to handle poison smoke configuration using new implementations.
- Add `PoisonSmokeMsgs.cs` to define messages for the Poison Smoke item, facilitating localization.
- Enhance `DamageStation.cs` with role management by excluding `TraitorRole` from damage and adding sound feedback.
- Implement `PoisonSmokeListener.cs` to manage poison smoke events with dependencies and scheduled effects.
- Refactor `StationItem.cs` to introduce a generic role parameter, increasing flexibility.
- Update `HealthStation.cs` to specify the detective role with the generic `StationItem`.
- Introduce new configuration files for the traitor's poison smoke in `Traitor/PoisonSmokeConfig.cs`, detailing item properties.
- Simplify `ListCommand.cs` by adjusting item formatting logic for consistency.
- Update `PoisonShotsListener.cs` to handle refined poison configurations.
- Create `PoisonSmokeItem.cs` to define and manage the Poison Smoke item with dependency injection and role restrictions.
2025-10-04 00:43:53 -07:00
MSWS
dadd7b31a1 feat: Increase font size and adjust text positioning
- Increase default font size in TextSetting.cs for improved visibility
- Adjust world units per pixel in TextSetting.cs for better text scaling
- Modify text hat positioning in TextSpawner.cs relative to player’s rotation
2025-10-03 23:50:17 -07:00
MSWS
697c7f5d6b refactor: Refactor commands and enhance item handling +semver:minor
- Enhance `BuyCommand` with usage guidance and unified query logic
- Improve `ListCommand` with async task handling, dependency injections, and enhanced filtering and sorting based on player roles and game state
- Introduce a shorthand alias for `ShopCommand` balance and add usage property for better command guidance
- Upgrade `RoleIconsHandler` event handling, visibility management, and hot-reload logic
- Implement standard pricing and new properties in Traitor and Detective configuration files; adjust color mapping for health display
- Improve player equality handling by implementing `IEquatable` in `CS2Player` and `IPlayer` classes
2025-10-03 23:38:21 -07:00
MSWS
559718621f feat: Implement main thread command execution support +semver:minor
- Integrate `CounterStrikeSharp.API` in `BuyCommand.cs` for enhanced shop functionality.
- Refactor health color calculation in `HealthStationConfig.cs` to increase intensity as health increases.
- Revamp `CS2CommandManager.cs` with improved synchronous command processing and robust exception handling.
- Add `MustBeOnMainThread` property in `ICommand.cs` to manage command execution context.
- Update `ShopCommand.cs` to refine execution flow and description formatting.
- Revise logical comment and color calculation in `DamageStationConfig.cs` for correctness.
- Enhance clarity in `PlayerKillListener.cs` by refining event handling messages.
2025-10-03 22:59:25 -07:00
MSWS
d84e581392 feat: Localize balance command messages +semver:minor
```
- Update `BalanceCommand.cs` to include message localization and update reply format
- Refactor `Shop.cs` logging methods and simplify item handling
- Enhance `ShopMsgs.cs` with message prefix logic and credit prefix determination
- Update `en.yml` with consistent shop prefix and add new balance display message
```
2025-10-03 22:29:49 -07:00
MSWS
640924d2a2 fix: Fixed credits being overriden by balance clearer
```
- Modify RoundShopClearer to reset balances and items only when the game state is "FINISHED"
- Add debug logging and correct logic in PlayerKillListener to improve event handling
- Comment out obsolete Roles property in TestPlayer
- Enhance debug logging and initialize item lists correctly in Shop
- Update BalanceClearTest with role-related imports and new test for role assignments
```
2025-10-03 22:09:56 -07:00
MSWS
d6da16e537 Register PlayerKillListener 2025-10-03 21:50:24 -07:00
MSWS
c223f3994b feat: Add Taser item +semver:minor (resolves #69)
```
- Integrate Taser functionality into the Shop module by updating the `ShopServiceCollection.cs` to include the Taser item in the shop services.
- Add a new `TaserConfig` file to define default configurations for the taser item in `TTT/ShopAPI/Configs`.
- Update `en.yml` to include localization for the new Taser item with its description.
- Introduce `CS2TaserConfig` for advanced configuration management of taser items within the CS2 module, and integrate it into `CS2ServiceCollection.cs`.
- Implement the `TaserItem` class in `TTT/Shop/Items/Taser` along with the supporting `TaserMsgs` class for handling messages related to the taser in the shop.
```
2025-10-03 21:47:59 -07:00
MSWS
8d0b4878f1 feat: Add armor item (resolves #67)
```plaintext
Add comprehensive armor functionalities and improvements

- Introduce `ArmorConfig` class to configure shop items with default armor and helmet settings.
- Create `ArmorMsgs` class to handle message creation for armor-related items in the game.
- Enhance `PlayerExtensions` with new `SetArmor` method and improve `SetColor` handling and state management.
- Register armor services within `ShopServiceCollection` to integrate armor features into the shop framework.
- Refactor `RoundTimerListener` for improved readability and consistency in round-ending logic.
- Include "Armor with Helmet" in the language file with its description for better item localization.
- Develop `ArmorItem` class to manage armor items, incorporating configuration, purchase logic, and localization.
```
2025-10-03 21:38:37 -07:00
MSWS
b1155a18ba feat: Enhance poison shot effects and player feedback +semver:minor
- Enhance `PoisonShotsListener.cs` by adding utility functions, refining weapon event handling, and improving player feedback with configurable effects and sounds.
- Update `PoisonShotMsgs.cs` to include personalized messages for poison hit events by leveraging the player's name.
- Refactor `GiveItemCommand.cs` for improved targeting and async item delivery, adding clearer command usage instructions.
- Add a new localization message in `en.yml` for poison shot hit feedback.
- Modify `PoisonShotsConfig.cs` to adjust damage interval and introduce configurable sound and color for poison effects.
2025-10-03 21:22:21 -07:00
MSWS
c134289990 Add locale for running out of shots 2025-10-03 21:10:16 -07:00
MSWS
d8323f4c64 fix: Body Paint and Poison Items
- Remove event handler for item purchases in `BodyPaintListener` and enhance logic for body identification and use tracking
- Integrate `IPluginModule` interface in `PoisonShotsListener` and refactor poison shot handling to improve inventory management and dependency injection
- Update `PoisonShotsItem` to use specific configuration and storage mechanisms
- Register PoisonShots service in `ShopServiceCollection` to expand shop functionalities
2025-10-03 21:06:15 -07:00
MSWS
a1f5c27660 Register poision shots, fix m4a1 internal weapon 2025-10-03 20:34:54 -07:00
MSWS
8ed094b8fc Remerge main 2025-10-03 00:44:11 -07:00
MSWS
07fc47803d Update prompt again 2025-10-03 00:42:47 -07:00
MSWS
e71d255409 feat: Add poison shots +semver:minor (resolves #75)
```
- Add new configuration for poison shots in `Traitor/PoisonShotsConfig.cs` to manage properties like price, damage, and total shots.
- Implement `PoisonShotsListener` in the game to handle item usage, apply poison effects, and ensure resource management.
- Create `PoisonShotsItem` class to introduce a new item restricted to the Traitor role, integrating it with shop functionalities.
- Update `lang/en.yml` to include a new shop item description for "Poison Shots".
- Define message constants for poison shots in `PoisonShotMsgs.cs` to facilitate localization and UI display.
```
2025-10-03 00:39:42 -07:00
MSWS
acc48db327 Resync with main 2025-10-03 00:03:30 -07:00
MSWS
c7b5460b35 Update CONTRIBUTING.md 2025-10-03 00:03:08 -07:00
MSWS
afe44097c3 Change to AGPL License, update README 2025-10-02 23:58:13 -07:00
MSWS
8e9ec76975 Populate dictionary prior to adding 2025-10-02 23:44:45 -07:00
MSWS
63cd3e782f Apply default config to body paint 2025-10-02 23:44:00 -07:00
MSWS
a1acb91151 Register body paint service 2025-10-02 23:42:59 -07:00
MSWS
355f39a12a refactor: Add Body Paint, refactor namespaces +semver:minor (resolves #82)
```
- Add descriptions and labels for "Body Paint" in English language file
- Update Detective's DNA Scanner and Sticker configurations for improved namespace specificity
- Implement BodyPaintMsgs class for handling body paint item messages
- Introduce BodyPaintListener for handling body paint purchase and usage events
- Restructure PlayerEvent files to align with new ShopAPI directory and namespace
- Add BodyPaintConfig for shop item configuration with default settings
```
2025-10-02 23:29:11 -07:00
MSWS
87815d099e Append Item to 1ShotDeagle Class, start work on BodyPaintItem 2025-10-02 23:08:00 -07:00
MSWS
6f904df564 Fix role assignment logging 2025-10-02 21:18:39 -07:00
MSWS
42a2fc2caf Fix gloves item (ref #81) 2025-10-02 18:49:43 -07:00
MSWS
306be07e8f Reformat and Cleanup 2025-10-02 18:30:21 -07:00
MSWS
233396fbd1 refactor: Refactor round timer and remove C4 listener logic
- Adjust handling of round win conditions in `RoundTimerListener.cs` by adding commands to ignore and re-enable conditions during round end process; improve round end subscription logic and add `Dispose` method to clean up resources.
- Remove addition of `C4Listener` from the service collection in `C4ShopItem.cs`.
- Delete `C4Listener.cs`, removing event handlers for bomb-related events.
2025-10-02 15:50:08 -07:00
MSWS
a1194008ad feat: Refactor name formatting and add C4 event handling +semver:minor
```
- Refactor `CS2Player.cs` to improve name formatting with `CreatePaddedName`, eliminating redundant methods and enhancing alignment.
- Integrate `C4Listener` into `C4ShopItem.cs` for improved C4 item handling in the shop.
- Comment out the `RoundEnd_GameEndHandler` registration in `CS2ServiceCollection.cs` to potentially defer its functional roles.
- Refactor `EndRound` method in `RoundUtil.cs` to utilize `VirtualFunctions.TerminateRoundFunc`, comment out obsolete implementations.
- Update `RoundTimerListener.cs` to incorporate `System.Reactive.Concurrency`, optimize round timing logic, and introduce resource disposal to prevent leaks.
- Implement `C4Listener.cs` to handle bomb events and announce activities, enhancing player communication.
- Simplify `StationItem.cs` by removing unused imports and redundant debug announcements while maintaining core functionality.
- Adjust `RoundBasedGame.cs` to ensure the game state is accurately set to `IN_PROGRESS` post player preparation, without changing game flow logic.
```
2025-10-02 15:21:43 -07:00
MSWS
5bc52acf3c Fix shop events not being called 2025-10-02 13:35:42 -07:00
MSWS
9a6af7acab feat: Add M4A1Config support to storage and plugin modules +semver:minor
- Add support for M4A1Config storage in CS2ServiceCollection by including a new `AddModBehavior` for `IStorage<M4A1Config>`
- Implement a new configuration class for the M4A1 shop item in CS2M4A1Config with storage and plugin module interfaces
- Define static configuration variables with validators for price, clear slots, and associated weapons in CS2M4A1Config
- Implement plugin initialization methods and register fake config variables in CS2M4A1Config
- Load configuration in CS2M4A1Config, parsing clear slots and weapons from strings into arrays, with nullable type inference and asynchronous processing
2025-10-02 13:08:31 -07:00
MSWS
8cc241bcca Fix camo applying asynchronously 2025-10-02 13:05:12 -07:00
MSWS
cab156184c Tweak credit penalty 2025-10-02 11:04:09 -07:00
MSWS
9ee69a0b28 feat: Add credits given for killing / identifying +semver:minor
```
- Refactor balance deduction in Shop.cs to use `AddBalance` method for improved consistency and added player notification for successful purchases.
- Enhance BuyCommand.cs by updating Execute method to return Task.FromResult, adding a health check, and modifying item search logic for better accuracy.
- Update PlayerKillListener.cs to extend from BaseListener, integrate ShopAPI, and add methods for handling on-kill and body identification events with balance adjustments.
- Use JetBrains.Annotations in RoleAssignCreditor.cs for potential external or reflective method use, adding UsedImplicitly attribute for OnRoleAssign method.
- Extend ShopMsgs.cs and en.yml with new purchase success messages including item names, improving player feedback.
```
2025-10-02 11:03:03 -07:00
MSWS
e529229200 Update licenses 2025-10-01 23:46:52 -07:00
MSWS
e7dc5c02fe feat: Add camouflage item +semver:minor (resolves #73)
- Add `CamouflageItem` class for managing camouflage items in the game
- Implement `AddCamoServices` in service collection extension for mod behavior
- Introduce configuration loading for camouflage settings with `IStorage<CamoConfig>`
- Provide localization for item name and description
- Implement purchasing logic: visibility settings and ownership check in `CamouflageItem`
- Add "Camouflage" item and description to the language file
- Expand shop services to include camouflage features via `AddCamoServices`
- Establish `CamoConfig` in `ShopAPI` with default pricing and visibility properties
- Create `CamoMsgs` class for managing camouflage item messages
2025-10-01 23:34:05 -07:00
MSWS
522e42a5ff Reformat & Cleanup 2025-10-01 23:26:30 -07:00
MSWS
871500fbdc Cleanup unused lines 2025-10-01 23:21:39 -07:00
MSWS
f023d36aa9 Update CS2 impl 2025-10-01 23:10:58 -07:00
MSWS
a185b217e0 feat: Add traitor gloves item and reorganize configs. (resolves #81)
- Add new "Gloves" item to traitor shop with localization and descriptions
- Allow modification of `Killer` property in `IBody.cs` for enhanced gameplay flexibility
- Reorganize configuration files under relevant directories for better clarity (e.g., HealthStationConfig, DnaScannerConfig)
- Introduce `GlovesListener` class to handle event-driven interactions for the "Gloves" item
- Implement traitor-specific configurations and services for items like C4 and gloves, including default pricing and usage limits
2025-10-01 23:09:43 -07:00
MSWS
dbfd360c6c feat: Add M4A1 shop item +semver:minor (resolves #71)
```
Add M4A1 Item to Shop with Configuration and Localization

- Add TTT/Shop/Items/M4A1/M4A1Msgs.cs to manage localized messages for the M4A1 item.
- Update TTT/Shop/lang/en.yml with a new shop item "M4A1 Rifle and USP-S" and its description.
- Modify TTT/Shop/ShopServiceCollection.cs to include M4A1 services and adjust service ordering for better organization.
- Introduce TTT/ShopAPI/Configs/M4A1Config.cs for setting up the M4A1 item configuration, including price and weapon slots.
- Create TTT/Shop/Items/M4A1/M4A1ShopItem.cs to define the M4A1 shop item with purchase and inventory management logic.
```
2025-10-01 22:47:05 -07:00
MSWS
4a64741a8e Add CS2-specific configuration of C4 item 2025-10-01 22:20:14 -07:00
MSWS
7372ffda45 feat: Add C4 item for TraitorRole in shop +semver:minor (resolves #79)
- Add C4Msgs class for localization of C4 shop item in the Traitor category
- Introduce C4ShopItem class with methods for purchase, limitations, and role restriction handling
- Update ShopServiceCollection to include C4 service for Traitor role
- Introduce C4Config class for configuration of C4 shop items with various properties
- Add English localization entry for "C4 Explosive" shop item with description
2025-10-01 22:16:03 -07:00
MSWS
9ea9c78208 Remove extra spacing in DNA locale 2025-10-01 22:02:59 -07:00
MSWS
85601f1fc0 feat: Implement configurable sound and localization support
- Add configuration for `UseSound` property in `DamageStationConfig` and `HealthStationConfig`
- Implement localization support in `HealthStation.cs` by replacing hardcoded strings with localized messages
- Introduce `UseSound` abstract property in `StationConfig`
- Update localization files with new shop items and descriptions in `lang/en.yml`
- Create `StationMsgs.cs` to manage station-related item messages via a factory pattern
- Enhance `DamageStation.cs` for internationalization and configurable sound settings
- Annotate unused or implicitly used methods in `StickerListener.cs` with `[UsedImplicitly]`
2025-10-01 22:02:12 -07:00
MSWS
ddf52f057d Update from main 2025-10-01 21:50:19 -07:00
MSWS
63c4e9b7d8 Update prompt again 2025-10-01 21:49:59 -07:00
MSWS
e317e9418e Include subsequent merge info when generating release notes 2025-10-01 21:46:48 -07:00
Isaac
e39b19930c Additional Shop Item Implementations 2025-10-01 20:40:16 -07:00
Isaac
c2ecba1847 Merge branch 'main' into dev 2025-10-01 20:39:01 -07:00
Isaac
354ccf2fbe Update TTT/Shop/Items/Detective/Stickers/Stickers.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Signed-off-by: Isaac <git@msws.xyz>
2025-10-01 20:38:03 -07:00
Isaac
9d1a7f5618 feat: Integrate ShopAPI and add station item features +semver:minor (resolves #84) (#92)
```
- Integrate ShopAPI into various components including PlayerPurchaseItemEvent, DnaScanner, and multiple stations for improved shop functionalities.
- Introduce new HealthStationConfig and DamageStationConfig for configuring health and damage-related station items.
- Update CS2 project to target .NET 8.0 and enable advanced C# features, while removing outdated folder references for streamlined project structure.
- Correct namespace declarations across multiple files, enhancing consistency and organizational clarity within the codebase.
- Add new or updated commands and extensions, such as SetHealthCommand, to improve player health management and interaction.
- Enhance localization features by importing TTT.Game.lang across various roles, commands, and logging implementations.
- Incorporate new logic in DNA scanning and station interactions, including damage dealing and healing over time based on player proximity.
```
2025-10-01 19:13:36 -07:00
MSWS
ea62b312be Update unit tests 2025-10-01 19:12:10 -07:00
MSWS
6778531312 feat: Integrate ShopAPI and add station item features +semver:minor
```
- Integrate ShopAPI into various components including PlayerPurchaseItemEvent, DnaScanner, and multiple stations for improved shop functionalities.
- Introduce new HealthStationConfig and DamageStationConfig for configuring health and damage-related station items.
- Update CS2 project to target .NET 8.0 and enable advanced C# features, while removing outdated folder references for streamlined project structure.
- Correct namespace declarations across multiple files, enhancing consistency and organizational clarity within the codebase.
- Add new or updated commands and extensions, such as SetHealthCommand, to improve player health management and interaction.
- Enhance localization features by importing TTT.Game.lang across various roles, commands, and logging implementations.
- Incorporate new logic in DNA scanning and station interactions, including damage dealing and healing over time based on player proximity.
```
2025-10-01 19:08:30 -07:00
MSWS
8ab4328d9b Fix YML 2025-10-01 15:01:35 -07:00
MSWS
c5a91f334d refactor: Improve item not found handling and code readability
- Add a new message for item not found in `en.yml` to enhance user error feedback
- Clean up `GiveItemCommand.cs` by importing `TTT.Locale` and removing debug messages
- Improve `CS2AliveSpoofer.cs` readability with better conditional logic and early return handling
- Enhance `BuyCommand.cs` by removing redundant searches and utilizing localization for consistency
- Change `DecayTime` in `DnaScannerConfig.cs` from 3 minutes to 10 seconds for faster testing
2025-10-01 14:55:28 -07:00
MSWS
b2f4474e8f Reformat 2025-10-01 14:39:15 -07:00
Isaac
8aee59a87e Feat/dna (resolves #87) (#91) 2025-10-01 14:21:04 -07:00
MSWS
e27bddf8e2 feat: Implement enhanced DNA scanner messaging +semver:minor
- Clean up `ShopAPI.csproj` by removing redundant project references.
- Remove the DNA Scanner item and its description from the English language file in `Shop`.
- Streamline `DnaScanner.cs` by eliminating an unnecessary using directive.
- Enhance `DnaListener.cs` to improve messaging logic with role information and implement new message templating for DNA scans.
- Refactor `DnaMsgs.cs` by adjusting namespaces and adding message properties for enhanced DNA scan functionalities.
- Update `CS2.csproj` by removing a duplicate project reference.
- Expand `en.yml` in `CS2` with translations for DNA scanner items and messages for DNA scanning, including specific scenarios involving suicide.
2025-10-01 14:17:27 -07:00
MSWS
4514e9baa0 feat: Introduce DNA scanner functionality
- Extend functionality in `DnaListener.cs` by adding dependency injection and enhancing the `OnPropPickup` event handler with player and body checks.
- Add `TimeOfDeath` property to `CS2Body.cs` for improved tracking of body creation time.
- Introduce `DnaScannerServiceCollection` in `DnaScanner.cs` for better service management and mod behavior registration.
- Extend `IBody` interface with `TimeOfDeath` to track deceased player identification time.
- Update `ShopServiceCollection.cs` to integrate `AddDnaScannerServices`, enhancing shop capabilities with DNA scanner features.
2025-10-01 11:23:31 -07:00
MSWS
67755c36c6 Tweak AI prompt and input 2025-09-30 18:25:18 -07:00
MSWS
eaf1ab627e Begin work on adding CS2-specific items
```
- Rename and reorganize directories for DNA-related items to new path under "CS2/Items/DNA"
- Relocate RoleRestrictedItem.cs while maintaining its original functionality
- Move and update DnaListener.cs with a low-priority event handler and add an execution order comment
- Rename BaseItem.cs file path as part of project structure reorganization
- Update CS2.csproj by adding "Items\" folder and correcting duplicate project reference
```
2025-09-30 18:22:13 -07:00
MSWS
57bef00055 Refactor Shop api into its own project, separate from impl 2025-09-30 18:18:07 -07:00
MSWS
7dd6d4dd38 Finalize stickers (resolves #89) 2025-09-30 17:46:52 -07:00
MSWS
f1cce6c230 Fix windows-specific issues 2025-09-30 17:32:42 -07:00
MSWS
922f121009 refactor: Add IIconManager and Sticker features +semver:minor
```
- Rename property `Name` to `Id` across various commands and classes for consistency and clarity, affecting files like `Test/SetRoleCommand.cs`, `GameHandlers/KarmaSyncer.cs`, and `Command/Test/TestCommand.cs`.
- Add new interface `IIconManager` to manage player visibility with methods for handling up to 64 players using a bitmask in `API/Player/IIconManager.cs`.
- Introduce `ShowIconsCommand` and `IndexCommand` classes to enhance game command functionality, leveraging the new `IIconManager` for icon management.
- Implement a new shop item "Stickers" with associated classes `Stickers.cs`, `StickerListener.cs`, and `StickerMsgs.cs`, providing role-revealing capabilities for detective players.
- Refactor shop item and command structures to use a new `BaseItem` abstract class, enhancing code organization and inheritance patterns.
- Update logging in `Plugin/TTT.cs` to use `Id` instead of `Name` for module identification, standardizing log outputs.
- Adjust visibility and color duration settings in `Listeners/ScreenColorApplier.cs` for improved gameplay feedback.
- Refactor service registration and command handling to remove redundancies and improve icon manager integrations in files like `CS2ServiceCollection.cs` and `Command/Test/ScreenColorCommand.cs`.
```
2025-09-30 17:00:57 -07:00
MSWS
2a0924138f Tweak 1-shot weapon defaults 2025-09-30 13:03:30 -07:00
Isaac
a4dc781ee4 Feat/one shot revolver (resolves #66) (#90) 2025-09-30 11:15:24 -07:00
MSWS
935b430769 refactor: Enhance purchase messaging system with localization
- Add new localized messages for shop interactions in `TTT/Shop/lang/en.yml`
- Implement `PurchaseResultExtensions` in `TTT/Shop/Shop/PurchaseResult.cs` to translate purchase outcomes to user-friendly messages
- Streamline and optimize purchase process in `TTT/Shop/Commands/BuyCommand.cs`
- Localize error messages and improve test setup in `TTT/Test/Shop/Commands/BuyTest.cs`
- Update `TTT/Shop/Shop.cs` to use localized messages and enhance error handling logic
2025-09-30 11:13:25 -07:00
MSWS
9dd4414733 Tweak restrictions on deagle config 2025-09-30 10:59:04 -07:00
MSWS
dce4edd6a4 feat: Make friendly fire configurable
```
- Introduce a new configuration variable in `CS2OneShotDeagleConfig.cs` to determine if the shooter should be killed upon friendly fire, and update the `Load` method accordingly.
- Add a static message `SHOP_ITEM_DEAGLE_HIT_FF` in `DeagleMsgs.cs` for handling new Deagle functionality messages.
- Rename "One-Hit Deagle" to "One-Hit Revolver" in `en.yml` and update description and messages for consistency.
- Refactor friendly fire logic in `DeagleDamageListener.cs` by integrating nested conditions and simplifying weapon verification logic for damage events.
- Add `KillShooterOnFF` configuration option in `OneShotDeagle.cs` to manage shooter consequences on friendly fire.
```
2025-09-30 10:57:22 -07:00
MSWS
324711acb9 Working deagle impl +semver:minor 2025-09-30 10:34:47 -07:00
MSWS
85ae2c4210 Add reverse cache to CCPlayerConverter 2025-09-30 09:52:12 -07:00
Isaac
2e6743c25d Miscelleaneous Tweaks
<p dir="auto">This pull request appears to be a development branch merge
 that implements several enhancements and fixes to the TTT (Trouble in 
Terrorist Town) game system. The changes focus on improving weapon 
handling, adding new test coverage, and enhancing player visual
effects.</p>
<ul dir="auto">
<li>Refactors weapon API by renaming <code class="notranslate">Id</code>
property to <code class="notranslate">WeaponId</code> for better
clarity</li>
<li>Implements comprehensive shop and weapon testing infrastructure</li>
<li>Adds screen color effects and player visual enhancements</li>
</ul>
<h3 dir="auto">Reviewed Changes</h3>
<p dir="auto">Copilot reviewed 32 out of 32 changed files in this pull
request and generated 2 comments.</p>
<details open="">
<summary>Show a summary per file</summary>
<markdown-accessiblity-table data-catalyst="">
File | Description
-- | --
TTT/API/IWeapon.cs | Renames weapon identifier property from Id to
WeaponId
TTT/Test/Shop/ShopTests.cs | Adds comprehensive test coverage for shop
functionality
TTT/Test/Shop/Items/DeagleTests.cs | Implements tests for one-shot
deagle weapon behavior
TTT/Test/TestPlayer.cs | Enhances test player with computed IsAlive
property
TTT/CS2/Player/CS2InventoryManager.cs | Adds weapon slot management and
refactors weapon handling
TTT/CS2/Extensions/PlayerExtensions.cs | Implements screen color fade
effects for players
TTT/CS2/Listeners/ScreenColorApplier.cs | Adds role-based screen color
feedback
TTT/Game/Roles/BaseWeapon.cs | Updates weapon class to use WeaponId
property
TTT/Shop/Items/OneShotDeagle/OneShotDeagle.cs | Updates deagle
implementation for new weapon API

