Compare commits

...

77 Commits

Author SHA1 Message Date
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
158 changed files with 4006 additions and 571 deletions

View File

@@ -12,10 +12,18 @@ permissions:
jobs:
auto-release:
runs-on: ubuntu-latest
env:
# Tweak these if you want a different model or style
OPENAI_MODEL: gpt-4o-mini
OPENAI_TEMPERATURE: "0.2"
# Safety: cap how many characters we feed to the model
MAX_CHANGELOG_CHARS: "50000"
steps:
- uses: actions/checkout@v5
with:
fetch-depth: 0
fetch-tags: true
# 1. Calculate version using GitVersion
- name: Install GitVersion
@@ -48,7 +56,7 @@ jobs:
run: |
cd build/TTT
zip -r TTT-${{ steps.gitversion.outputs.fullSemVer }}.zip *
# 2. Get latest tag
- name: Get latest tag
id: latest_tag
@@ -68,27 +76,131 @@ jobs:
git tag ${{ steps.gitversion.outputs.fullSemVer }}
git push origin ${{ steps.gitversion.outputs.fullSemVer }}
# 4. Determine previous tag for changelog
# 4. Determine previous relevant tag (lineage-aware)
- name: Determine previous relevant tag
id: prev_tag
run: |
set -euo pipefail
branch="${GITHUB_REF_NAME}"
if [[ "$branch" == "main" ]]; then
prev=$(git tag --sort=-creatordate | grep -E '^[0-9]+\.[0-9]+\.[0-9]+$' | sed -n 2p)
else
prev=$(git tag --sort=-creatordate | grep -E '^[0-9]+\.[0-9]+\.[0-9]+-' | sed -n 2p)
fi
echo "tag=${prev:-0.0.0}" >> $GITHUB_OUTPUT
# 5. Generate changelog
# Use HEAD^ to skip the tag we just created. If no parent, fall back to HEAD.
if git rev-parse --verify -q HEAD^ >/dev/null; then
base_rev="HEAD^"
else
base_rev="HEAD"
fi
# Match stable tags on main and prerelease tags on non-main
if [[ "$branch" == "main" ]]; then
pattern='[0-9]*.[0-9]*.[0-9]*'
else
pattern='[0-9]*.[0-9]*.[0-9]*-*'
fi
# Nearest tag reachable on this lineage, not just "second most recent by date"
prev=$(git describe --tags --abbrev=0 --match "$pattern" --tags "$base_rev" 2>/dev/null || true)
echo "tag=${prev:-0.0.0}" >> "$GITHUB_OUTPUT"
# 5. Generate changelog using local git (no compare API)
- name: Generate changelog
run: |
gh api repos/${{ github.repository }}/compare/${{ steps.prev_tag.outputs.tag }}...${{ steps.gitversion.outputs.fullSemVer }} \
--jq '.commits[].commit.message' > CHANGELOG.md
env:
GH_TOKEN: ${{ github.token }}
set -euo pipefail
# 6. Create release
prev="${{ steps.prev_tag.outputs.tag }}"
curr="${{ steps.gitversion.outputs.fullSemVer }}"
# Choose what you want in the raw feed: %s = subject only, %B = full message
GIT_LOG_FORMAT='%B'
if [[ "$prev" == "0.0.0" ]]; then
# First release: whole history to this tag, first-parent to reflect mains narrative
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$curr" > CHANGELOG.md
else
# Strict range between the previous reachable tag and the new tag on this lineage
git log --no-merges --format="${GIT_LOG_FORMAT}" --reverse "$prev..$curr" > CHANGELOG.md
fi
# Fallback in case nothing was captured
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
# 5b. Rewrite changelog with OpenAI
- name: Rewrite changelog with OpenAI
id: ai_changelog
if: success()
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
# Ensure we have a changelog to work with
if [[ ! -s CHANGELOG.md ]]; then
echo "CHANGELOG.md is empty. Skipping AI rewrite."
echo "skipped=true" >> $GITHUB_OUTPUT
exit 0
fi
# Trim the input to a safe size for token limits
head -c "${MAX_CHANGELOG_CHARS}" CHANGELOG.md > CHANGELOG_RAW.md
# Build the JSON body. We feed system guidance and the raw changelog
# See OpenAI Responses API docs for the schema and output_text helper. :contentReference[oaicite:0]{index=0}
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 not necessary / populated. Remove internal ticket IDs and commit hashes unless essential. Merge duplicates. Use imperative, past tense voice voice. Output valid Markdown only." \
--arg temp "${OPENAI_TEMPERATURE}" \
--arg model "${OPENAI_MODEL}" \
'{model:$model, temperature: ($temp|tonumber), input:[{role:"system", content:$sys},{role:"user", content:.}]}' CHANGELOG_RAW.md > request.json
# Call the API
# Basic retry on transient failures
for i in 1 2 3; do
HTTP_CODE=$(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" >> $GITHUB_OUTPUT
exit 0
fi
# Prefer output_text if present. Fallback to first text item. :contentReference[oaicite:1]{index=1}
if jq -e '.output_text' ai_response.json >/dev/null; then
jq -r '.output_text' ai_response.json > CHANGELOG.md
else
jq -r '.output[0].content[] | select(.type=="output_text") | .text' ai_response.json | sed '/^[[:space:]]*$/d' > CHANGELOG.md
fi
# If the rewrite somehow produced an empty file, keep the raw one
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 using the (possibly rewritten) changelog
- name: Create GitHub release
uses: softprops/action-gh-release@v2
with:

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!