</markdown-accessiblity-table></details>
2025-09-28 01:32:07 -07:00
Isaac
5ff27b37e5 Merge branch 'main' into dev 2025-09-28 01:29:38 -07:00
MSWS
1a4e5e3e77 +semver:minor 2025-09-28 01:24:45 -07:00
MSWS
721504f612 Debug out workflow +semver:patch 2025-09-28 01:19:57 -07:00
MSWS
86c24533b5 Test bumping +semver:patch 2025-09-28 01:15:39 -07:00
Isaac
eba49139c2 ci: Implement AI-driven changelog rewriting workflow +ratio (#59)
- Add environment variables and steps for OpenAI API usage in
`.github/workflows/release.yml`
- Retain raw changelog on AI rewrite failure and differentiate naming
- Introduce conditional logic for selective changelog rewriting
- Update GitHub release creation to utilize AI-rewritten changelog when
available
2025-09-28 01:05:24 -07:00
MSWS
d33550a5a4 ci: Enhance release workflow and changelog generation
- Add `fetch-tags: true` to actions/checkout in release workflow to ensure all tags are fetched during checkout.
- Improve tag determination process with lineage-aware strategy and refined pattern matching.
- Change changelog generation to use local git log for better control over commit messages.
- Enhance logic for finding commits for changelog, specifically handling first and subsequent releases.
- Improve error handling and retry mechanism for OpenAI API calls, and refine changelog rewrite logic with fallback strategies.
- Update comment styles for better clarity and organization.
2025-09-28 01:03:57 -07:00
MSWS
453ce77711 ci: Implement AI-driven changelog rewriting workflow +ratio
- Add environment variables and steps for OpenAI API usage in `.github/workflows/release.yml`
- Retain raw changelog on AI rewrite failure and differentiate naming
- Introduce conditional logic for selective changelog rewriting
- Update GitHub release creation to utilize AI-rewritten changelog when available
2025-09-28 00:58:21 -07:00
MSWS
b427dc370e refactor: Remove debug logs and adjust event priorities
- Remove debug logging statements and simplify service registration logic in `ServiceCollectionExtensions.cs`
- Adjust the event handler's priority in `RoundShopClearer.cs` without functional changes
- Update wording in `README.md` for clearer public API usage
- Modify event handler priority in `PlayerStatsTracker.cs` while maintaining existing functionality
- Streamline `IOnlinePlayer.cs` by removing obsolete commented-out code and refining interface properties
- Lower event handler priority in `PlayerActionsLogger.cs` for player kills
2025-09-28 00:46:44 -07:00
MSWS
ede9badbd9 Add additional unit tests for shop 2025-09-28 00:34:55 -07:00
MSWS
5736588484 refactor: Rename Id to WeaponId across the codebase
- Rename property `Id` to `WeaponId` in `IWeapon.cs`, `BaseWeapon.cs`, and `OneShotDeagle.cs` for improved clarity.
- Update weapon removal method in `IInventoryManager.cs` to use `weapon.WeaponId`.
- Refactor `PlayerDamagedEvent.cs` to initialize `Weapon` property with `init` for stricter immutability.
- Revise `IsAlive` logic in `TestPlayer.cs` to adjust `Health` based on `IsAlive` status; deprecate the `Roles` property.
- Add `using` directive and `[UsedImplicitly]` attribute to `DeagleDamageListener.cs` for dependency management and traceability.
- Develop `DeagleTests.cs` to ensure proper functionality of Deagle weapon behaviors using Xunit.
2025-09-28 00:16:28 -07:00
MSWS
8a894c65e8 refactor: Adjust player color handling logic
- Adjust the alpha value handling in `SetColor` method within `PlayerExtensions.cs` to ensure it stays within limits.
- Simplify player color setting in `RoundTimerListener.cs` by using `Color.White` for improved readability.
- Update `BodySpawner.cs` to change player post-death color to fully opaque white and simplify round start color setting using `Color.White`.
2025-09-27 20:30:07 -07:00
MSWS
0634af8ad8 feat: Add weapon slot removal functionality
- Fix typo in comment and clarify kill detection process in `PlayerStatsTracker.cs`
- Add `RemoveWeaponInSlot` method for slot-based weapon removal in `FakeInventoryManager.cs` and update `IInventoryManager.cs` for enhanced functionality
- Reformat `BaseWeapon` constructor for readability and standardize file formatting
- Simplify `CS2Body.cs` API by removing overloaded weapon method and reinforce `IWeapon` interface usage
- Refactor `CS2InventoryManager.cs` for improved weapon management, add methods for slot conversion and weapon removal, and streamline code structure
- Add debug messaging to `DeagleDamageListener.cs` for better runtime clarity on friendly fire and one-shot kill conditions
- Modify `BodySpawner.cs` to incorporate `BaseWeapon` wrapper for improved weapon management without affecting core functionality
- Adjust `OnPlayerKill` event handler priority in `PlayerActionsLogger.cs` to ensure kill logging before game ends
2025-09-27 20:25:53 -07:00
MSWS
9f6c3f7be4 Check player count on round start before starting 2025-09-27 19:07:28 -07:00
MSWS
9eb313e9f1 feat: Introduce screen color features and state command
```
Enhance game management and command structure with new features and optimizations

- Add logic in `PlayerJoinStarting.cs` to handle failure in game instance creation and ensure game starts only upon successful creation.
- Introduce IMessenger service in `CS2GameManager.cs` using dependency injection; add debug logging for the game creation process.
- Implement new behavior for `ScreenColorApplier` in `CS2ServiceCollection.cs` to enhance listening capabilities.
- Create a new `StateCommand` in `StateCommand.cs` to check active game state and implement basic command lifecycle methods.
- Remove "screentext" command and add "state" and "screencolor" commands in `TestCommand.cs` to revamp command options.
- Simplify vector operations in `TextSpawner.cs` by replacing `GetRightVector`; enhance screen text positioning.
- Expand `VectorExtensions.cs` with `ToRight` and `ToUp` methods for better angle-to-vector conversions.
- Remove `ScreenTextCommand.cs` to streamline project and potentially refactor screen text feature.
- Add `ScreenColorApplier` to apply screen color effects upon role assignment, enhancing player interaction experience.
- Introduce `ScreenColorCommand` for player screen color effects with configurable parameters, enriching command functionality.
```
2025-09-26 20:28:35 -07:00
MSWS
9b5563aa8e feat: Refactor text positioning and add screen fade effects
- Refactor `TextSpawner.cs` to improve angle calculations and text positioning with respect to the player.
- Replace static `screenAngle` with local computations for better clarity and maintainability in `TextSpawner.cs`.
- Introduce `angle` object in `TextSpawner.cs` to enhance readability and explicitness in rotation management.
- Add `FadeFlags` enum and implement `ColorScreen` method in `PlayerExtensions.cs` to manage screen color fade effects.
- Enhance color fade handling in `PlayerExtensions.cs` by utilizing `UserMessage` with custom flag settings and improved color configurations.
2025-09-26 18:47:18 -07:00
MSWS
2058d0c780 Start work on screen text 2025-09-26 18:29:59 -07:00
Isaac
ee7f34b435 Bump the nuget group with 1 update (#58)
Pinned System.Text.Json at 8.0.5.

Dependabot will resolve any conflicts with this PR as long as you don't
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2025-09-26 18:00:40 -07:00
Isaac
783f6da6dd Merge branch 'main' into dependabot/nuget/Locale/nuget-9df58bc52d 2025-09-26 17:58:41 -07:00
MSWS
f245c61d01 AI is the future! 2025-09-25 22:18:41 -07:00
MSWS
b4076934d8 Fix yml? 2025-09-25 22:15:48 -07:00
MSWS
21b869507b Add GitVersion config, include gamedata in releases 2025-09-25 22:09:43 -07:00
dependabot[bot]
fca81c0577 Bump the nuget group with 1 update
Bumps System.Text.Json from 8.0.0 to 8.0.5

---
updated-dependencies:
- dependency-name: System.Text.Json
  dependency-version: 8.0.5
  dependency-type: direct:production
  dependency-group: nuget
- dependency-name: System.Text.Json
  dependency-version: 8.0.5
  dependency-type: direct:production
  dependency-group: nuget
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-09-26 04:40:30 +00:00
Isaac
db8fe8f069 Bug Fixes, Foundational Work for Shop and Karma (#57) 2025-09-25 21:37:10 -07:00
Isaac
dce6d759a8 Merge branch 'main' into dev 2025-09-25 21:26:55 -07:00
MSWS
f028074939 Tweak karma update interval 2025-09-25 21:26:34 -07:00
MSWS
1d96be0cb0 Remove verbose debug 2025-09-25 21:22:47 -07:00
MSWS
0cbb931aaa Additional buy test command 2025-09-25 21:22:22 -07:00
MSWS
6c2bd538a9 Fix buy tests 2025-09-25 21:20:58 -07:00
MSWS
6b0dcbd42f Resolve log-based test failures 2025-09-25 21:09:00 -07:00
MSWS
c512b60260 Reformat & Cleanup 2025-09-25 21:01:50 -07:00
MSWS
295f2bcad0 Fix compile error 2025-09-25 19:48:57 -07:00
MSWS
5b46fb1282 feat: Introduce player state spoofing feature
```
Implement player state spoofing and enhance body identification

- Introduce `CS2AliveSpoofer` class and `IAliveSpoofer` interface to manage "fake alive" player states in `CombatHandler` and `ForceAliveCommand`.
- Modify `BODY_IDENTIFIED` logic in `GameMsgs.cs` for nullable identifiers, providing a default "Someone" message when missing.
- Update `ForceAliveCommand` and `IdentifyAllCommand` to use new spoofing and identification utilities.
- Enhance body tracking with `BodyTracker` class, integrating event handling improvements for game state changes and body creation.
- Refine `OneShotDeagle` functionality by clearing player's inventory before assigning the weapon, improving game balance.
- Adjust `BodyPickupListener` to use `IBodyTracker` for efficient body management and consolidate event handling logic.
- Update various components to utilize dependency injection and new APIs, improving service management and system robustness.
```
2025-09-25 19:42:50 -07:00
MSWS
4b3d9335b5 Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-09-25 16:36:57 -07:00
MSWS
ec48a9b243 Fix role formatting, pad names (resolves #52 & #56) 2025-09-25 16:36:47 -07:00
MSWS
254e5539b7 Fix role formatting (resolves #52) 2025-09-25 16:35:27 -07:00
MSWS
547228d09a Clarify name in combathandler 2025-09-25 16:23:43 -07:00
MSWS
99e4c6fc07 refactor: Refactor game logic (resolves #51)
- Modify `RoundBasedGame.cs` to improve encapsulation, consistency, and maintainability by refactoring game-ending logic and updating access modifiers for subclassing.
- Implement player data caching in `CS2Player.cs` to enhance performance and improve debug logging capabilities.
- Refactor message formatting in `CS2Messenger.cs` for improved consistency in debug modes.
- Enhance `PlayerConnectionsHandler.cs` by adding asynchronous behavior and a dependency on `IMessenger` for potential future enhancements.
- Add a validity check in `RoundTimerListener.cs` to ensure team scores are only updated with a defined winning role, improving robustness.
- Update `CS2Game.cs` to broadcast notifications for game start states and handle countdowns effectively.
- Introduce `CheckEndConditions()` method in `IGame.cs` interface and deprecate `IsInProgress()` to promote explicit state management.
- Centralize and simplify end game logic in `PlayerCausesEndListener.cs` by implementing `CheckEndConditions()`, eliminating redundant code.
2025-09-25 16:05:48 -07:00
MSWS
52b8d1d2ff refactor: Refactor player leave handling logic and tests (ref: #51)
- Rename test method `Round_EndsWhen_PlayerLeaves` to `Round_EndsWhen_PlayerLeavesAndDies` in `RoundEndingTest.cs` and add `PlayerDiesOnLeaveListener`.
- Improve code efficiency and readability in player iteration and event creation in `PlayerConnectionsHandler.cs`.
- Remove redundant console logging for player disconnections and streamline control flow in `disconnectFromServer` method in `PlayerConnectionsHandler.cs`.
- Move dispatching of `PlayerLeaveEvent` to the next world update for consistency in `PlayerConnectionsHandler.cs`.
2025-09-25 15:37:17 -07:00
MSWS
e901d82153 feat: Refactor spawn logic; add LateSpawnListener
- Reorder `AddModBehavior` entries in `CS2ServiceCollection.cs` for improved readability and logical grouping, adding `BodySpawner`, `DamageCanceler`, and `LateSpawnListener` earlier in their sections and maintaining order consistency by moving various handlers.
- Remove duplicated entries and ensure all necessary handlers and listeners are included in `CS2ServiceCollection.cs`.
- Add new class `LateSpawnListener` in `Listeners/LateSpawnListener.cs` to handle player join events, implementing a respawn mechanism for new players joining when the game is not in progress.
- Remove game state condition and deferred respawn logic in `PlayerConnectionsHandler.cs`, changing player respawn behavior upon joining the server.
2025-09-25 15:28:24 -07:00
MSWS
f56106f125 Merge branch 'dev' of github.com:MSWS/TTT into dev 2025-09-25 15:23:09 -07:00
MSWS
57660e0957 Fix kill listener priority conflicting with round states (resolves #55) 2025-09-25 15:23:03 -07:00
MSWS
1ecef5767f Fix kill listener priority conflicting with round states (resolves 55) 2025-09-25 15:22:40 -07:00
MSWS
d1359b79c0 feat: Introduce shop module with event-driven updates (fixes #54)
```
Integrate New Features and Enhance Codebase

- Add a new project reference to `CS2.csproj` for integration with the Shop project.
- Introduce a new configuration class `CS2ShopConfig` to manage shop settings and player interactions.
- Implement new player event handling with `PlayerPurchaseItemEvent` and `PlayerBalanceEvent`, enabling cancellable item purchases and balance updates.
- Enhance the `ShopServiceCollection` with new behaviors for extended functionality, including `RoleAssignCreditor`, `BuyCommand`, and `BalanceCommand`.
- Improve `Shop.cs` by replacing `IPlayer` references with string identifiers, introducing event-driven balance updates, and enhancing messaging logic.
- Comprehensive changes across multiple utilities and configurations to support new team score management and event-driven architecture.
```
2025-09-25 15:02:58 -07:00
Isaac
216d5a9d5a Update issue templates (#50) 2025-09-25 13:43:52 -07:00
Isaac
5d2bead09c Update issue templates 2025-09-25 13:42:42 -07:00
MSWS
a0ce6aa53e Additional cleaning up and unit tests 2025-09-25 08:01:42 -07:00
Isaac
6c06071d8a PlayerPawn -> Pawn, added DamageCanceler 2025-08-19 02:14:04 -07:00
MSWS
6a67eb1141 Merge branch 'main' of github.com:MSWS/TTT 2025-08-13 10:55:09 -07:00
MSWS
670643998e Merge branch 'dev' 2025-08-13 10:55:03 -07:00
Isaac
c5cd646bee feat: Add PlayerStatsTracker and enhance game logic (#42)
- Implement `PlayerStatsTracker` to monitor player statistics using
dependency injection and event handlers for tracking kills, deaths, and
assists.
- Update `CS2ServiceCollection` to add `PlayerStatsTracker` listener for
enhanced player statistics tracking.
- Modify `RoundTimerListener` to incorporate player color settings at
round start and ensure proper player state updates.
- Enhance `CombatHandler` with game activity checks in
`OnPlayerDeath_Pre` and `OnPlayerHurt` methods to ensure efficient and
correct handling of game operations.
2025-08-13 10:49:12 -07:00
MSWS
fbda4fe38b Merge branch 'dev' 2025-08-13 10:01:35 -07:00
Isaac
49d45a12b9 Refactor CS2 roles to use localization for coloring, add beam for prop dragging 2025-08-13 09:54:35 -07:00
376 changed files with 12285 additions and 1387 deletions

15
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,15 @@
# These are supported funding model platforms
github: [msws] # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
polar: # Replace with a single Polar username
buy_me_a_coffee: msws # Replace with a single Buy Me a Coffee username
thanks_dev: # Replace with a single thanks.dev username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

14
.github/ISSUE_TEMPLATE/bug-report.md vendored Normal file
View File

@@ -0,0 +1,14 @@
---
name: Bug Report
about: Report an unintended behavior
title: ''
labels: 'Type: Bug'
assignees: ''
---
**Summary**
**Reproduction**
**Expected Behavior**

View File

@@ -38,7 +38,7 @@ jobs:
- name: Publish Test Project
run: dotnet publish TTT/Test/Test.csproj --no-restore --no-build -o build_output -c Debug
- uses: actions/upload-artifact@v4
- uses: actions/upload-artifact@v5
with:
name: build_output
path: build_output
@@ -59,7 +59,7 @@ jobs:
dotnet-version: '8.0.x'
- name: Download Build Output
uses: actions/download-artifact@v5
uses: actions/download-artifact@v6
with:
name: build_output
path: build_output

View File

@@ -12,10 +12,16 @@ permissions:
jobs:
auto-release:
runs-on: ubuntu-latest
env:
OPENAI_MODEL: gpt-4o-mini
OPENAI_TEMPERATURE: "0.3"
MAX_CHANGELOG_CHARS: "50000"
steps:
- uses: actions/checkout@v5
with:
fetch-depth: 0
fetch-tags: true
# 1. Calculate version using GitVersion
- name: Install GitVersion
@@ -27,25 +33,58 @@ jobs:
id: gitversion
uses: gittools/actions/gitversion/execute@v4
# Early exit guard: if tag already exists, mark and skip all following steps
- name: Check if tag exists
id: tag_exists
run: |
set -euo pipefail
git fetch --tags --force
TAG="${{ steps.gitversion.outputs.fullSemVer }}"
if git rev-parse -q --verify "refs/tags/${TAG}" >/dev/null; then
echo "exists=true" >> "$GITHUB_OUTPUT"
echo "Tag ${TAG} already exists locally."
elif git ls-remote --tags origin "refs/tags/${TAG}" | grep -q "refs/tags/${TAG}$"; then
echo "exists=true" >> "$GITHUB_OUTPUT"
echo "Tag ${TAG} already exists on origin."
else
echo "exists=false" >> "$GITHUB_OUTPUT"
echo "Tag ${TAG} does not exist. Continuing."
fi
# Short-circuit info step for logs
- name: Tag exists, nothing to do
if: steps.tag_exists.outputs.exists == 'true'
run: echo "Release already exists for tag ${{ steps.gitversion.outputs.fullSemVer }}. Exiting successfully."
- name: Build Locale
if: steps.tag_exists.outputs.exists != 'true'
run: |
mkdir -p build/TTT/lang
dotnet restore Locale/Locale.csproj
dotnet build Locale/Locale.csproj --no-restore -c Release
cp lang/*.json build/TTT/lang
- name: Copy Gamedata
if: steps.tag_exists.outputs.exists != 'true'
run: |
mkdir -p build/TTT/gamedata
cp -r TTT/CS2/gamedata/* build/TTT/gamedata
- name: Publish Plugin
if: steps.tag_exists.outputs.exists != 'true'
run: |
dotnet restore TTT/Plugin/Plugin.csproj
dotnet publish TTT/Plugin/Plugin.csproj --no-restore -c Release -o build/TTT
- name: Zip Artifacts
if: steps.tag_exists.outputs.exists != 'true'
run: |
cd build/TTT
zip -r TTT-${{ steps.gitversion.outputs.fullSemVer }}.zip *
# 2. Get latest tag
- name: Get latest tag
if: steps.tag_exists.outputs.exists != 'true'
id: latest_tag
run: |
if git describe --tags --abbrev=0 >/dev/null 2>&1; then
@@ -54,37 +93,130 @@ jobs:
echo "tag=0.0.0" >> $GITHUB_OUTPUT
fi
# 3. Tag if new version
- name: Create and push new tag
if: steps.gitversion.outputs.fullSemVer != steps.latest_tag.outputs.tag
if: steps.tag_exists.outputs.exists != 'true' && steps.gitversion.outputs.fullSemVer != steps.latest_tag.outputs.tag
run: |
set -euo pipefail
TAG="${{ steps.gitversion.outputs.fullSemVer }}"
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git tag ${{ steps.gitversion.outputs.fullSemVer }}
git push origin ${{ steps.gitversion.outputs.fullSemVer }}
if ! git rev-parse -q --verify "refs/tags/${TAG}" >/dev/null; then
git tag "${TAG}"
fi
if git ls-remote --tags origin "refs/tags/${TAG}" | grep -q "refs/tags/${TAG}$"; then
echo "Tag ${TAG} already on origin. Skipping push."
else
git push origin "${TAG}"
fi
# 4. Determine previous tag for changelog
- name: Determine previous relevant tag
if: steps.tag_exists.outputs.exists != 'true'
id: prev_tag
run: |
set -euo pipefail
branch="${GITHUB_REF_NAME}"
if [[ "$branch" == "main" ]]; then
prev=$(git tag --sort=-creatordate | grep -E '^[0-9]+\.[0-9]+\.[0-9]+$' | sed -n 2p)
if git rev-parse --verify -q HEAD^ >/dev/null; then
base_rev="HEAD^"
else
prev=$(git tag --sort=-creatordate | grep -E '^[0-9]+\.[0-9]+\.[0-9]+-' | sed -n 2p)
base_rev="HEAD"
fi
echo "tag=${prev:-0.0.0}" >> $GITHUB_OUTPUT
# 5. Generate changelog
if [[ "$branch" == "main" ]]; then
pattern='[0-9]*.[0-9]*.[0-9]*'
else
pattern='[0-9]*.[0-9]*.[0-9]*-*'
fi
prev=$(git describe --tags --abbrev=0 --match "$pattern" --tags "$base_rev" 2>/dev/null || true)
echo "tag=${prev:-0.0.0}" >> "$GITHUB_OUTPUT"
- name: Generate changelog
if: steps.tag_exists.outputs.exists != 'true'
run: |
gh api repos/${{ github.repository }}/compare/${{ steps.prev_tag.outputs.tag }}...${{ steps.gitversion.outputs.fullSemVer }} \
--jq '.commits[].commit.message' > CHANGELOG.md
env:
GH_TOKEN: ${{ github.token }}
set -euo pipefail
prev="${{ steps.prev_tag.outputs.tag }}"
curr="${{ steps.gitversion.outputs.fullSemVer }}"
GIT_LOG_FORMAT='%B'
if [[ "$prev" == "0.0.0" ]]; then
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$curr" > CHANGELOG.md
else
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$prev..$curr" > CHANGELOG.md
fi
if [[ ! -s CHANGELOG.md ]]; then
echo "No commits found between $prev and $curr on first-parent. Using full messages without first-parent filter." >&2
if [[ "$prev" == "0.0.0" ]]; then
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$curr" > CHANGELOG.md
else
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$prev..$curr" > CHANGELOG.md
fi
fi
cat CHANGELOG.md
- name: Rewrite changelog with OpenAI
id: ai_changelog
if: steps.tag_exists.outputs.exists != 'true'
env:
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
OPENAI_MODEL: ${{ env.OPENAI_MODEL }}
OPENAI_TEMPERATURE: ${{ env.OPENAI_TEMPERATURE }}
MAX_CHANGELOG_CHARS: ${{ env.MAX_CHANGELOG_CHARS }}
run: |
set -euo pipefail
if [[ ! -s CHANGELOG.md ]]; then
echo "CHANGELOG.md is empty. Skipping AI rewrite."
echo "skipped=true" >> $GITHUB_OUTPUT
exit 0
fi
head -c "${MAX_CHANGELOG_CHARS}" CHANGELOG.md > CHANGELOG_RAW.md
jq -Rs --arg sys "You are an expert release-notes writer. Given a list of changes in various formats (e.g: commits, merges, etc.), write release notes intended for reading by the public, grouping by features, features, and other pertinent groups where appropriate. Do not include a group if it is unnecessary. Remove internal ticket IDs and commit hashes unless essential. Merge duplicates. Use imperative, past tense voice with proper prose. Output valid Markdown only." \
--arg temp "${OPENAI_TEMPERATURE}" \
--arg model "${OPENAI_MODEL}" \
'{model:$model, temperature: ($temp|tonumber), input:[{role:"system", content:$sys},{role:"user", content:.}]}' CHANGELOG_RAW.md > request.json
for i in 1 2 3; do
HTTP_CODE=$(curl -sS -w "%{http_code}" -o ai_response.json \
https://api.openai.com/v1/responses \
-H "Content-Type: application/json" \
-H "Authorization: Bearer $OPENAI_API_KEY" \
--data-binary @request.json) && break || true
echo "Call attempt $i failed with HTTP $HTTP_CODE"
sleep $((i*i))
done
if [[ "${HTTP_CODE:-000}" -lt 200 || "${HTTP_CODE:-000}" -ge 300 ]]; then
echo "OpenAI API call failed with HTTP $HTTP_CODE. Keeping raw changelog."
echo "skipped=true" >> $GITHUB_OUTPUT
exit 0
fi
if jq -e '.output_text' ai_response.json >/dev/null; then
jq -r '.output_text' ai_response.json > CHANGELOG.md
else
jq -r '.output[0].content[] | select(.type=="output_text") | .text' ai_response.json | sed '/^[[:space:]]*$/d' > CHANGELOG.md
fi
if [[ ! -s CHANGELOG.md ]]; then
echo "AI returned empty content. Restoring raw changelog."
mv CHANGELOG_RAW.md CHANGELOG.md
echo "skipped=true" >> $GITHUB_OUTPUT
exit 0
fi
echo "skipped=false" >> $GITHUB_OUTPUT
echo "Rewritten changelog:"
cat CHANGELOG.md
# 6. Create release
- name: Create GitHub release
if: steps.tag_exists.outputs.exists != 'true'
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ steps.gitversion.outputs.fullSemVer }}
@@ -94,9 +226,8 @@ jobs:
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# 7. Cleanup old pre-releases
- name: Delete old pre-releases
if: github.ref_name != 'main'
if: steps.tag_exists.outputs.exists != 'true' && github.ref_name != 'main'
run: |
gh release list --limit 100 --json name,isPrerelease \
--jq '.[] | select(.isPrerelease) | .name' | tail -n +11 | \

View File

@@ -3,28 +3,22 @@
Thank you for considering contributing!
By submitting code, documentation, or other contributions ("Contributions") to this project, you agree that your
Contributions are licensed under the same terms as the projects license (the Profit Disclosure License v1.0).
Contributions are licensed under the same terms as the projects license.
This means your Contributions will be freely usable, modifiable, and distributable under that license.
Please ensure your Contributions are your original work or that you have the necessary rights to submit them.
Contributions that do not comply with the projects license or infringe third-party rights may be rejected.
- This means your Contributions will be freely usable, modifiable, and distributable under that license.
- Please ensure your Contributions are your original work or that you have the necessary rights to submit them.
- Contributions that do not comply with the projects license or infringe third-party rights may be rejected.
---
**Code Formatting Requirement**
Before submitting, please format your code according to the settings provided in the `TTT.sln.DotSettings` file. This
helps maintain code consistency and quality.
Before submitting, please format your code according to the settings provided in the `TTT.sln.DotSettings` file.
---
For substantial contributions, maintainers may request you to sign a Contributor License Agreement (CLA) to clarify
rights and permissions.
---
If you have questions, please contact the repository owner.
Thank you for helping improve this project!
Thank you for helping improve this project!

42
GitVersion.yml Normal file
View File

@@ -0,0 +1,42 @@
mode: ContinuousDeployment
tag-prefix: "" # allow bare numeric tags like 2.0.0
commit-message-incrementing: Enabled
assembly-versioning-scheme: MajorMinorPatch
# Never allow commit messages to trigger a major bump
major-version-bump-message: "(?!)"
# Opt-in bumps via tokens
minor-version-bump-message: \+semver:\s?minor
patch-version-bump-message: \+semver:\s?patch
branches:
main:
label: "" # clears the default prerelease label
increment: None # no automatic bump unless +semver token
prevent-increment:
of-merged-branch: true
when-branch-merged: true
when-current-commit-tagged: true
develop:
label: "dev"
increment: None
prevent-increment:
of-merged-branch: true
when-branch-merged: true
when-current-commit-tagged: true
feature:
label: "feat"
increment: None
release:
label: "rc"
increment: None
hotfix:
label: "hotfix"
increment: None
pull-request:
label: "pr"
increment: None
assembly-informational-format: "{FullSemVer}+Branch.{BranchName}.Sha.{ShortSha}"

715
LICENSE
View File

@@ -1,83 +1,660 @@
Profit Disclosure License v1.0
==================================
# GNU AFFERO GENERAL PUBLIC LICENSE
Copyright (c) 2025 Isaac Boaz
Version 3, 19 November 2007
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to use,
copy, modify, and distribute the Software, subject to the following conditions:
Copyright (C) 2007 Free Software Foundation, Inc.
<https://fsf.org/>
1. Definitions
--------------
"Modified versions" means any work containing the Software altered or
adapted in any way.
"Derivative works" means works based upon the Software, including
translations, adaptations, or other modifications.
"Combined works" means any software that relies on, depends on, builds on,
or requires the Software to function in whole or in part.
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
2. Non-Commercial Use
---------------------
You may use, copy, modify, and distribute the Software freely for any
non-commercial purpose, provided that this license and the above copyright
notice are included in all copies or substantial portions of the Software.
## Preamble
3. Commercial and Monetized Network Use Obligations
---------------------------------------------------
If the Software, or any portion of it, is used in a project, product, service,
or network-accessible application (e.g., SaaS, PaaS, hosted application) that
generates revenue or is intended for commercial gain, whether direct or indirect,
you must:
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
a) Make the complete and corresponding source code of any modified versions,
derivative works, or combined works that include or depend on the Software
publicly and freely available under the terms of this same license; and
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains
free software for all its users.
b) Provide a clear and prominent offer to all users and customers of the
commercial product, service, or network application to obtain the full source
code free of charge.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
4. Definition of Commercial Use
-------------------------------
"Commercial use" includes, but is not limited to:
- Selling or licensing the Software or any derivative or combined work;
- Offering the Software as part of a paid product or service;
- Using the Software to provide services for a fee;
- Monetizing access via advertising, subscriptions, or affiliates;
- Internal use by for-profit entities in products that are not themselves
open-sourced.
Developers that use our General Public Licenses protect your rights
with two steps: (1) assert copyright on the software, and (2) offer
you this License which gives you legal permission to copy, distribute
and/or modify the software.
5. Patent Grant
---------------
The copyright holder grants you a limited, non-exclusive,
royalty-free patent license to use, make, and distribute the Software as
permitted by this license. This grant does not include any patent rights not
necessarily infringed by the Software.
A secondary benefit of defending all users' freedom is that
improvements made in alternate versions of the program, if they
receive widespread use, become available for other developers to
incorporate. Many developers of free software are heartened and
encouraged by the resulting cooperation. However, in the case of
software used on network servers, this result may fail to come about.
The GNU General Public License permits making a modified version and
letting the public access it on a server without ever releasing its
source code to the public.
6. No Sublicensing
------------------
You may not sublicense the Software under terms more permissive than this
license.
The GNU Affero General Public License is designed specifically to
ensure that, in such cases, the modified source code becomes available
to the community. It requires the operator of a network server to
provide the source code of the modified version running there to the
users of that server. Therefore, public use of a modified version, on
a publicly accessible server, gives the public access to the source
code of the modified version.
7. Termination
--------------
Any violation of this license terminates your rights under it immediately.
Rights may be reinstated if you cure the violation within 30 days of notice.
An older license, called the Affero General Public License and
published by Affero, was designed to accomplish similar goals. This is
a different license, not a version of the Affero GPL, but Affero has
released a new version of the Affero GPL which permits relicensing
under this license.
8. Governing Law and Jurisdiction
---------------------------------
This license shall be governed by and construed in accordance with the laws of
the jurisdiction where the copyright holder resides, without regard to conflict
of law principles. Any dispute shall be resolved exclusively in the courts of
that jurisdiction.
The precise terms and conditions for copying, distribution and
modification follow.
9. No Warranty
--------------
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES, OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM, OUT OF, OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## TERMS AND CONDITIONS
SPDX-License-Identifier: Profit-Disclosure-1.0
### 0. Definitions.
"This License" refers to version 3 of the GNU Affero General Public
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"Copyright" also means copyright-like laws that apply to other kinds
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To "propagate" a work means to do anything with it that, without
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To "convey" a work means any kind of propagation that enables other
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### 1. Source Code.
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non-consumer uses, unless such uses represent the only significant
mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to
install and execute modified versions of a covered work in that User
Product from a modified version of its Corresponding Source. The
information must suffice to ensure that the continued functioning of
the modified object code is in no case prevented or interfered with
solely because modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or
updates for a work that has been modified or installed by the
recipient, or for the User Product in which it has been modified or
installed. Access to a network may be denied when the modification
itself materially and adversely affects the operation of the network
or violates the rules and protocols for communication across the
network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
### 7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders
of that material) supplement the terms of this License with terms:
- a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
- b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
- c) Prohibiting misrepresentation of the origin of that material,
or requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
- d) Limiting the use for publicity purposes of names of licensors
or authors of the material; or
- e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
- f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions
of it) with contractual assumptions of liability to the recipient,
for any liability that these contractual assumptions directly
impose on those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions; the
above requirements apply either way.
### 8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your license
from a particular copyright holder is reinstated (a) provisionally,
unless and until the copyright holder explicitly and finally
terminates your license, and (b) permanently, if the copyright holder
fails to notify you of the violation by some reasonable means prior to
60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
### 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run
a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
### 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
### 11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned
or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within the
scope of its coverage, prohibits the exercise of, or is conditioned on
the non-exercise of one or more of the rights that are specifically
granted under this License. You may not convey a covered work if you
are a party to an arrangement with a third party that is in the
business of distributing software, under which you make payment to the
third party based on the extent of your activity of conveying the
work, and under which the third party grants, to any of the parties
who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by
you (or copies made from those copies), or (b) primarily for and in
connection with specific products or compilations that contain the
covered work, unless you entered into that arrangement, or that patent
license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
### 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under
this License and any other pertinent obligations, then as a
consequence you may not convey it at all. For example, if you agree to
terms that obligate you to collect a royalty for further conveying
from those to whom you convey the Program, the only way you could
satisfy both those terms and this License would be to refrain entirely
from conveying the Program.
### 13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your
version supports such interaction) an opportunity to receive the
Corresponding Source of your version by providing access to the
Corresponding Source from a network server at no charge, through some
standard or customary means of facilitating copying of software. This
Corresponding Source shall include the Corresponding Source for any
work covered by version 3 of the GNU General Public License that is
incorporated pursuant to the following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
### 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Affero General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever
published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions
of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
### 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
### 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
### 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
## How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.
To do so, attach the following notices to the program. It is safest to
attach them to the start of each source file to most effectively state
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper
mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for
the specific requirements.
You should also get your employer (if you work as a programmer) or
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. For more information on this, and how to apply and follow
the GNU AGPL, see <https://www.gnu.org/licenses/>.

View File

@@ -1,15 +1,20 @@
| Package | Version | License Information Origin | License Expression | License Url | Copyright | Authors | Package Project Url |
| ----------------------------------------------------- | -------- | -------------------------- | ------------------ | --------------------------------------- | ----------------------------------------------- | -------------------------------- | ------------------------------------------------------------------------------------------------ |
| CounterStrikeSharp.API | 1.0.332 | Expression | GPL-3.0-only | https://licenses.nuget.org/GPL-3.0-only | | Roflmuffin | http://docs.cssharp.dev/ |
| CounterStrikeSharp.API | 1.0.340 | Expression | GPL-3.0-only | https://licenses.nuget.org/GPL-3.0-only | | Roflmuffin | http://docs.cssharp.dev/ |
| JetBrains.Annotations | 2025.2.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) 2016-2025 JetBrains s.r.o. | JetBrains | https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html |
| Microsoft.Extensions.DependencyInjection.Abstractions | 9.0.7 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://dot.net/ |
| Microsoft.Extensions.Localization.Abstractions | 8.0.3 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://asp.net/ |
| Microsoft.NET.Test.Sdk | 17.14.1 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://github.com/microsoft/vstest |
| Microsoft.Reactive.Testing | 6.0.1 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) .NET Foundation and Contributors. | .NET Foundation and Contributors | https://github.com/dotnet/reactive |
| Microsoft.Testing.Extensions.CodeCoverage | 17.14.2 | Unknown | | https://aka.ms/deprecateLicenseUrl | © Microsoft Corporation. All rights reserved. | Microsoft | https://github.com/microsoft/codecoverage |
| System.Reactive | 6.0.1 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) .NET Foundation and Contributors. | .NET Foundation and Contributors | https://github.com/dotnet/reactive |
| Xunit.DependencyInjection | 10.6.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright © 2019 | Wei Peng | https://github.com/pengweiqhca/Xunit.DependencyInjection/tree/main/src/Xunit.DependencyInjection |
| xunit.runner.visualstudio | 3.1.3 | Expression | Apache-2.0 | https://licenses.nuget.org/Apache-2.0 | Copyright (C) .NET Foundation | jnewkirk,bradwilson | |
| xunit.v3 | 3.0.0 | Expression | Apache-2.0 | https://licenses.nuget.org/Apache-2.0 | Copyright (C) .NET Foundation | jnewkirk,bradwilson | |
| YamlDotNet | 16.3.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) Antoine Aubry and contributors | Antoine Aubry | https://github.com/aaubry/YamlDotNet/wiki |
| Package | Version | License Information Origin | License Expression | License Url | Copyright | Authors | Package Project Url |
| ----------------------------------------------------- | -------- | -------------------------- | ------------------ | --------------------------------------- | ----------------------------------------------- | ------------------------------------ | ------------------------------------------------------------------------------------------------ |
| CounterStrikeSharp.API | 1.0.332 | Expression | GPL-3.0-only | https://licenses.nuget.org/GPL-3.0-only | | Roflmuffin | http://docs.cssharp.dev/ |
| CounterStrikeSharp.API | 1.0.340 | Expression | GPL-3.0-only | https://licenses.nuget.org/GPL-3.0-only | | Roflmuffin | http://docs.cssharp.dev/ |
| Dapper | 2.1.66 | Expression | Apache-2.0 | https://licenses.nuget.org/Apache-2.0 | 2019 Stack Exchange, Inc. | Sam Saffron,Marc Gravell,Nick Craver | https://github.com/DapperLib/Dapper |
| JetBrains.Annotations | 2025.2.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) 2016-2025 JetBrains s.r.o. | JetBrains | https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html |
| Microsoft.Data.Sqlite | 9.0.9 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://docs.microsoft.com/dotnet/standard/data/sqlite/ |
| Microsoft.Extensions.DependencyInjection.Abstractions | 9.0.7 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://dot.net/ |
| Microsoft.Extensions.Localization.Abstractions | 8.0.3 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://asp.net/ |
| Microsoft.NET.Test.Sdk | 17.14.1 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://github.com/microsoft/vstest |
| Microsoft.Reactive.Testing | 6.0.1 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) .NET Foundation and Contributors. | .NET Foundation and Contributors | https://github.com/dotnet/reactive |
| Microsoft.Testing.Extensions.CodeCoverage | 17.14.2 | Unknown | | https://aka.ms/deprecateLicenseUrl | © Microsoft Corporation. All rights reserved. | Microsoft | https://github.com/microsoft/codecoverage |
| MySqlConnector | 2.4.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright 20162024 Bradley Grainger | Bradley Grainger | https://mysqlconnector.net/ |
| SQLite | 3.13.0 | Unknown | | | Public Domain | SQLite Development Team | |
| System.Reactive | 6.0.1 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) .NET Foundation and Contributors. | .NET Foundation and Contributors | https://github.com/dotnet/reactive |
| System.Text.Json | 8.0.5 | Expression | MIT | https://licenses.nuget.org/MIT | © Microsoft Corporation. All rights reserved. | Microsoft | https://dot.net/ |
| Xunit.DependencyInjection | 10.6.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright © 2019 | Wei Peng | https://github.com/pengweiqhca/Xunit.DependencyInjection/tree/main/src/Xunit.DependencyInjection |
| xunit.runner.visualstudio | 3.1.3 | Expression | Apache-2.0 | https://licenses.nuget.org/Apache-2.0 | Copyright (C) .NET Foundation | jnewkirk,bradwilson | |
| xunit.v3 | 3.0.0 | Expression | Apache-2.0 | https://licenses.nuget.org/Apache-2.0 | Copyright (C) .NET Foundation | jnewkirk,bradwilson | |
| YamlDotNet | 16.3.0 | Expression | MIT | https://licenses.nuget.org/MIT | Copyright (c) Antoine Aubry and contributors | Antoine Aubry | https://github.com/aaubry/YamlDotNet/wiki |

View File

@@ -11,6 +11,7 @@
<ItemGroup>
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.332"/>
<PackageReference Include="Microsoft.Extensions.Localization.Abstractions" Version="8.0.3"/>
<PackageReference Include="System.Text.Json" Version="8.0.5"/>
<PackageReference Include="YamlDotNet" Version="16.3.0"/>
</ItemGroup>

View File

@@ -42,7 +42,10 @@ public partial class StringLocalizer : IMsgLocalizer {
private LocalizedString getString(string name, params object[] arguments) {
// Get the localized value
var value = localizer[name].Value;
string value;
try { value = localizer[name].Value; } catch (NullReferenceException) {
return new LocalizedString(name, name, true);
}
// Replace placeholders like %key% with their respective values
var matches = percentRegex().Matches(value);

View File

@@ -1,4 +1,4 @@
# TTT | [![ReadMe](https://img.shields.io/badge/ReadMe-018EF5?logo=readme&logoColor=fff&style=for-the-badge)](./TTT/README.md)
# TTT | [![ReadMe](https://img.shields.io/badge/ReadMe-018EF5?logo=readme&logoColor=fff&style=for-the-badge)](./TTT/README.md) ![GitHub Release](https://img.shields.io/github/v/release/MSWS/TTT?style=for-the-badge)
![Code Coverage](https://img.shields.io/endpoint?url=https://gist.githubusercontent.com/MSWS/6289e1f34da3b70fbba5f84f5ffb25a1/raw/code-coverage.json)
[![Discord](https://img.shields.io/discord/623439460683481091?style=for-the-badge&logo=discord&label=Discord)](https://msws.xyz/s/discord)
@@ -14,9 +14,11 @@ survive while eliminating the traitors among them.
- [X] Traitors
- [X] Detectives
- [X] Innocents
- [ ] Shop
- [ ] Karma
- [ ] Statistics
- [X] Shop
- [X] Karma
- [X] Statistics
- [X] Map Integrations
- [X] Special Rounds
## Versioning

View File

@@ -0,0 +1,26 @@
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using SpecialRoundAPI.Configs;
using TTT.API;
using TTT.API.Events;
using TTT.Game.Events.Game;
using TTT.Game.Listeners;
using TTT.Locale;
namespace SpecialRoundAPI;
public abstract class AbstractSpecialRound(IServiceProvider provider)
: BaseListener(provider) {
protected readonly ISpecialRoundTracker Tracker =
provider.GetRequiredService<ISpecialRoundTracker>();
public abstract string Name { get; }
public abstract IMsg Description { get; }
public abstract SpecialRoundConfig Config { get; }
public abstract void ApplyRoundEffects();
[UsedImplicitly]
[EventHandler]
public abstract void OnGameState(GameStateUpdateEvent ev);
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public record BhopRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 0.25f;
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public record PistolRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 0.75f;
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public record SilentRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 0.5f;
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public abstract record SpecialRoundConfig {
public abstract float Weight { get; init; }
}

View File

@@ -0,0 +1,9 @@
namespace SpecialRoundAPI.Configs;
public record SpeedRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 1;
public TimeSpan InitialSeconds { get; init; } = TimeSpan.FromSeconds(40);
public TimeSpan SecondsPerKill { get; init; } = TimeSpan.FromSeconds(80);
public TimeSpan MaxTimeEver { get; init; } = TimeSpan.FromSeconds(90);
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public record SuppressedRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 0.75f;
}

View File

@@ -0,0 +1,5 @@
namespace SpecialRoundAPI.Configs;
public record VanillaRoundConfig : SpecialRoundConfig {
public override float Weight { get; init; } = 0.5f;
}

View File

@@ -0,0 +1,13 @@
namespace SpecialRoundAPI;
public interface ISpecialRoundStarter {
/// <summary>
/// Attempts to start the given special round.
/// Will bypass most checks, but may still return null if starting the round
/// is not possible.
/// </summary>
/// <param name="round"></param>
/// <returns></returns>
public AbstractSpecialRound?
TryStartSpecialRound(AbstractSpecialRound? round);
}

View File

@@ -0,0 +1,6 @@
namespace SpecialRoundAPI;
public interface ISpecialRoundTracker {
public AbstractSpecialRound? CurrentRound { get; set; }
public int RoundsSinceLastSpecial { get; set; }
}

View File

@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\Locale\Locale.csproj"/>
<ProjectReference Include="..\..\TTT\API\API.csproj"/>
<ProjectReference Include="..\..\TTT\Game\Game.csproj"/>
</ItemGroup>
</Project>

30
TTT.sln
View File

@@ -21,6 +21,16 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Shop", "TTT\Shop\Shop.cspro
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Karma", "TTT\Karma\Karma.csproj", "{AFC791EC-750C-423F-9F35-87636657E990}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ShopAPI", "TTT\ShopAPI\ShopAPI.csproj", "{16F720B5-9D45-47BF-8C80-4F91005E36D1}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RTD", "TTT\RTD\RTD.csproj", "{8A426E84-45DA-4558-A218-E042F1AC60B2}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stats", "TTT\Stats\Stats.csproj", "{256473A2-6ACD-440C-83FA-6056147656C7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpecialRound", "TTT\SpecialRound\SpecialRound.csproj", "{5092069A-3CFA-41C8-B685-341040AB435C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpecialRoundAPI", "SpecialRoundAPI\SpecialRoundAPI\SpecialRoundAPI.csproj", "{360FEF16-54DA-42EE-995A-3D31C699287D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -66,6 +76,26 @@ Global
{AFC791EC-750C-423F-9F35-87636657E990}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AFC791EC-750C-423F-9F35-87636657E990}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AFC791EC-750C-423F-9F35-87636657E990}.Release|Any CPU.Build.0 = Release|Any CPU
{16F720B5-9D45-47BF-8C80-4F91005E36D1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{16F720B5-9D45-47BF-8C80-4F91005E36D1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{16F720B5-9D45-47BF-8C80-4F91005E36D1}.Release|Any CPU.ActiveCfg = Release|Any CPU
{16F720B5-9D45-47BF-8C80-4F91005E36D1}.Release|Any CPU.Build.0 = Release|Any CPU
{8A426E84-45DA-4558-A218-E042F1AC60B2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8A426E84-45DA-4558-A218-E042F1AC60B2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8A426E84-45DA-4558-A218-E042F1AC60B2}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8A426E84-45DA-4558-A218-E042F1AC60B2}.Release|Any CPU.Build.0 = Release|Any CPU
{256473A2-6ACD-440C-83FA-6056147656C7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{256473A2-6ACD-440C-83FA-6056147656C7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{256473A2-6ACD-440C-83FA-6056147656C7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{256473A2-6ACD-440C-83FA-6056147656C7}.Release|Any CPU.Build.0 = Release|Any CPU
{5092069A-3CFA-41C8-B685-341040AB435C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5092069A-3CFA-41C8-B685-341040AB435C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5092069A-3CFA-41C8-B685-341040AB435C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5092069A-3CFA-41C8-B685-341040AB435C}.Release|Any CPU.Build.0 = Release|Any CPU
{360FEF16-54DA-42EE-995A-3D31C699287D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{360FEF16-54DA-42EE-995A-3D31C699287D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{360FEF16-54DA-42EE-995A-3D31C699287D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{360FEF16-54DA-42EE-995A-3D31C699287D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
EndGlobalSection

View File

@@ -5,4 +5,7 @@
<Nullable>enable</Nullable>
<RootNamespace>TTT.API</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="System.Text.Json" Version="8.0.5"/>
</ItemGroup>
</Project>

View File

@@ -7,7 +7,8 @@ public interface ICommand : ITerrorModule {
string[] Usage => [];
string[] RequiredFlags => [];
string[] RequiredGroups => [];
string[] Aliases => [Name];
string[] Aliases => [Id];
bool MustBeOnMainThread => false;
Task<CommandResult> Execute(IOnlinePlayer? executor, ICommandInfo info);
}

View File

@@ -7,7 +7,7 @@ public interface ICommandInfo {
string[] Args { get; }
IOnlinePlayer? CallingPlayer { get; }
CommandCallingContext CallingContext { get; set; }
string GetCommandString => string.Join(' ', Args);
string CommandString => string.Join(' ', Args);
int ArgCount => Args.Length;
void ReplySync(string message);
ICommandInfo Skip(int count = 1);

View File

@@ -12,7 +12,6 @@ public interface ICommandManager {
/// Registers a command with the manager.
/// </summary>
/// <param name="command">True if the command was successfully registered.</param>
[Obsolete("Registration is done via the ServiceProvider now.")]
bool RegisterCommand(ICommand command);
/// <summary>

View File

@@ -1,5 +1,5 @@
namespace TTT.API.Events;
public abstract class Event {
public abstract string Id { get; }
public class Event {
public virtual string Id => GetType().Name.ToLowerInvariant();
}

View File

@@ -1,10 +1,9 @@
namespace TTT.API.Events;
public interface IEventBus {
[Obsolete("Registration should be done via the ServiceProvider")]
void RegisterListener(IListener listener);
void UnregisterListener(IListener listener);
Task Dispatch(Event ev);
void Dispatch(Event ev);
}

View File

@@ -12,34 +12,19 @@ public static class ServiceCollectionExtensions {
public static void AddModBehavior<TExtension>(
this IServiceCollection collection)
where TExtension : class, ITerrorModule {
if (typeof(TExtension).IsAssignableTo(typeof(IPluginModule))) {
# if DEBUG
Console.WriteLine(
$"[DEBUG] Registering {typeof(TExtension).Name} as IPluginModule");
# endif
if (typeof(TExtension).IsAssignableTo(typeof(IPluginModule)))
collection.AddTransient<IPluginModule>(provider
=> (provider.GetRequiredService<TExtension>() as IPluginModule)!);
}
if (typeof(TExtension).IsAssignableTo(typeof(IListener))) {
#if DEBUG
Console.WriteLine(
$"[DEBUG] Registering {typeof(TExtension).Name} as IListener");
# endif
if (typeof(TExtension).IsAssignableTo(typeof(IListener)))
collection.AddTransient<IListener>(provider
=> (provider.GetRequiredService<TExtension>() as IListener)!);
}
if (typeof(TExtension).IsAssignableTo(typeof(ICommand))) {
#if DEBUG
Console.WriteLine(
$"[DEBUG] Registering {typeof(TExtension).Name} as ICommand");
#endif
if (typeof(TExtension).IsAssignableTo(typeof(ICommand)))
collection.AddTransient<ICommand>(provider
=> (provider.GetRequiredService<TExtension>() as ICommand)!);
}
collection.AddScoped<TExtension>();
collection.AddSingleton<TExtension>();
collection.AddTransient<ITerrorModule, TExtension>(provider
=> provider.GetRequiredService<TExtension>());

View File

@@ -11,12 +11,17 @@ public interface IAction {
string Id { get; }
string Verb { get; }
string Details { get; }
string Prefix => "";
public string Format() {
var pRole = PlayerRole != null ? $" [{PlayerRole.Name.First()}]" : "";
var oRole = OtherRole != null ? $" [{OtherRole.Name.First()}]" : "";
var pRole = PlayerRole != null ?
$" [{PlayerRole.Name.First(char.IsAsciiLetter)}]" :
"";
var oRole = OtherRole != null ?
$" [{OtherRole.Name.First(char.IsAsciiLetter)}]" :
"";
return Other is not null ?
$"{Player}{pRole} {Verb} {Other}{oRole} {Details}" :
$"{Player}{pRole} {Verb} {Details}";
$"{Prefix}{Player}{pRole} {Verb} {Other}{oRole} {Details}" :
$"{Prefix}{Player}{pRole} {Verb} {Details}";
}
}

View File

@@ -18,4 +18,6 @@ public interface IActionLogger {
void PrintLogs();
void PrintLogs(IOnlinePlayer? player);
string[] MakeLogs();
}

View File

@@ -31,8 +31,7 @@ public interface IGame : IDisposable {
void EndGame(EndReason? reason = null);
[Obsolete("This method is ambiguous, check the game state directly.")]
bool IsInProgress() { return State is State.COUNTDOWN or State.IN_PROGRESS; }
bool CheckEndConditions();
ISet<IOnlinePlayer> GetAlive() {
return Players.OfType<IOnlinePlayer>().Where(p => p.IsAlive).ToHashSet();

View File

@@ -9,9 +9,4 @@ public interface IGameManager : IDisposable {
}
IGame? CreateGame();
[Obsolete("This method is ambiguous, check the game state directly.")]
bool IsGameActive() {
return ActiveGame is not null && ActiveGame.IsInProgress();
}
}

View File

@@ -1,7 +1,7 @@
namespace TTT.API;
public interface ITerrorModule : IDisposable {
string Name => GetType().Name;
string Id => GetType().Name;
string Version => GitVersionInformation.FullSemVer;
void Start();

View File

@@ -4,7 +4,7 @@ public interface IWeapon {
/// <summary>
/// The internal ID of the weapon, should match the ID of the weapon in the underlying game.
/// </summary>
public string Id { get; }
public string WeaponId { get; }
/// <summary>
/// The amount of ammo that is in reserve for this weapon.

View File

@@ -0,0 +1,18 @@
namespace TTT.API.Player;
/// <summary>
/// Assumes a maximum of 64 players.
/// Each bit in the bitmask represents whether a player is visible to the client.
/// Bit 0 is unused, bit 1 represents player 1, bit 2 represents player 2, and so on.
/// </summary>
public interface IIconManager {
ulong GetVisiblePlayers(int client);
void SetVisiblePlayers(int client, ulong playersBitmask);
void RevealToAll(int client);
void AddVisiblePlayer(int client, int player);
void RemoveVisiblePlayer(int client, int player);
void SetVisiblePlayers(IOnlinePlayer online, ulong playersBitmask);
void RevealToAll(IOnlinePlayer online);
void ClearAllVisibility();
}

View File

@@ -6,23 +6,24 @@ public interface IInventoryManager {
/// </summary>
/// <param name="player">The player to give the weapon to.</param>
/// <param name="weapon"></param>
void GiveWeapon(IOnlinePlayer player, IWeapon weapon);
Task GiveWeapon(IOnlinePlayer player, IWeapon weapon);
/// <summary>
/// Removes a weapon from the player.
/// </summary>
/// <param name="player">The player to remove the weapon from.</param>
/// <param name="weaponId">The ID of the weapon to remove.</param>
void RemoveWeapon(IOnlinePlayer player, string weaponId);
Task RemoveWeapon(IOnlinePlayer player, string weaponId);
void RemoveWeapon(IOnlinePlayer player, IWeapon weapon) {
RemoveWeapon(player, weapon.Id);
Task RemoveWeapon(IOnlinePlayer player, IWeapon weapon) {
return RemoveWeapon(player, weapon.WeaponId);
}
Task RemoveWeaponInSlot(IOnlinePlayer player, int slot);
/// <summary>
/// Removes all weapons from the player.
/// </summary>
/// <param name="player">The player to remove all weapons from.</param>
void RemoveAllWeapons(IOnlinePlayer player);
Task RemoveAllWeapons(IOnlinePlayer player);
}

3
TTT/API/Player/IMuted.cs Normal file
View File

@@ -0,0 +1,3 @@
namespace TTT.API.Player;
public interface IMuted : ISet<string> { }

View File

@@ -1,10 +1,6 @@
namespace TTT.API.Player;
public interface IOnlinePlayer : IPlayer {
// [Obsolete(
// "Roles are now managed via IRoleAssigner. Use IRoleAssigner.GetRoles(IPlayer) instead.")]
// ICollection<IRole> Roles { get; }
public int Health { get; set; }
public int MaxHealth { get; set; }
public int Armor { get; set; }

View File

@@ -1,11 +1,16 @@
namespace TTT.API.Player;
public interface IPlayer {
public interface IPlayer : IEquatable<IPlayer> {
/// <summary>
/// The unique identifier for the player, should
/// be unique across all players at all times.
/// </summary>
string Id { get; }
string Name { get; }
string Name { get; set; }
bool IEquatable<IPlayer>.Equals(IPlayer? other) {
if (other is null) return false;
return Id == other.Id;
}
}

View File

@@ -0,0 +1,9 @@
using CounterStrikeSharp.API.Core;
namespace TTT.CS2.API;
public interface IAliveSpoofer {
ISet<CCSPlayerController> FakeAlivePlayers { get; }
void SpoofAlive(CCSPlayerController player);
void UnspoofAlive(CCSPlayerController player);
}

View File

@@ -0,0 +1,24 @@
using System.Diagnostics.CodeAnalysis;
using CounterStrikeSharp.API.Core;
using TTT.Game;
namespace TTT.CS2.API;
public interface IBodyTracker {
public IDictionary<IBody, CRagdollProp> Bodies { get; }
public IBody? ReverseLookup(CRagdollProp ragdoll) {
return Bodies.FirstOrDefault(x => x.Value == ragdoll).Key;
}
public bool TryReverseLookup(CRagdollProp ragdoll,
[MaybeNullWhen(false)] out IBody body) {
body = ReverseLookup(ragdoll);
return body != null;
}
public bool TryLookup(string id, out IBody? body) {
body = Bodies.Keys.FirstOrDefault(x => x.Id == id);
return body != null;
}
}

View File

@@ -0,0 +1,19 @@
using TTT.API.Game;
using TTT.API.Player;
using TTT.API.Role;
namespace TTT.CS2.Actions;
public class TaserAction(IRoleAssigner roles, IPlayer victim,
IPlayer identifier) : IAction {
public IPlayer Player { get; } = identifier;
public IPlayer? Other { get; } = victim;
public IRole? PlayerRole { get; } =
roles.GetRoles(identifier).FirstOrDefault();
public IRole? OtherRole { get; } = roles.GetRoles(victim).FirstOrDefault();
public string Id { get; } = "cs2.action.tased";
public string Verb { get; } = "tased";
public string Details { get; } = "";
}

View File

@@ -9,9 +9,17 @@
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\SpecialRoundAPI\SpecialRoundAPI\SpecialRoundAPI.csproj"/>
<ProjectReference Include="..\API\API.csproj"/>
<ProjectReference Include="..\Game\Game.csproj"/>
<ProjectReference Include="..\Karma\Karma.csproj" />
<ProjectReference Include="..\Karma\Karma.csproj"/>
<ProjectReference Include="..\ShopAPI\ShopAPI.csproj"/>
</ItemGroup>
<ItemGroup>
<Reference Include="MAULActainShared.dll">
<HintPath>./ThirdParties/Binaries/MAULActainShared.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>

View File

@@ -2,7 +2,6 @@ using CounterStrikeSharp.API.Core;
using TTT.API;
using TTT.API.Player;
using TTT.Game;
using TTT.Game.Roles;
namespace TTT.CS2;
@@ -12,25 +11,17 @@ public class CS2Body(CRagdollProp ragdoll, IPlayer player) : IBody {
public bool IsIdentified { get; set; }
public IWeapon? MurderWeapon { get; private set; }
public IPlayer? Killer { get; private set; }
public IPlayer? Killer { get; set; }
public string Id { get; } = ragdoll.Index.ToString();
public DateTime TimeOfDeath { get; } = DateTime.Now;
public CS2Body WithWeapon(IWeapon weapon) {
MurderWeapon = weapon;
return this;
}
public CS2Body WithWeapon(string weapon) {
return WithWeapon(new BaseWeapon(weapon));
}
public CS2Body WithKiller(IPlayer? killer) {
Killer = killer;
return this;
}
public CS2Body Identified(bool identified = true) {
IsIdentified = identified;
return this;
}
}

20
TTT/CS2/CS2Logger.cs Normal file
View File

@@ -0,0 +1,20 @@
using CounterStrikeSharp.API;
using TTT.API.Game;
using TTT.API.Player;
using TTT.Game.Loggers;
namespace TTT.CS2;
public class CS2Logger(IServiceProvider provider) : SimpleLogger(provider) {
public override void PrintLogs() {
Server.NextWorldUpdate(() => base.PrintLogs());
}
public override void PrintLogs(IOnlinePlayer? player) {
Server.NextWorldUpdate(() => base.PrintLogs(player));
}
public override void LogAction(IAction action) {
Server.NextWorldUpdate(() => base.LogAction(action));
}
}

View File

@@ -1,13 +1,20 @@
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using ShopAPI.Configs.Detective;
using ShopAPI.Configs.Traitor;
using TTT.API.Command;
using TTT.API.Extensions;
using TTT.API.Game;
using TTT.API.Messages;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.CS2.API;
using TTT.CS2.Command;
using TTT.CS2.Command.Test;
using TTT.CS2.Configs;
using TTT.CS2.Configs.ShopItems;
using TTT.CS2.Game;
using TTT.CS2.GameHandlers;
using TTT.CS2.GameHandlers.DamageCancelers;
@@ -16,7 +23,7 @@ using TTT.CS2.lang;
using TTT.CS2.Listeners;
using TTT.CS2.Player;
using TTT.Game;
using TTT.Game.Commands;
using TTT.Karma;
using TTT.Locale;
namespace TTT.CS2;
@@ -27,33 +34,76 @@ public static class CS2ServiceCollection {
collection
.AddModBehavior<IPlayerConverter<CCSPlayerController>,
CCPlayerConverter>();
collection.AddModBehavior<IStorage<TTTConfig>, CS2GameConfig>();
collection.AddModBehavior<ICommandManager, CS2CommandManager>();
collection.AddModBehavior<IAliveSpoofer, CS2AliveSpoofer>();
collection.AddModBehavior<IIconManager, RoleIconsHandler>();
collection.AddModBehavior<NameDisplayer>();
collection.AddModBehavior<PlayerPingShopAlias>();
// Configs
collection.AddModBehavior<IStorage<TTTConfig>, CS2GameConfig>();
collection.AddModBehavior<IStorage<ShopConfig>, CS2ShopConfig>();
collection
.AddModBehavior<IStorage<OneShotDeagleConfig>, CS2OneShotDeagleConfig>();
collection.AddModBehavior<IStorage<C4Config>, CS2C4Config>();
collection.AddModBehavior<IStorage<M4A1Config>, CS2M4A1Config>();
collection.AddModBehavior<IStorage<TaserConfig>, CS2TaserConfig>();
collection
.AddModBehavior<IStorage<PoisonSmokeConfig>, CS2PoisonSmokeConfig>();
collection.AddModBehavior<IStorage<KarmaConfig>, CS2KarmaConfig>();
collection.AddModBehavior<IStorage<CamoConfig>, CS2CamoConfig>();
collection.AddModBehavior<IStorage<StickersConfig>, CS2StickersConfig>();
collection.AddModBehavior<IStorage<BodyPaintConfig>, CS2BodyPaintConfig>();
collection
.AddModBehavior<IStorage<DnaScannerConfig>, CS2DnaScannerConfig>();
collection
.AddModBehavior<IStorage<HealthStationConfig>, CS2HealthStationConfig>();
collection
.AddModBehavior<IStorage<ClusterGrenadeConfig>, CS2ClusterGrenadeConfig>();
collection.AddModBehavior<IStorage<GlovesConfig>, CS2GlovesConfig>();
collection
.AddModBehavior<IStorage<OneHitKnifeConfig>, CS2OneHitKnifeConfig>();
collection.AddModBehavior<IStorage<SilentAWPConfig>, CS2SilentAWPConfig>();
collection
.AddModBehavior<IStorage<HealthshotConfig>, CS2HealthshotConfig>();
// TTT - CS2 Specific optionals
collection.AddScoped<ITextSpawner, TextSpawner>();
// GameHandlers
collection.AddModBehavior<PlayerConnectionsHandler>();
collection.AddModBehavior<RoundEnd_GameEndHandler>();
collection.AddModBehavior<RoundStart_GameStartHandler>();
collection.AddModBehavior<CombatHandler>();
collection.AddModBehavior<PropMover>();
collection.AddModBehavior<BodySpawner>();
collection.AddModBehavior<RoleIconsHandler>();
collection.AddModBehavior<BombPlantSuppressor>();
collection.AddModBehavior<BuyMenuHandler>();
collection.AddModBehavior<CombatHandler>();
collection.AddModBehavior<DamageCanceler>();
collection.AddModBehavior<MapChangeCausesEndListener>();
collection.AddModBehavior<MapZoneRemover>();
collection.AddModBehavior<NameUpdater>();
collection.AddModBehavior<PlayerConnectionsHandler>();
collection.AddModBehavior<PlayerMuter>();
collection.AddModBehavior<PropMover>();
collection.AddModBehavior<RoundStart_GameStartHandler>();
collection.AddModBehavior<TeamChangeHandler>();
collection.AddModBehavior<TraitorChatHandler>();
// Damage Cancelers
collection.AddModBehavior<OutOfRoundCanceler>();
collection.AddModBehavior<TaserListenCanceler>();
// Listeners
collection.AddModBehavior<RoundTimerListener>();
collection.AddModBehavior<AfkTimerListener>();
collection.AddModBehavior<BodyPickupListener>();
collection.AddModBehavior<IBodyTracker, BodyTracker>();
collection.AddModBehavior<KarmaBanner>();
collection.AddModBehavior<KarmaSyncer>();
collection.AddModBehavior<LateSpawnListener>();
collection.AddModBehavior<MapHookListener>();
collection.AddModBehavior<PlayerStatsTracker>();
collection.AddModBehavior<RoundTimerListener>();
collection.AddModBehavior<ScreenColorApplier>();
collection.AddModBehavior<WardenTagAssigner>();
// Commands
collection.AddModBehavior<TTTCommand>();
collection.AddModBehavior<TestCommand>();
collection.AddScoped<IGameManager, CS2GameManager>();

View File

@@ -68,7 +68,7 @@ public class CS2CommandInfo : ICommandInfo {
public int ArgCount => Args.Length;
public string GetCommandString => string.Join(' ', Args);
public string CommandString => string.Join(' ', Args);
public void ReplySync(string message) {
switch (CallingContext) {

View File

@@ -4,9 +4,10 @@ using CounterStrikeSharp.API.Modules.Commands;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Command;
using TTT.API.Messages;
using TTT.API.Player;
using TTT.Game;
using TTT.Game.Commands;
using TTT.Game.lang;
namespace TTT.CS2.Command;
@@ -17,6 +18,9 @@ public class CS2CommandManager(IServiceProvider provider)
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IMessenger messenger = provider
.GetRequiredService<IMessenger>();
private BasePlugin? plugin;
public void Start(BasePlugin? basePlugin, bool hotReload) {
@@ -40,20 +44,46 @@ public class CS2CommandManager(IServiceProvider provider)
var wrapper = executor == null ?
null :
converter.GetPlayer(executor) as IOnlinePlayer;
Task.Run(async () => {
try {
Console.WriteLine($"Processing command: {cs2Info.GetCommandString}");
return await ProcessCommand(cs2Info);
} catch (Exception e) {
var msg = e.Message;
cs2Info.ReplySync(Localizer[GameMsgs.GENERIC_ERROR(msg)]);
await Server.NextWorldUpdateAsync(() => {
Console.WriteLine(
$"Encountered an error when processing command: \"{cs2Info.GetCommandString}\" by {wrapper?.Id}");
Console.WriteLine(e);
});
return CommandResult.ERROR;
messenger.Debug($"Received command: {cs2Info.Args[0]} from {wrapper?.Id}");
if (cmdMap.TryGetValue(cs2Info.Args[0], out var command))
if (command.MustBeOnMainThread) {
processCommandSync(cs2Info, wrapper);
return;
}
});
Task.Run(async () => await processCommandAsync(cs2Info, wrapper));
}
private async Task<CommandResult> processCommandAsync(CS2CommandInfo cs2Info,
IOnlinePlayer? wrapper) {
try {
Console.WriteLine($"Processing command: {cs2Info.CommandString}");
return await ProcessCommand(cs2Info);
} catch (Exception e) {
var msg = e.Message;
cs2Info.ReplySync(Localizer[GameMsgs.GENERIC_ERROR(msg)]);
await Server.NextWorldUpdateAsync(() => {
Console.WriteLine(
$"Encountered an error when processing command: \"{cs2Info.CommandString}\" by {wrapper?.Id}");
Console.WriteLine(e);
});
return CommandResult.ERROR;
}
}
private void processCommandSync(CS2CommandInfo cs2Info,
IOnlinePlayer? wrapper) {
try { _ = ProcessCommand(cs2Info); } catch (Exception e) {
var msg = e.Message;
cs2Info.ReplySync(Localizer[GameMsgs.GENERIC_ERROR(msg)]);
Server.NextWorldUpdateAsync(() => {
Console.WriteLine(
$"Encountered an error when processing command: \"{cs2Info.CommandString}\" by {wrapper?.Id}");
Console.WriteLine(e);
})
.Wait();
}
}
}

View File

@@ -0,0 +1,55 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Commands;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command;
public class PlayerPingShopAlias(IServiceProvider provider) : IPluginModule {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IItemSorter itemSorter =
provider.GetRequiredService<IItemSorter>();
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
plugin?.AddCommandListener("player_ping", onPlayerPing, HookMode.Post);
for (var i = 0; i < 10; i++) {
var index = i; // Capture variable
plugin?.AddCommand($"css_{index}", "",
(player, _) => { onButton(player, index); });
}
}
private HookResult onPlayerPing(CCSPlayerController? player,
CommandInfo commandInfo) {
if (player == null) return HookResult.Continue;
var gamePlayer = converter.GetPlayer(player) as IOnlinePlayer;
var cmdInfo =
new CS2CommandInfo(provider, gamePlayer, 0, "css_shop", "list");
cmdInfo.CallingContext = CommandCallingContext.Chat;
provider.GetRequiredService<ICommandManager>().ProcessCommand(cmdInfo);
return HookResult.Continue;
}
private void onButton(CCSPlayerController? player, int index) {
if (player == null) return;
if (converter.GetPlayer(player) is not IOnlinePlayer apiPlayer) return;
var lastUpdated = itemSorter.GetLastUpdate(apiPlayer);
if (lastUpdated == null
|| DateTime.Now - lastUpdated > TimeSpan.FromSeconds(20))
return;
var cmdInfo = new CS2CommandInfo(provider, apiPlayer, 0, "css_shop", "buy",
(index - 1).ToString()) { CallingContext = CommandCallingContext.Chat };
provider.GetRequiredService<ICommandManager>().ProcessCommand(cmdInfo);
itemSorter.InvalidateOrder(apiPlayer);
}
}

View File

@@ -0,0 +1,21 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class CreditsCommand(IServiceProvider provider) : ICommand {
private readonly IShop shop = provider.GetRequiredService<IShop>();
public void Dispose() { }
public void Start() { }
public string Id => "credits";
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
shop.AddBalance(executor, 1000);
info.ReplySync("You have been given 1000 credits!");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,33 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class EmitSoundCommand(IServiceProvider provider) : ICommand {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public string Id => "emitsound";
public void Dispose() { }
public void Start() { }
public string[] Usage => ["[sound]"];
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
var gamePlayer = converter.GetPlayer(executor);
if (gamePlayer == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
if (info.Args.Length < 2) return Task.FromResult(CommandResult.PRINT_USAGE);
Server.NextWorldUpdate(() => {
gamePlayer.EmitSound(info.Args[1]);
info.ReplySync("Emitted sound " + info.Args[1]);
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,29 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
using TTT.CS2.API;
namespace TTT.CS2.Command.Test;
public class ForceAliveCommand(IServiceProvider provider) : ICommand {
private readonly IAliveSpoofer spoofer =
provider.GetRequiredService<IAliveSpoofer>();
public void Dispose() { }
public string Id => "forcealive";
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
Server.NextWorldUpdate(() => {
foreach (var player in Utilities.GetPlayers()) spoofer.SpoofAlive(player);
});
info.ReplySync("Attempted to force alive.");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,75 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Events;
using TTT.API.Command;
using TTT.API.Events;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class GiveItemCommand(IServiceProvider provider) : ICommand {
private readonly IPlayerFinder finder =
provider.GetRequiredService<IPlayerFinder>();
private readonly IShop shop = provider.GetRequiredService<IShop>();
public void Dispose() { }
public void Start() { }
public string Id => "giveitem";
public string[] Usage => ["[item] <player>"];
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
if (info.ArgCount == 1) return Task.FromResult(CommandResult.PRINT_USAGE);
var query = info.Args[1];
var item = searchItem(query);
if (item == null) {
info.ReplySync($"Item '{query}' not found.");
return Task.FromResult(CommandResult.ERROR);
}
var target = executor;
Server.NextWorldUpdateAsync(() => {
if (info.ArgCount == 3) {
var result = finder.GetPlayerByName(info.Args[2]);
if (result == null) {
info.ReplySync($"Player '{info.Args[2]}' not found.");
return;
}
target = result;
}
var purchaseEv = new PlayerPurchaseItemEvent(target, item);
provider.GetRequiredService<IEventBus>().Dispatch(purchaseEv);
shop.GiveItem(target, item);
info.ReplySync($"Gave item '{item.Name}' to {target.Name}.");
});
return Task.FromResult(CommandResult.SUCCESS);
}
private IShopItem? searchItem(string query) {
var item = shop.Items.FirstOrDefault(it
=> it.Name.Replace(" ", "")
.Equals(query, StringComparison.OrdinalIgnoreCase));
if (item != null) return item;
item = shop.Items.FirstOrDefault(it
=> it.Name.Equals(query, StringComparison.OrdinalIgnoreCase));
if (item != null) return item;
item = shop.Items.FirstOrDefault(it
=> it.Name.Contains(query, StringComparison.OrdinalIgnoreCase));
return item;
}
}

View File

@@ -0,0 +1,33 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Events;
using TTT.API.Player;
using TTT.CS2.API;
using TTT.Game.Events.Body;
namespace TTT.CS2.Command.Test;
public class IdentifyAllCommand(IServiceProvider provider) : ICommand {
private readonly IBodyTracker bodies =
provider.GetRequiredService<IBodyTracker>();
private readonly IEventBus bus = provider.GetRequiredService<IEventBus>();
public string Id => "identifyall";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
foreach (var body in bodies.Bodies.Keys) {
if (body.IsIdentified) continue;
var bodyIdentifyEvent = new BodyIdentifyEvent(body, executor);
Server.NextWorldUpdate(() => bus.Dispatch(bodyIdentifyEvent));
}
info.ReplySync("Identified all bodies.");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,25 @@
using CounterStrikeSharp.API;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class IndexCommand : ICommand {
public string Id => "index";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
Server.NextWorldUpdate(() => {
foreach (var player in Utilities.GetPlayers())
info.ReplySync(
$"{player.PlayerName} - {player.Slot} {player.Index} {player.DraftIndex} {player.PawnCharacterDefIndex}");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,62 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class ReloadModuleCommand(IServiceProvider provider)
: ICommand, IPluginModule {
private BasePlugin? plugin;
public void Dispose() { }
public void Start() { }
public string Id => "reload";
public string[] Usage => ["<module>"];
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (info.ArgCount != 2) return Task.FromResult(CommandResult.INVALID_ARGS);
var moduleName = info.Args[1];
var modules = provider.GetServices<ITerrorModule>();
var module = modules.FirstOrDefault(m
=> m.Id.Equals(moduleName, StringComparison.OrdinalIgnoreCase));
if (module == null) {
info.ReplySync($"Module '{moduleName}' not found.");
return Task.FromResult(CommandResult.INVALID_ARGS);
}
info.ReplySync($"Reloading module '{moduleName}'...");
module.Dispose();
info.ReplySync($"Starting module '{moduleName}'...");
module.Start();
info.ReplySync($"Module '{moduleName}' reloaded successfully.");
if (plugin == null) {
info.ReplySync("Plugin context not found; skipping hotload steps.");
return Task.FromResult(CommandResult.SUCCESS);
}
if (module is not IPluginModule pluginModule)
return Task.FromResult(CommandResult.SUCCESS);
Server.NextWorldUpdate(() => {
info.ReplySync($"Hotloading plugin module '{moduleName}'...");
pluginModule.Start(plugin, true);
info.ReplySync($"Plugin module '{moduleName}' hotloaded successfully.");
});
return Task.FromResult(CommandResult.SUCCESS);
}
public void Start(BasePlugin? plugin) {
if (plugin == null) return;
this.plugin = plugin;
}
}

View File

@@ -0,0 +1,35 @@
using System.Drawing;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
using TTT.CS2.Extensions;
namespace TTT.CS2.Command.Test;
public class ScreenColorCommand(IServiceProvider provider) : ICommand {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public string Id => "screencolor";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
Server.NextWorldUpdate(() => {
var player = converter.GetPlayer(executor);
float hold = 0.5f, fade = 0.5f;
if (info.ArgCount >= 2) float.TryParse(info.Args[1], out hold);
if (info.ArgCount >= 3) float.TryParse(info.Args[2], out fade);
player?.ColorScreen(Color.Red, hold, fade);
info.ReplySync("Colored your screen red.");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,27 @@
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class SetHealthCommand : ICommand {
public string Id => "sethealth";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
if (info.ArgCount != 2) return Task.FromResult(CommandResult.PRINT_USAGE);
if (!int.TryParse(info.Args[1], out var health)) {
info.ReplySync("Invalid health value.");
return Task.FromResult(CommandResult.ERROR);
}
executor.Health = health;
info.ReplySync($"Set health of {executor.Name} to {health}.");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -17,7 +17,7 @@ public class SetRoleCommand(IServiceProvider provider) : ICommand {
public void Dispose() { }
public string Name => "setrole";
public string Id => "setrole";
public void Start() { }
public Task<CommandResult>

View File

@@ -0,0 +1,29 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class SetTargetCommand(IServiceProvider provider) : ICommand {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public void Dispose() { }
public void Start() { }
public string Id => "settarget";
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
Server.NextWorldUpdate(() => {
var gamePlayer = converter.GetPlayer(executor);
if (gamePlayer == null) return;
gamePlayer.Pawn.Value?.AcceptInput("AddContext", null, null, "TRAITOR:1");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,27 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class ShowIconsCommand(IServiceProvider provider) : ICommand {
private readonly IIconManager icons =
provider.GetRequiredService<IIconManager>();
public string Id => "showicons";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
Server.NextWorldUpdate(() => {
for (var i = 0; i < Server.MaxPlayers; i++)
icons.SetVisiblePlayers(i, ulong.MaxValue);
});
info.ReplySync("Set all icons visible");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,43 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class SpecCommand(IServiceProvider provider) : ICommand {
public void Dispose() { }
public void Start() { }
public string Id => "spec";
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
var target = executor;
if (info.ArgCount == 2) {
var finder = provider.GetRequiredService<IPlayerFinder>();
var result = finder.GetPlayerByName(info.Args[1]);
if (result == null) {
info.ReplySync($"Player '{info.Args[1]}' not found.");
return Task.FromResult(CommandResult.ERROR);
}
target = result;
} else if (target == null) {
return Task.FromResult(CommandResult.PLAYER_ONLY);
}
var converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
Server.NextWorldUpdate(() => {
var player = converter.GetPlayer(target);
player?.ChangeTeam(CsTeam.Spectator);
info.ReplySync($"{target.Name} has been moved to Spectators.");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,44 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using SpecialRoundAPI;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class SpecialRoundCommand(IServiceProvider provider) : ICommand {
private readonly ISpecialRoundStarter tracker =
provider.GetRequiredService<ISpecialRoundStarter>();
public void Dispose() { }
public void Start() { }
public string Id => "specialround";
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (info.ArgCount == 1) {
tracker.TryStartSpecialRound(null);
info.ReplySync("Started a random special round.");
return Task.FromResult(CommandResult.SUCCESS);
}
var rounds = provider.GetServices<ITerrorModule>()
.OfType<AbstractSpecialRound>()
.ToDictionary(r => r.Name.ToLower(), r => r);
var roundName = info.Args[1].ToLower();
if (!rounds.TryGetValue(roundName, out var round)) {
info.ReplySync($"No special round found with name '{roundName}'.");
foreach (var name in rounds.Keys) info.ReplySync($"- {name}");
return Task.FromResult(CommandResult.INVALID_ARGS);
}
Server.NextWorldUpdate(() => {
tracker.TryStartSpecialRound(round);
info.ReplySync($"Started special round '{roundName}'.");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -0,0 +1,26 @@
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Game;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class StateCommand(IServiceProvider provider) : ICommand {
private readonly IGameManager games =
provider.GetRequiredService<IGameManager>();
public string Id => "state";
public void Dispose() { }
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (games.ActiveGame == null) {
info.ReplySync("ActiveGame is null.");
return Task.FromResult(CommandResult.SUCCESS);
}
info.ReplySync($"Current game state: {games.ActiveGame?.State}");
return Task.FromResult(CommandResult.SUCCESS);
}
}

View File

@@ -11,7 +11,7 @@ public class StopCommand(IServiceProvider provider) : ICommand {
provider.GetRequiredService<IGameManager>();
public void Dispose() { }
public string Name => "stop";
public string Id => "stop";
public void Start() { }

View File

@@ -1,4 +1,5 @@
using TTT.API;
using CounterStrikeSharp.API.Core;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
@@ -10,21 +11,38 @@ public class TestCommand(IServiceProvider provider) : ICommand, IPluginModule {
public void Dispose() { }
public string Name => "test";
public string Id => "test";
public void Start() {
subCommands.Add("setrole", new SetRoleCommand(provider));
subCommands.Add("stop", new StopCommand(provider));
subCommands.Add("forcealive", new ForceAliveCommand(provider));
subCommands.Add("identifyall", new IdentifyAllCommand(provider));
subCommands.Add("state", new StateCommand(provider));
subCommands.Add("screencolor", new ScreenColorCommand(provider));
subCommands.Add("giveitem", new GiveItemCommand(provider));
subCommands.Add("index", new IndexCommand());
subCommands.Add("showicons", new ShowIconsCommand(provider));
subCommands.Add("sethealth", new SetHealthCommand());
subCommands.Add("emitsound", new EmitSoundCommand(provider));
subCommands.Add("credits", new CreditsCommand(provider));
subCommands.Add("spec", new SpecCommand(provider));
subCommands.Add("reload", new ReloadModuleCommand(provider));
subCommands.Add("specialround", new SpecialRoundCommand(provider));
subCommands.Add("settarget", new SetTargetCommand(provider));
}
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
if (executor.Id != "76561198333588297")
return Task.FromResult(CommandResult.NO_PERMISSION);
if (info.ArgCount == 1) {
foreach (var c in subCommands.Values)
info.ReplySync(
$"- {c.Name} {c.Usage.FirstOrDefault()}: {c.Description ?? "No description provided."}");
$"- {c.Id} {c.Usage.FirstOrDefault()}: {c.Description ?? "No description provided."}");
return Task.FromResult(CommandResult.INVALID_ARGS);
}
@@ -34,6 +52,12 @@ public class TestCommand(IServiceProvider provider) : ICommand, IPluginModule {
return Task.FromResult(CommandResult.INVALID_ARGS);
}
return cmd.Execute(executor, new CS2CommandInfo(provider, info, 1));
return cmd.Execute(executor, info.Skip());
}
public void Start(BasePlugin? plugin, bool hotload) {
((IPluginModule)this).Start();
foreach (var cmd in subCommands.Values.OfType<IPluginModule>())
cmd.Start(plugin, hotload);
}
}

View File

@@ -7,11 +7,11 @@ using TTT.API.Storage;
using TTT.CS2.Validators;
using TTT.Game;
namespace TTT.CS2.Game;
namespace TTT.CS2.Configs;
public class CS2GameConfig : IStorage<TTTConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_ROUND_COUNTDOWN = new(
"css_ttt_round_countdown", "Time to wait before starting a round", 10,
"css_ttt_round_countdown", "Time to wait before starting a round", 15,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 60));
public static readonly FakeConVar<int> CV_MINIMUM_PLAYERS = new(
@@ -24,7 +24,7 @@ public class CS2GameConfig : IStorage<TTTConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_ROUND_DURATION_PER_PLAYER = new(
"css_ttt_round_duration_per_player",
"Additional round duration per player in seconds", 30,
"Additional round duration per player in seconds", 15,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 60));
public static readonly FakeConVar<int> CV_ROUND_DURATION_MAX = new(
@@ -63,24 +63,22 @@ public class CS2GameConfig : IStorage<TTTConfig>, IPluginModule {
public static readonly FakeConVar<string> CV_TRAITOR_WEAPONS = new(
"css_ttt_roleweapons_traitor",
"Weapons available to traitors at start of round",
"weapon_knife,weapon_glock", ConVarFlags.FCVAR_NONE,
new ItemValidator(allowMultiple: true));
"Weapons available to traitors at start of round", "",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: true));
public static readonly FakeConVar<string> CV_DETECTIVE_WEAPONS = new(
"css_ttt_roleweapons_detective",
"Weapons available to detectives at start of round",
"weapon_knife,weapon_taser,weapon_m4a1,weapon_revolver",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: true));
"weapon_taser,weapon_m4a1_silencer,weapon_revolver", ConVarFlags.FCVAR_NONE,
new ItemValidator(allowMultiple: true));
public static readonly FakeConVar<string> CV_INNOCENT_WEAPONS = new(
"css_ttt_roleweapons_innocent",
"Weapons available to innocents at start of round",
"weapon_knife,weapon_glock", ConVarFlags.FCVAR_NONE,
new ItemValidator(allowMultiple: true));
"Weapons available to innocents at start of round", "",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: true));
public static readonly FakeConVar<int> CV_TIME_BETWEEN_ROUNDS = new(
"css_ttt_time_between_rounds", "Time to wait between rounds in seconds", 5,
"css_ttt_time_between_rounds", "Time to wait between rounds in seconds", 1,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 60));
public void Dispose() { }

View File

@@ -0,0 +1,115 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using TTT.API;
using TTT.API.Storage;
using TTT.Karma;
namespace TTT.CS2.Configs;
public class CS2KarmaConfig : IStorage<KarmaConfig>, IPluginModule {
public static readonly FakeConVar<string> CV_DB_STRING = new(
"css_ttt_karma_db_string", "Database connection string for Karma storage",
"Data Source=karma.db");
public static readonly FakeConVar<int> CV_MIN_KARMA = new("css_ttt_karma_min",
"Minimum possible Karma value; falling below executes the low-karma command",
0, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 1000));
public static readonly FakeConVar<int> CV_DEFAULT_KARMA = new(
"css_ttt_karma_default", "Default Karma assigned to new or reset players",
50, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 1000));
public static readonly FakeConVar<string> CV_LOW_KARMA_COMMAND = new(
"css_ttt_karma_low_command",
"Command executed when a player's karma falls below the minimum (use {0} for player slot)",
"css_ban #{0} 2880 Low Karma");
public static readonly FakeConVar<int> CV_TIMEOUT_THRESHOLD = new(
"css_ttt_karma_timeout_threshold",
"Minimum Karma before timing a player out for KarmaRoundTimeout rounds", 20,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 1000));
public static readonly FakeConVar<int> CV_ROUND_TIMEOUT = new(
"css_ttt_karma_round_timeout",
"Number of rounds a player is timed out for after falling below threshold",
4, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 100));
public static readonly FakeConVar<int> CV_WARNING_WINDOW_HOURS = new(
"css_ttt_karma_warning_window_hours",
"Time window (in hours) preventing repeat warnings for low karma", 24,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 168));
// Karma deltas
public static readonly FakeConVar<int> CV_INNO_ON_TRAITOR = new(
"css_ttt_karma_inno_on_traitor",
"Karma gained when Innocent kills a Traitor", 4, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_TRAITOR_ON_DETECTIVE = new(
"css_ttt_karma_traitor_on_detective",
"Karma gained when Traitor kills a Detective", 1, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_INNO_ON_INNO_VICTIM = new(
"css_ttt_karma_inno_on_inno_victim",
"Karma gained or lost when Innocent kills another Innocent who was a victim",
-1, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_INNO_ON_INNO = new(
"css_ttt_karma_inno_on_inno",
"Karma lost when Innocent kills another Innocent", -5,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_TRAITOR_ON_TRAITOR = new(
"css_ttt_karma_traitor_on_traitor",
"Karma lost when Traitor kills another Traitor", -6, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_INNO_ON_DETECTIVE = new(
"css_ttt_karma_inno_on_detective",
"Karma lost when Innocent kills a Detective", -8, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-50, 50));
public static readonly FakeConVar<int> CV_KARMA_PER_ROUND = new(
"css_ttt_karma_per_round",
"Amount of karma a player will gain at the end of each round", 1,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 50));
public static readonly FakeConVar<int> CV_KARMA_PER_ROUND_WIN = new(
"css_ttt_karma_per_round_win",
"Amount of karma a player will gain at the end of each round if their team won",
1, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 50));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<KarmaConfig?> Load() {
var cfg = new KarmaConfig {
DbString = CV_DB_STRING.Value,
MinKarma = CV_MIN_KARMA.Value,
DefaultKarma = CV_DEFAULT_KARMA.Value,
CommandUponLowKarma = CV_LOW_KARMA_COMMAND.Value,
KarmaTimeoutThreshold = CV_TIMEOUT_THRESHOLD.Value,
KarmaRoundTimeout = CV_ROUND_TIMEOUT.Value,
KarmaWarningWindow = TimeSpan.FromHours(CV_WARNING_WINDOW_HOURS.Value),
KarmaPerRound = CV_KARMA_PER_ROUND.Value,
KarmaPerRoundWin = CV_KARMA_PER_ROUND_WIN.Value,
INNO_ON_TRAITOR = CV_INNO_ON_TRAITOR.Value,
TRAITOR_ON_DETECTIVE = CV_TRAITOR_ON_DETECTIVE.Value,
INNO_ON_INNO_VICTIM = CV_INNO_ON_INNO_VICTIM.Value,
INNO_ON_INNO = CV_INNO_ON_INNO.Value,
TRAITOR_ON_TRAITOR = CV_TRAITOR_ON_TRAITOR.Value,
INNO_ON_DETECTIVE = CV_INNO_ON_DETECTIVE.Value
};
return Task.FromResult<KarmaConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs;
public class CS2ShopConfig : IStorage<ShopConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_STARTING_INNOCENT_CREDITS = new(
"css_ttt_shop_start_innocent", "Starting credits for Innocents", 60,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_STARTING_TRAITOR_CREDITS = new(
"css_ttt_shop_start_traitor", "Starting credits for Traitors", 100,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_STARTING_DETECTIVE_CREDITS = new(
"css_ttt_shop_start_detective", "Starting credits for Detectives", 120,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_INNO_V_INNO = new(
"css_ttt_shop_inno_v_inno", "Credits change when Innocent kills Innocent",
-4, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_INNO_V_TRAITOR = new(
"css_ttt_shop_inno_v_traitor", "Credits change when Innocent kills Traitor",
8, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_INNO_V_DETECTIVE = new(
"css_ttt_shop_inno_v_detective",
"Credits change when Innocent kills Detective", -6, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_TRAITOR_V_TRAITOR = new(
"css_ttt_shop_traitor_v_traitor",
"Credits change when Traitor kills Traitor", -5, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_TRAITOR_V_INNO = new(
"css_ttt_shop_traitor_v_inno", "Credits change when Traitor kills Innocent",
4, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_TRAITOR_V_DETECTIVE = new(
"css_ttt_shop_traitor_v_detective",
"Credits change when Traitor kills Detective", 6, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_DETECTIVE_V_DETECTIVE = new(
"css_ttt_shop_detective_v_detective",
"Credits change when Detective kills Detective", -8, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_DETECTIVE_V_INNO = new(
"css_ttt_shop_detective_v_inno",
"Credits change when Detective kills Innocent", -6, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_DETECTIVE_V_TRAITOR = new(
"css_ttt_shop_detective_v_traitor",
"Credits change when Detective kills Traitor", 8, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<int> CV_ANY_KILL = new(
"css_ttt_shop_any_kill",
"Credits granted for any kill when roles are unknown", 2,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(-10000, 10000));
public static readonly FakeConVar<float> CV_ASSIST_MULTIPLIER = new(
"css_ttt_shop_assist_multiplier", "Multiplier applied to assister credits",
0.5f, ConVarFlags.FCVAR_NONE, new RangeValidator<float>(0f, 10f));
public static readonly FakeConVar<float> CV_SOLO_KILL_MULTIPLIER = new(
"css_ttt_shop_solo_kill_multiplier",
"Multiplier applied to killer credits when there is no assist", 1.5f,
ConVarFlags.FCVAR_NONE, new RangeValidator<float>(0f, 10f));
private readonly IServiceProvider _provider;
public CS2ShopConfig(IServiceProvider provider) { _provider = provider; }
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<ShopConfig?> Load() {
var cfg = new ShopConfig(_provider) {
StartingInnocentCredits = CV_STARTING_INNOCENT_CREDITS.Value,
StartingTraitorCredits = CV_STARTING_TRAITOR_CREDITS.Value,
StartingDetectiveCredits = CV_STARTING_DETECTIVE_CREDITS.Value,
CreditsForInnoVInnoKill = CV_INNO_V_INNO.Value,
CreditsForInnoVTraitorKill = CV_INNO_V_TRAITOR.Value,
CreditsForInnoVDetectiveKill = CV_INNO_V_DETECTIVE.Value,
CreditsForTraitorVTraitorKill = CV_TRAITOR_V_TRAITOR.Value,
CreditsForTraitorVInnoKill = CV_TRAITOR_V_INNO.Value,
CreditsForTraitorVDetectiveKill = CV_TRAITOR_V_DETECTIVE.Value,
CreditsForDetectiveVDetectiveKill = CV_DETECTIVE_V_DETECTIVE.Value,
CreditsForDetectiveVInnoKill = CV_DETECTIVE_V_INNO.Value,
CreditsForDetectiveVTraitorKill = CV_DETECTIVE_V_TRAITOR.Value,
CreditsForAnyKill = CV_ANY_KILL.Value,
CreditMultiplierForAssisting = CV_ASSIST_MULTIPLIER.Value,
CreditsMultiplierForNotAssisted = CV_SOLO_KILL_MULTIPLIER.Value
};
return Task.FromResult<ShopConfig?>(cfg);
}
}

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using System.Drawing;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2BodyPaintConfig : IStorage<BodyPaintConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_bodypaint_price", "Price of the Body Paint item", 30,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_MAX_USES = new(
"css_ttt_shop_bodypaint_max_uses",
"Maximum number of times the Body Paint can be applied per item", 4,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 100));
public static readonly FakeConVar<string> CV_COLOR = new(
"css_ttt_shop_bodypaint_color",
"Color to apply to the player's body (HTML hex or known color name)",
"GreenYellow");
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<BodyPaintConfig?> Load() {
Color parsedColor;
try { parsedColor = ColorTranslator.FromHtml(CV_COLOR.Value); } catch {
try { parsedColor = Color.FromName(CV_COLOR.Value); } catch {
parsedColor = Color.GreenYellow;
}
}
var cfg = new BodyPaintConfig {
Price = CV_PRICE.Value,
MaxUses = CV_MAX_USES.Value,
ColorToApply = parsedColor
};
return Task.FromResult<BodyPaintConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
using TTT.CS2.Validators;
namespace TTT.CS2.Configs.ShopItems;
public class CS2C4Config : IStorage<C4Config>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new("css_ttt_shop_c4_price",
"Price of the C4 item", 130, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<string> CV_WEAPON = new(
"css_ttt_shop_c4_weapon", "Weapon entity name used for the C4", "weapon_c4",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: false));
public static readonly FakeConVar<int> CV_MAX_PER_ROUND = new(
"css_ttt_shop_c4_max_per_round",
"Maximum number of C4 that can be purchased per round", 0,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 64));
public static readonly FakeConVar<int> CV_MAX_AT_ONCE = new(
"css_ttt_shop_c4_max_at_once",
"Maximum number of C4 that can be active at once", 1,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 64));
public static readonly FakeConVar<float> CV_POWER = new(
"css_ttt_shop_c4_power", "Explosion power (damage multiplier) of the C4",
100f, ConVarFlags.FCVAR_NONE, new RangeValidator<float>(0f, 10000f));
public static readonly FakeConVar<int> CV_FUSE_TIME = new(
"css_ttt_shop_c4_fuse_time", "Fuse time of the C4 in seconds", 30,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 300));
public static readonly FakeConVar<bool> CV_FRIENDLY_FIRE = new(
"css_ttt_shop_c4_ff", "Whether the C4 damages teammates");
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) { plugin?.RegisterFakeConVars(this); }
public Task<C4Config?> Load() {
var cfg = new C4Config {
Price = CV_PRICE.Value,
Weapon = CV_WEAPON.Value,
MaxC4PerRound = CV_MAX_PER_ROUND.Value,
MaxC4AtOnce = CV_MAX_AT_ONCE.Value,
Power = CV_POWER.Value,
FuseTime = TimeSpan.FromSeconds(CV_FUSE_TIME.Value),
FriendlyFire = CV_FRIENDLY_FIRE.Value
};
return Task.FromResult<C4Config?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2CamoConfig : IStorage<CamoConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_camo_price", "Price of the Camo item", 75,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<float> CV_CAMO_VISIBILITY = new(
"css_ttt_shop_camo_visibility",
"Player visibility multiplier while camouflaged (0 = invisible, 1 = fully visible)",
0.5f, ConVarFlags.FCVAR_NONE, new RangeValidator<float>(0f, 1f));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<CamoConfig?> Load() {
var cfg = new CamoConfig {
Price = CV_PRICE.Value, CamoVisibility = CV_CAMO_VISIBILITY.Value
};
return Task.FromResult<CamoConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2ClusterGrenadeConfig : IStorage<ClusterGrenadeConfig>,
IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_clustergrenade_price",
"Price of the Cluster Grenade item (Traitor)", 100, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_GRENADE_COUNT = new(
"css_ttt_shop_clustergrenade_count",
"Number of grenades released upon explosion", 8, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(1, 50));
public static readonly FakeConVar<string> CV_WEAPON_ID = new(
"css_ttt_shop_clustergrenade_weapon",
"Weapon entity ID used for the Cluster Grenade", "weapon_hegrenade");
public static readonly FakeConVar<float> CV_UP_FORCE = new(
"css_ttt_shop_clustergrenade_up_force",
"Upward force applied to cluster fragments", 200f, ConVarFlags.FCVAR_NONE,
new RangeValidator<float>(0f, 1000f));
public static readonly FakeConVar<float> CV_THROW_FORCE = new(
"css_ttt_shop_clustergrenade_throw_force",
"Forward throw force applied to cluster fragments", 250f,
ConVarFlags.FCVAR_NONE, new RangeValidator<float>(0f, 1000f));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<ClusterGrenadeConfig?> Load() {
var cfg = new ClusterGrenadeConfig {
Price = CV_PRICE.Value,
GrenadeCount = CV_GRENADE_COUNT.Value,
UpForce = CV_UP_FORCE.Value,
ThrowForce = CV_THROW_FORCE.Value
};
return Task.FromResult<ClusterGrenadeConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Detective;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2DnaScannerConfig : IStorage<DnaScannerConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_dna_price", "Price of the DNA Scanner item (Detective)", 110,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_MAX_SAMPLES = new(
"css_ttt_shop_dna_max_samples",
"Maximum number of DNA samples that can be stored at once", 0,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 100));
public static readonly FakeConVar<int> CV_DECAY_TIME_SECONDS = new(
"css_ttt_shop_dna_decay_time",
"Time (in seconds) before a DNA sample decays", 120, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(10, 3600));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<DnaScannerConfig?> Load() {
var cfg = new DnaScannerConfig {
Price = CV_PRICE.Value,
MaxSamples = CV_MAX_SAMPLES.Value,
DecayTime = TimeSpan.FromSeconds(CV_DECAY_TIME_SECONDS.Value)
};
return Task.FromResult<DnaScannerConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2GlovesConfig : IStorage<GlovesConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_gloves_price", "Price of the Gloves item (Traitor)", 40,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_MAX_USES = new(
"css_ttt_shop_gloves_max_uses",
"Maximum number of times the Gloves can be used before breaking", 5,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 100));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<GlovesConfig?> Load() {
var cfg = new GlovesConfig {
Price = CV_PRICE.Value, MaxUses = CV_MAX_USES.Value
};
return Task.FromResult<GlovesConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Detective;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2HealthStationConfig : IStorage<HealthStationConfig>,
IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_healthstation_price",
"Price of the Health Station item (Detective)", 50, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<string> CV_USE_SOUND = new(
"css_ttt_shop_healthstation_use_sound",
"Sound played when using the Health Station", "sounds/buttons/blip1");
public static readonly FakeConVar<int> CV_HEALTH_INCREMENTS = new(
"css_ttt_shop_healthstation_increments",
"Number of health increments applied per use", 10, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(1, 100));
public static readonly FakeConVar<int> CV_HEALTH_INTERVAL = new(
"css_ttt_shop_healthstation_interval",
"Interval (in seconds) between health increments", 1,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 60));
public static readonly FakeConVar<int> CV_STATION_HEALTH = new(
"css_ttt_shop_healthstation_station_health",
"Maximum health of the station object itself", 200, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(50, 1000));
public static readonly FakeConVar<int> CV_TOTAL_HEALTH_GIVEN = new(
"css_ttt_shop_healthstation_total_health_given",
"Total health the station can provide before depleting (0 = infinite)", 0,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<float> CV_MAX_RANGE = new(
"css_ttt_shop_healthstation_max_range",
"Maximum range (in units) from which players can use the station", 256f,
ConVarFlags.FCVAR_NONE, new RangeValidator<float>(50f, 2048f));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<HealthStationConfig?> Load() {
var cfg = new HealthStationConfig {
Price = CV_PRICE.Value,
UseSound = CV_USE_SOUND.Value,
HealthIncrements = CV_HEALTH_INCREMENTS.Value,
HealthInterval = TimeSpan.FromSeconds(CV_HEALTH_INTERVAL.Value),
StationHealth = CV_STATION_HEALTH.Value,
TotalHealthGiven = CV_TOTAL_HEALTH_GIVEN.Value,
MaxRange = CV_MAX_RANGE.Value
};
return Task.FromResult<HealthStationConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2HealthshotConfig : IStorage<HealthshotConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_healthshot_price", "Price of the Healthshot item", 40,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_MAX_PURCHASES = new(
"css_ttt_shop_healthshot_max_purchases",
"Maximum number of times a player can purchase the Healthshot per round", 2,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(1, 100));
public static readonly FakeConVar<string> CV_WEAPON = new(
"css_ttt_shop_healthshot_weapon", "Weapon entity name for the Healthshot",
"weapon_healthshot");
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<HealthshotConfig?> Load() {
var cfg = new HealthshotConfig {
Price = CV_PRICE.Value,
MaxPurchases = CV_MAX_PURCHASES.Value,
Weapon = CV_WEAPON.Value
};
return Task.FromResult<HealthshotConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
using TTT.CS2.Validators;
namespace TTT.CS2.Configs.ShopItems;
public class CS2M4A1Config : IStorage<M4A1Config>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_m4a1_price", "Price of the M4A1 item", 50,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<string> CV_CLEAR_SLOTS = new(
"css_ttt_shop_m4a1_clear_slots",
"Slots to clear when granting M4A1 (comma-separated ints)", "0,1");
public static readonly FakeConVar<string> CV_WEAPONS = new(
"css_ttt_shop_m4a1_weapons",
"Weapons granted with this item (comma-separated names)",
"weapon_m4a1_silencer,weapon_usp_silencer", ConVarFlags.FCVAR_NONE,
new ItemValidator(allowMultiple: true));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<M4A1Config?> Load() {
var slots = CV_CLEAR_SLOTS.Value.Split(',')
.Select(s => s.Trim())
.Where(s => int.TryParse(s, out _))
.Select(int.Parse)
.ToArray();
var weapons = CV_WEAPONS.Value.Split(',')
.Select(s => s.Trim())
.Where(s => !string.IsNullOrEmpty(s))
.ToArray();
var cfg = new M4A1Config {
Price = CV_PRICE.Value, ClearSlots = slots, Weapons = weapons
};
return Task.FromResult<M4A1Config?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2OneHitKnifeConfig : IStorage<OneHitKnifeConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_onehitknife_price",
"Price of the One-Hit Knife item (Traitor)", 80, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<bool> CV_FRIENDLY_FIRE = new(
"css_ttt_shop_onehitknife_friendly_fire",
"Whether the One-Hit Knife can damage teammates");
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<OneHitKnifeConfig?> Load() {
var cfg = new OneHitKnifeConfig {
Price = CV_PRICE.Value, FriendlyFire = CV_FRIENDLY_FIRE.Value
};
return Task.FromResult<OneHitKnifeConfig?>(cfg);
}
}

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
using TTT.CS2.Validators;
namespace TTT.CS2.Configs.ShopItems;
public class CS2OneShotDeagleConfig : IStorage<OneShotDeagleConfig>,
IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_onedeagle_price", "Price of the One-Shot Deagle item", 130,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<bool> CV_FRIENDLY_FIRE = new(
"css_ttt_shop_onedeagle_ff",
"Whether the One-Shot Deagle damages teammates");
public static readonly FakeConVar<bool> CV_KILL_SHOOTER_ON_FF = new(
"css_ttt_shop_onedeagle_kill_shooter_on_ff",
"Whether the shooter is killed if they shoot a teammate", true);
public static readonly FakeConVar<string> CV_WEAPON = new(
"css_ttt_shop_onedeagle_weapon",
"Weapon entity name used for the One-Shot Weapon", "weapon_revolver",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowEmpty: false));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) { plugin?.RegisterFakeConVars(this); }
public Task<OneShotDeagleConfig?> Load() {
var cfg = new OneShotDeagleConfig {
Price = CV_PRICE.Value,
DoesFriendlyFire = CV_FRIENDLY_FIRE.Value,
Weapon = CV_WEAPON.Value,
KillShooterOnFF = CV_KILL_SHOOTER_ON_FF.Value
};
return Task.FromResult<OneShotDeagleConfig?>(cfg);
}
}

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@@ -0,0 +1,67 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
using TTT.CS2.Validators;
namespace TTT.CS2.Configs.ShopItems;
public class CS2PoisonSmokeConfig : IStorage<PoisonSmokeConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_poisonsmoke_price", "Price of the Poison Smoke item", 45,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<string> CV_WEAPON = new(
"css_ttt_shop_poisonsmoke_weapon",
"Weapon entity name used for the Poison Smoke item", "weapon_smokegrenade",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: false));
// Poison effect sub-config
public static readonly FakeConVar<int> CV_POISON_TICK_DAMAGE = new(
"css_ttt_shop_poisonsmoke_poison_damage_per_tick",
"Damage dealt per poison tick", 15, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(1, 100));
public static readonly FakeConVar<int> CV_POISON_TOTAL_DAMAGE = new(
"css_ttt_shop_poisonsmoke_poison_total_damage",
"Total damage dealt over the poison duration", 500, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(1, 1000));
public static readonly FakeConVar<int> CV_POISON_TICK_INTERVAL = new(
"css_ttt_shop_poisonsmoke_poison_tick_interval",
"Milliseconds between each poison damage tick", 500, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(100, 10000));
public static readonly FakeConVar<string> CV_POISON_SOUND = new(
"css_ttt_shop_poisonsmoke_poison_sound",
"Sound played when poison deals damage",
"sounds/player/player_damagebody_03");
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<PoisonSmokeConfig?> Load() {
var poison = new PoisonConfig {
TimeBetweenDamage =
TimeSpan.FromMilliseconds(CV_POISON_TICK_INTERVAL.Value),
DamagePerTick = CV_POISON_TICK_DAMAGE.Value,
TotalDamage = CV_POISON_TOTAL_DAMAGE.Value,
PoisonSound = CV_POISON_SOUND.Value
};
var cfg = new PoisonSmokeConfig {
Price = CV_PRICE.Value, Weapon = CV_WEAPON.Value, PoisonConfig = poison
};
return Task.FromResult<PoisonSmokeConfig?>(cfg);
}
}

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@@ -0,0 +1,54 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Traitor;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2SilentAWPConfig : IStorage<SilentAWPConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_silentawp_price", "Price of the Silent AWP item (Traitor)",
80, ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<int> CV_WEAPON_INDEX = new(
"css_ttt_shop_silentawp_index", "Weapon slot index for the Silent AWP", 9,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 64));
public static readonly FakeConVar<string> CV_WEAPON_ID = new(
"css_ttt_shop_silentawp_weapon", "Weapon entity ID for the Silent AWP",
"weapon_awp");
public static readonly FakeConVar<int> CV_RESERVE_AMMO = new(
"css_ttt_shop_silentawp_reserve_ammo",
"Reserve ammo count for the Silent AWP", 0, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 100));
public static readonly FakeConVar<int> CV_CURRENT_AMMO = new(
"css_ttt_shop_silentawp_current_ammo",
"Current ammo loaded in the Silent AWP", 1, ConVarFlags.FCVAR_NONE,
new RangeValidator<int>(0, 10));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<SilentAWPConfig?> Load() {
var cfg = new SilentAWPConfig {
Price = CV_PRICE.Value,
WeaponIndex = CV_WEAPON_INDEX.Value,
WeaponId = CV_WEAPON_ID.Value,
ReserveAmmo = CV_RESERVE_AMMO.Value,
CurrentAmmo = CV_CURRENT_AMMO.Value
};
return Task.FromResult<SilentAWPConfig?>(cfg);
}
}

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@@ -0,0 +1,30 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs.Detective;
using TTT.API;
using TTT.API.Storage;
namespace TTT.CS2.Configs.ShopItems;
public class CS2StickersConfig : IStorage<StickersConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_stickers_price", "Price of the Stickers item (Detective)", 45,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<StickersConfig?> Load() {
var cfg = new StickersConfig { Price = CV_PRICE.Value };
return Task.FromResult<StickersConfig?>(cfg);
}
}

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@@ -0,0 +1,38 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Cvars.Validators;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Storage;
using TTT.CS2.Validators;
namespace TTT.CS2.Configs.ShopItems;
public class CS2TaserConfig : IStorage<TaserConfig>, IPluginModule {
public static readonly FakeConVar<int> CV_PRICE = new(
"css_ttt_shop_taser_price", "Price of the Taser item", 120,
ConVarFlags.FCVAR_NONE, new RangeValidator<int>(0, 10000));
public static readonly FakeConVar<string> CV_WEAPON = new(
"css_ttt_shop_taser_weapon", "Weapon entity name used for the Taser",
"weapon_taser", ConVarFlags.FCVAR_NONE,
new ItemValidator(allowMultiple: false));
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
public Task<TaserConfig?> Load() {
var cfg = new TaserConfig {
Price = CV_PRICE.Value, Weapon = CV_WEAPON.Value
};
return Task.FromResult<TaserConfig?>(cfg);
}
}

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@@ -1,10 +1,16 @@
using System.Drawing;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.UserMessages;
using CounterStrikeSharp.API.Modules.Utils;
namespace TTT.CS2.Extensions;
public static class PlayerExtensions {
public enum FadeFlags {
FADE_IN, FADE_OUT, FADE_STAYOUT
}
public static CBasePlayerWeapon? GetWeaponBase(
this CCSPlayerController player, string designerName) {
if (!player.IsValid) return null;
@@ -25,13 +31,99 @@ public static class PlayerExtensions {
ev.FireEvent(false);
}
public static void SetHealth(this CCSPlayerController player, int health) {
if (player.Pawn.Value == null) return;
if (health <= 0) {
player.CommitSuicide(false, true);
return;
}
player.Pawn.Value.Health = health;
Utilities.SetStateChanged(player.Pawn.Value, "CBaseEntity", "m_iHealth");
}
public static int GetHealth(this CCSPlayerController player) {
return player.Pawn.Value?.Health ?? 0;
}
public static void AddHealth(this CCSPlayerController player, int health) {
if (player.Pawn.Value == null) return;
player.SetHealth(player.Pawn.Value.Health + health);
}
public static void SetColor(this CCSPlayerController player, Color color) {
if (!player.IsValid) return;
var pawn = player.Pawn.Value;
if (!player.IsValid || pawn == null || !pawn.IsValid) return;
if (color.A == 255)
color = Color.FromArgb(pawn.Render.A, color.R, color.G, color.B);
color = Color.FromArgb(pawn.Render.A == 255 ? 255 : 254, color.R, color.G,
color.B);
pawn.SetColor(color);
}
public static void SetArmor(this CCSPlayerController player, int armor,
bool withHelmet = false) {
if (!player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
pawn.ArmorValue = armor;
if (withHelmet)
if (pawn.ItemServices != null)
new CCSPlayer_ItemServices(pawn.ItemServices.Handle).HasHelmet = true;
Utilities.SetStateChanged(pawn, "CCSPlayerPawn", "m_ArmorValue");
}
public static (int, bool) GetArmor(this CCSPlayerController player) {
if (!player.IsValid) return (0, false);
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return (0, false);
var hasHelmet = false;
if (pawn.ItemServices != null)
hasHelmet = new CCSPlayer_ItemServices(pawn.ItemServices.Handle)
.HasHelmet;
return (pawn.ArmorValue, hasHelmet);
}
public static void ColorScreen(this CCSPlayerController player, Color color,
float hold = 0.1f, float fade = 0.2f, FadeFlags flags = FadeFlags.FADE_IN,
bool withPurge = true) {
var fadeMsg = UserMessage.FromId(106);
fadeMsg.SetInt("duration", Convert.ToInt32(fade * 512));
fadeMsg.SetInt("hold_time", Convert.ToInt32(hold * 512));
var flag = flags switch {
FadeFlags.FADE_IN => 0x0001,
FadeFlags.FADE_OUT => 0x0002,
FadeFlags.FADE_STAYOUT => 0x0008,
_ => 0x0001
};
if (withPurge) flag |= 0x0010;
fadeMsg.SetInt("flags", flag);
fadeMsg.SetInt("color",
color.R | color.G << 8 | color.B << 16 | color.A << 24);
fadeMsg.Send(player);
}
public static void DealPoisonDamage(this CCSPlayerController player,
int damage) {
if (player.Pawn.Value == null) return;
player.AddHealth(-damage);
player.PlayerPawn.Value?.EmitSound("Player.DamageBody.Onlooker",
OTHERS(player.Slot), 0.2f, 1);
player.PlayerPawn.Value?.EmitSound("Player.DamageBody.Victim",
SELF(player.Slot), 0.2f, 1);
}
private static RecipientFilter SELF(int slot) {
return new RecipientFilter(slot);
}
private static RecipientFilter OTHERS(int slot) {
return new RecipientFilter(ulong.MaxValue & ~(1ul << slot));
}
}

View File

@@ -9,7 +9,7 @@ public static class VectorExtensions {
return MathF.Sqrt(vec.DistanceSquared(other));
}
public static float DistanceSquared(this Vector vec, Vector other) {
public static float DistanceSquared(this Vector? vec, Vector other) {
return (vec.X - other.X) * (vec.X - other.X)
+ (vec.Y - other.Y) * (vec.Y - other.Y)
+ (vec.Z - other.Z) * (vec.Z - other.Z);
@@ -46,6 +46,40 @@ public static class VectorExtensions {
(float)(Math.Sin(yaw) * cosPitch), (float)-Math.Sin(pitch));
}
public static Vector ToRight(this QAngle angle) {
var pitch = angle.X * (Math.PI / 180.0);
var yaw = angle.Y * (Math.PI / 180.0);
var roll = angle.Z * (Math.PI / 180.0);
var sinPitch = Math.Sin(pitch);
var cosPitch = Math.Cos(pitch);
var sinYaw = Math.Sin(yaw);
var cosYaw = Math.Cos(yaw);
var sinRoll = Math.Sin(roll);
var cosRoll = Math.Cos(roll);
return new Vector((float)(sinYaw * sinPitch * cosRoll - cosYaw * sinRoll),
(float)(-cosYaw * sinPitch * cosRoll - sinYaw * sinRoll),
(float)(cosPitch * -sinRoll));
}
public static Vector ToUp(this QAngle angle) {
var pitch = angle.X * (Math.PI / 180.0);
var yaw = angle.Y * (Math.PI / 180.0);
var roll = angle.Z * (Math.PI / 180.0);
var sinPitch = Math.Sin(pitch);
var cosPitch = Math.Cos(pitch);
var sinYaw = Math.Sin(yaw);
var cosYaw = Math.Cos(yaw);
var sinRoll = Math.Sin(roll);
var cosRoll = Math.Cos(roll);
return new Vector((float)(-cosYaw * sinPitch * cosRoll - sinYaw * sinRoll),
(float)(-sinYaw * sinPitch * cosRoll + cosYaw * sinRoll),
(float)(cosPitch * cosRoll));
}
public static Vector Lerp(this Vector from, Vector to, float t) {
return new Vector(from.X + (to.X - from.X) * t,
from.Y + (to.Y - from.Y) * t, from.Z + (to.Z - from.Z) * t);

View File

@@ -1,16 +1,37 @@
using System.Reactive.Linq;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Game;
using TTT.API.Player;
using TTT.API.Role;
using TTT.CS2.Roles;
using TTT.CS2.Utils;
using TTT.Game;
using TTT.Game.Events.Game;
using TTT.Game.lang;
using TTT.Game.Roles;
namespace TTT.CS2.Game;
public class CS2Game(IServiceProvider provider) : RoundBasedGame(provider) {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public override State State {
set {
var ev = new GameStateUpdateEvent(this, value);
Bus.Dispatch(ev);
if (ev.IsCanceled) return;
state = value;
}
get => state;
}
public override IActionLogger Logger { get; } = new CS2Logger(provider);
public override IList<IRole> Roles { get; } = [
new SpectatorRole(provider), new InnocentRole(provider),
new TraitorRole(provider), new DetectiveRole(provider)
@@ -40,6 +61,10 @@ public class CS2Game(IServiceProvider provider) : RoundBasedGame(provider) {
return;
}
if (countdown != null)
Messenger?.MessageAll(
Locale[GameMsgs.GAME_STATE_STARTING(countdown.Value)]);
timer.Subscribe(_ => {
Server.NextWorldUpdate(() => {
if (RoundUtil.IsWarmup()) return;
@@ -52,4 +77,13 @@ public class CS2Game(IServiceProvider provider) : RoundBasedGame(provider) {
return timer;
}
override protected ISet<IOnlinePlayer> GetParticipants() {
var players = Utilities.GetPlayers()
.Where(p => p is { Team: CsTeam.Terrorist or CsTeam.CounterTerrorist });
return players.Select(p => converter.GetPlayer(p))
.OfType<IOnlinePlayer>()
.ToHashSet();
}
}

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@@ -1,11 +1,17 @@
using TTT.API.Game;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Game;
using TTT.API.Messages;
using TTT.Game;
using TTT.Game.Events.Game;
namespace TTT.CS2.Game;
public class CS2GameManager(IServiceProvider provider) : GameManager(provider) {
protected readonly IMessenger messenger =
provider.GetRequiredService<IMessenger>();
public override IGame CreateGame() {
messenger.Debug("Attempting to create a new CS2 game...");
switch (ActiveGame) {
case { State: State.IN_PROGRESS or State.COUNTDOWN }:
throw new InvalidOperationException(
@@ -14,6 +20,7 @@ public class CS2GameManager(IServiceProvider provider) : GameManager(provider) {
return ActiveGame;
}
messenger.Debug("Creating a new CS2 game instance...");
ActiveGame = new CS2Game(Provider);
var ev = new GameInitEvent(ActiveGame);

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@@ -4,6 +4,7 @@ using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Events;
@@ -11,6 +12,7 @@ using TTT.API.Game;
using TTT.API.Player;
using TTT.CS2.Extensions;
using TTT.Game.Events.Body;
using TTT.Game.Roles;
namespace TTT.CS2.GameHandlers;
@@ -26,13 +28,14 @@ public class BodySpawner(IServiceProvider provider) : IPluginModule {
public void Dispose() { }
public void Start() { }
[UsedImplicitly]
[GameEventHandler]
public HookResult OnDeath(EventPlayerDeath ev, GameEventInfo _) {
if (games.ActiveGame is not { State: State.IN_PROGRESS })
return HookResult.Continue;
var player = ev.Userid;
if (player == null || !player.IsValid) return HookResult.Continue;
player.SetColor(Color.FromArgb(0, 0, 0, 0));
player.SetColor(Color.FromArgb(0, 255, 255, 255));
var ragdollBody = makeGameRagdoll(player);
var body = new CS2Body(ragdollBody, converter.GetPlayer(player));
@@ -40,7 +43,7 @@ public class BodySpawner(IServiceProvider provider) : IPluginModule {
if (ev.Attacker != null && ev.Attacker.IsValid)
body.WithKiller(converter.GetPlayer(ev.Attacker));
body.WithWeapon(ev.Weapon);
body.WithWeapon(new BaseWeapon(ev.Weapon));
var bodyCreatedEvent = new BodyCreateEvent(body);
bus.Dispatch(bodyCreatedEvent);
@@ -49,11 +52,12 @@ public class BodySpawner(IServiceProvider provider) : IPluginModule {
return HookResult.Continue;
}
[UsedImplicitly]
[GameEventHandler]
public HookResult OnStart(EventRoundStart ev, GameEventInfo _) {
Server.NextWorldUpdate(() => {
foreach (var player in Utilities.GetPlayers())
player.SetColor(Color.FromArgb(254, 255, 255, 255));
player.SetColor(Color.White);
});
return HookResult.Continue;
}

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@@ -0,0 +1,17 @@
using CounterStrikeSharp.API.Core;
using TTT.API;
namespace TTT.CS2.GameHandlers;
public class BombPlantSuppressor : IPluginModule {
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
plugin?.HookUserMessage(322, um => {
um.Recipients.Clear();
return HookResult.Handled;
});
}
}

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@@ -0,0 +1,73 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Commands;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
using TTT.CS2.Command;
using TTT.CS2.Extensions;
using TTT.Game.Roles;
namespace TTT.CS2.GameHandlers;
public class BuyMenuHandler(IServiceProvider provider) : IPluginModule {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IInventoryManager inventory =
provider.GetRequiredService<IInventoryManager>();
private readonly Dictionary<string, string> shopAliases = new() {
{ "item_assaultsuit", "Armor" },
{ "item_kevlar", "Armor" },
{ "weapon_taser", "Taser" },
{ "weapon_deagle", "Revolver" },
{ "weapon_smokegrenade", "Poison Smoke" },
{ "weapon_m4a1_silencer", "M4A1" },
{ "weapon_usp_silencer", "M4A1" },
{ "weapon_sg556", "M4A1" },
{ "weapon_mp5sd", "M4A1" },
{ "weapon_awp", "AWP" },
{ "weapon_hegrenade", "Cluster" },
{ "weapon_decoy", "Teleport Decoy" }
};
public void Dispose() { }
public void Start() { }
[UsedImplicitly]
[GameEventHandler(HookMode.Pre)]
public HookResult OnPurchase(EventItemPurchase ev, GameEventInfo info) {
if (ev.Userid == null) return HookResult.Continue;
if (converter.GetPlayer(ev.Userid) is not IOnlinePlayer player)
return HookResult.Continue;
if (ev.Weapon is "item_assaultsuit" or "item_kevlar") {
var user = ev.Userid;
user.SetArmor(0);
}
inventory.RemoveWeapon(player, new BaseWeapon(ev.Weapon));
switch (ev.Weapon) {
case "weapon_m4a1_silencer":
inventory.RemoveWeaponInSlot(player, 0);
break;
case "weapon_revolver":
inventory.RemoveWeaponInSlot(player, 1);
break;
}
if (!shopAliases.TryGetValue(ev.Weapon, out var alias))
return HookResult.Continue;
var commandManager = provider.GetRequiredService<ICommandManager>();
var newInfo = new CS2CommandInfo(provider, player, 0, "css_shop", "buy",
alias);
newInfo.CallingContext = CommandCallingContext.Chat;
commandManager.ProcessCommand(newInfo);
return HookResult.Handled;
}
}

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@@ -7,7 +7,10 @@ using TTT.API;
using TTT.API.Events;
using TTT.API.Game;
using TTT.API.Player;
using TTT.API.Role;
using TTT.CS2.API;
using TTT.Game.Events.Player;
using TTT.Game.Roles;
namespace TTT.CS2.GameHandlers;
@@ -20,6 +23,12 @@ public class CombatHandler(IServiceProvider provider) : IPluginModule {
private readonly IGameManager games =
provider.GetRequiredService<IGameManager>();
private readonly IAliveSpoofer spoofer =
provider.GetRequiredService<IAliveSpoofer>();
private readonly IRoleAssigner roles =
provider.GetRequiredService<IRoleAssigner>();
public void Start() { }
public void Dispose() { }
@@ -32,36 +41,47 @@ public class CombatHandler(IServiceProvider provider) : IPluginModule {
[UsedImplicitly]
[GameEventHandler(HookMode.Pre)]
public HookResult OnPlayerDeath_Pre(EventPlayerDeath ev, GameEventInfo info) {
if (games.ActiveGame is not { State: State.IN_PROGRESS })
return HookResult.Continue;
var player = ev.Userid;
if (player == null) return HookResult.Continue;
var deathEvent = new PlayerDeathEvent(converter, ev);
Server.NextWorldUpdateAsync(() => bus.Dispatch(deathEvent));
hideAndTrackStats(ev, player);
if (games.ActiveGame is not { State: State.IN_PROGRESS })
return HookResult.Continue;
if (ev.Attacker != null) {
ev.FireEventToClient(ev.Attacker);
var apiPlayer = converter.GetPlayer(ev.Attacker);
var role = roles.GetRoles(apiPlayer);
if (role.Any(r => r is TraitorRole))
foreach (var p in Utilities.GetPlayers()) {
var apiP = converter.GetPlayer(p);
if (apiP.Id == apiPlayer.Id) continue;
var r = roles.GetRoles(converter.GetPlayer(p));
if (role.Intersect(r).Any()) ev.FireEventToClient(p);
}
}
info.DontBroadcast = true;
ev.FireEventToClient(player);
updateStats(ev, player);
// These delays are necessary for the game engine
Server.NextWorldUpdate(() => {
var pawn = player.Pawn.Value;
if (pawn == null || !pawn.IsValid) return;
pawn.DeathTime = 0;
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_flDeathTime");
Server.NextWorldUpdate(() => {
player.PawnIsAlive = true;
Utilities.SetStateChanged(player, "CCSPlayerController",
"m_bPawnIsAlive");
});
});
spoofer.SpoofAlive(player);
Server.NextWorldUpdateAsync(() => bus.Dispatch(deathEvent));
return HookResult.Continue;
}
private void updateStats(EventPlayerDeath ev, CCSPlayerController player) {
[UsedImplicitly]
[GameEventHandler(HookMode.Pre)]
public HookResult OnPlayerDamage(EventPlayerHurt ev, GameEventInfo info) {
var player = ev.Userid;
if (player == null) return HookResult.Continue;
hideAndTrackStats(ev);
return HookResult.Continue;
}
private void hideAndTrackStats(EventPlayerDeath ev,
CCSPlayerController player) {
var victimStats = player.ActionTrackingServices?.MatchStats;
if (victimStats != null) {
victimStats.Deaths -= 1;
@@ -70,14 +90,22 @@ public class CombatHandler(IServiceProvider provider) : IPluginModule {
}
var killerStats = ev.Attacker?.ActionTrackingServices?.MatchStats;
if (killerStats == null) return;
killerStats.Kills -= 1;
killerStats.Damage -= ev.DmgHealth;
if (ev.Attacker != null) {
Utilities.SetStateChanged(ev.Attacker,
"CCSPlayerController_ActionTrackingServices",
"m_pActionTrackingServices");
if (killerStats == null) return;
killerStats.Kills -= 1;
killerStats.Damage -= ev.DmgHealth;
killerStats.UtilityDamage = 0;
if (ev.Attacker.ActionTrackingServices != null)
ev.Attacker.ActionTrackingServices.NumRoundKills--;
Utilities.SetStateChanged(ev.Attacker, "CSPerRoundStats_t", "m_iDamage");
Utilities.SetStateChanged(ev.Attacker, "CSPerRoundStats_t",
"m_iUtilityDamage");
Utilities.SetStateChanged(ev.Attacker, "CCSPlayerController",
"m_pActionTrackingServices");
ev.FireEventToClient(ev.Attacker);
}
var assisterStats = ev.Assister?.ActionTrackingServices?.MatchStats;
@@ -89,6 +117,16 @@ public class CombatHandler(IServiceProvider provider) : IPluginModule {
"m_pActionTrackingServices");
}
private void hideAndTrackStats(EventPlayerHurt ev) {
var attackerStats = ev.Attacker?.ActionTrackingServices?.MatchStats;
if (attackerStats == null) return;
if (ev.Attacker == null) return;
attackerStats.Damage -= ev.DmgHealth;
Utilities.SetStateChanged(ev.Attacker, "CCSPlayerController",
"m_pActionTrackingServices");
}
[UsedImplicitly]
[GameEventHandler]
public HookResult OnPlayerHurt(EventPlayerHurt ev, GameEventInfo _) {

View File

@@ -15,7 +15,11 @@ public class DamageCanceler(IServiceProvider provider) : IPluginModule {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public void Dispose() { }
public void Dispose() {
if (OperatingSystem.IsWindows()) return;
VirtualFunctions.CBaseEntity_TakeDamageOldFunc.Unhook(onTakeDamage,
HookMode.Pre);
}
public void Start() { }
@@ -26,17 +30,17 @@ public class DamageCanceler(IServiceProvider provider) : IPluginModule {
}
private HookResult onTakeDamage(DynamicHook hook) {
var playerPawn = hook.GetParam<CCSPlayerPawn>(0);
var player = playerPawn.Controller.Value?.As<CCSPlayerController>();
if (player == null || !player.IsValid) return HookResult.Continue;
var damagedEvent = new PlayerDamagedEvent(converter, hook);
bus.Dispatch(damagedEvent);
if (damagedEvent.IsCanceled) return HookResult.Handled;
if (!damagedEvent.HpModified
|| damagedEvent.Player is not IOnlinePlayer onlinePlayer)
return HookResult.Continue;
onlinePlayer.Health = damagedEvent.HpLeft;
return HookResult.Handled;
var info = hook.GetParam<CTakeDamageInfo>(1);
info.Damage = damagedEvent.DmgDealt;
return HookResult.Continue;
}
}

View File

@@ -1,4 +1,5 @@
using TTT.API.Events;
using JetBrains.Annotations;
using TTT.API.Events;
using TTT.API.Game;
using TTT.CS2.Utils;
using TTT.Game.Events.Player;
@@ -8,10 +9,11 @@ namespace TTT.CS2.GameHandlers.DamageCancelers;
public class OutOfRoundCanceler(IServiceProvider provider)
: BaseListener(provider) {
[UsedImplicitly]
[EventHandler]
public void OnHurt(PlayerDamagedEvent ev) {
if (RoundUtil.IsWarmup()) return;
if (Games.ActiveGame is not { State: State.IN_PROGRESS })
if (Games.ActiveGame is not { State: State.IN_PROGRESS or State.FINISHED })
ev.IsCanceled = true;
}
}

View File

@@ -1,5 +1,7 @@
using TTT.API.Events;
using JetBrains.Annotations;
using TTT.API.Events;
using TTT.API.Game;
using TTT.CS2.Actions;
using TTT.CS2.lang;
using TTT.Game.Events.Player;
using TTT.Game.Listeners;
@@ -8,6 +10,7 @@ namespace TTT.CS2.GameHandlers.DamageCancelers;
public class TaserListenCanceler(IServiceProvider provider)
: BaseListener(provider) {
[UsedImplicitly]
[EventHandler]
public void OnHurt(PlayerDamagedEvent ev) {
if (Games.ActiveGame is not { State: State.IN_PROGRESS }) return;
@@ -23,5 +26,6 @@ public class TaserListenCanceler(IServiceProvider provider)
Messenger.Message(attacker,
Locale[CS2Msgs.TASER_SCANNED(victim, Roles.GetRoles(victim).First())]);
Games.ActiveGame.Logger.LogAction(new TaserAction(Roles, victim, attacker));
}
}

View File

@@ -1,47 +0,0 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Player;
using TTT.Karma;
namespace TTT.CS2.GameHandlers;
public class KarmaSyncer(IServiceProvider provider) : IPluginModule {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IPlayerFinder players =
provider.GetRequiredService<IPlayerFinder>();
private readonly IKarmaService? karma = provider.GetService<IKarmaService>();
public void Dispose() { }
public string Name => nameof(KarmaSyncer);
public string Version => GitVersionInformation.FullSemVer;
public void Start() { }
[GameEventHandler]
public HookResult OnRoundStart(EventRoundStart _, GameEventInfo _1) {
if (karma == null) return HookResult.Continue;
foreach (var p in Utilities.GetPlayers()) {
if (!p.IsValid || p.IsBot) continue;
var apiPlayer = converter.GetPlayer(p);
Task.Run(async () => {
var pk = await karma.Load(apiPlayer);
await Server.NextFrameAsync(() => {
p.Score = pk;
Utilities.SetStateChanged(p, "CCSPlayerController",
"m_pActionTrackingServices");
});
});
}
return HookResult.Continue;
}
}

View File

@@ -0,0 +1,45 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Events;
using TTT.API.Game;
using TTT.API.Player;
using TTT.CS2.Extensions;
using TTT.Game.Events.Game;
using TTT.Game.Events.Player;
using TTT.Game.Listeners;
namespace TTT.CS2.GameHandlers;
public class LateSpawnListener(IServiceProvider provider)
: BaseListener(provider) {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
[UsedImplicitly]
[EventHandler]
public void OnJoin(PlayerJoinEvent ev) {
if (Games.ActiveGame is { State: State.IN_PROGRESS }) return;
Server.NextWorldUpdate(() => {
var player = converter.GetPlayer(ev.Player);
if (player == null || !player.IsValid) return;
player.Respawn();
});
}
[UsedImplicitly]
[EventHandler]
public void GameState(GameStateUpdateEvent ev) {
if (ev.NewState is State.FINISHED or State.WAITING) return;
Server.NextWorldUpdate(() => {
foreach (var player in Utilities.GetPlayers()
.Where(p => p.GetHealth() <= 0 && p.Team != CsTeam.Spectator
&& p.Team != CsTeam.None))
player.Respawn();
});
}
}

View File

@@ -0,0 +1,26 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Game;
namespace TTT.CS2.GameHandlers;
public class MapChangeCausesEndListener(IServiceProvider provider)
: IPluginModule {
private readonly IGameManager games =
provider.GetRequiredService<IGameManager>();
public void Dispose() { }
public void Start() { }
public void Start(BasePlugin? plugin) {
plugin?.RegisterListener<CounterStrikeSharp.API.Core.Listeners.OnMapStart>(
onMapChange);
}
private void onMapChange(string mapName) {
games.ActiveGame?.EndGame(new EndReason("Map Change"));
Server.PrintToConsole("Detected map change, ending active game.");
}
}

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