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
License.
"Copyright" also means copyright-like laws that apply to other kinds
of works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of
an exact copy. The resulting work is called a "modified version" of
the earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user
through a computer network, with no transfer of a copy, is not
conveying.
An interactive user interface displays "Appropriate Legal Notices" to
the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
### 1. Source Code.
The "source code" for a work means the preferred form of the work for
making modifications to it. "Object code" means any non-source form of
a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users can
regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same
work.
### 2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey,
without conditions so long as your license otherwise remains in force.
You may convey covered works to others for the sole purpose of having
them make modifications exclusively for you, or provide you with
facilities for running those works, provided that you comply with the
terms of this License in conveying all material for which you do not
control copyright. Those thus making or running the covered works for
you must do so exclusively on your behalf, under your direction and
control, on terms that prohibit them from making any copies of your
copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the
conditions stated below. Sublicensing is not allowed; section 10 makes
it unnecessary.
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such
circumvention is effected by exercising rights under this License with
respect to the covered work, and you disclaim any intention to limit
operation or modification of the work as a means of enforcing, against
the work's users, your or third parties' legal rights to forbid
circumvention of technological measures.
### 4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
### 5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these
conditions:
- a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
- b) The work must carry prominent notices stating that it is
released under this License and any conditions added under
section 7. This requirement modifies the requirement in section 4
to "keep intact all notices".
- c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
- d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
### 6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of
sections 4 and 5, provided that you also convey the machine-readable
Corresponding Source under the terms of this License, in one of these
ways:
- a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
- b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the Corresponding
Source from a network server at no charge.
- c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
- d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
- e) Convey the object code using peer-to-peer transmission,
provided you inform other peers where the object code and
Corresponding Source of the work are being offered to the general
public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal,
family, or household purposes, or (2) anything designed or sold for
incorporation into a dwelling. In determining whether a product is a
consumer product, doubtful cases shall be resolved in favor of
coverage. For a particular product received by a particular user,
"normally used" refers to a typical or common use of that class of
product, regardless of the status of the particular user or of the way
in which the particular user actually uses, or expects or is expected
to use, the product. A product is a consumer product regardless of
whether the product has substantial commercial, industrial or
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 +1,18 @@
| 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.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/ |
| 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

@@ -11,7 +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="System.Text.Json" Version="8.0.5"/>
<PackageReference Include="YamlDotNet" Version="16.3.0"/>
</ItemGroup>

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)

View File

@@ -21,6 +21,8 @@ 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
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -66,6 +68,10 @@ 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
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
EndGlobalSection

View File

@@ -6,6 +6,6 @@
<RootNamespace>TTT.API</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="System.Text.Json" Version="8.0.5" />
<PackageReference Include="System.Text.Json" Version="8.0.5"/>
</ItemGroup>
</Project>

View File

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

View File

@@ -12,32 +12,17 @@ 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>();

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 +1,16 @@
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 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);
}

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

@@ -12,7 +12,7 @@
<ProjectReference Include="..\API\API.csproj"/>
<ProjectReference Include="..\Game\Game.csproj"/>
<ProjectReference Include="..\Karma\Karma.csproj"/>
<ProjectReference Include="..\Shop\Shop.csproj"/>
<ProjectReference Include="..\ShopAPI\ShopAPI.csproj"/>
</ItemGroup>
<ItemGroup>

View File

@@ -1,46 +1,25 @@
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Messages;
using TTT.API.Player;
using TTT.API.Role;
using TTT.Game;
using TTT.Game.Roles;
using TTT.Locale;
namespace TTT.CS2;
public class CS2Body(IServiceProvider provider, CRagdollProp ragdoll,
IPlayer player) : IBody {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IMsgLocalizer locale =
provider.GetRequiredService<IMsgLocalizer>();
private readonly IMessenger messenger =
provider.GetRequiredService<IMessenger>();
private readonly IRoleAssigner roles =
provider.GetRequiredService<IRoleAssigner>();
public class CS2Body(CRagdollProp ragdoll, IPlayer player) : IBody {
public CRagdollProp Ragdoll { get; } = ragdoll;
public IPlayer OfPlayer { get; } = player;
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;

View File

@@ -1,5 +1,7 @@
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI.Configs;
using ShopAPI.Configs.Traitor;
using TTT.API.Command;
using TTT.API.Extensions;
using TTT.API.Game;
@@ -20,8 +22,6 @@ using TTT.CS2.Listeners;
using TTT.CS2.Player;
using TTT.Game;
using TTT.Locale;
using TTT.Shop;
using TTT.Shop.Items;
namespace TTT.CS2;
@@ -33,12 +33,15 @@ public static class CS2ServiceCollection {
CCPlayerConverter>();
collection.AddModBehavior<ICommandManager, CS2CommandManager>();
collection.AddModBehavior<IAliveSpoofer, CS2AliveSpoofer>();
collection.AddModBehavior<IIconManager, RoleIconsHandler>();
// 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>();
// TTT - CS2 Specific optionals
collection.AddScoped<ITextSpawner, TextSpawner>();
@@ -49,8 +52,7 @@ public static class CS2ServiceCollection {
collection.AddModBehavior<DamageCanceler>();
collection.AddModBehavior<PlayerConnectionsHandler>();
collection.AddModBehavior<PropMover>();
collection.AddModBehavior<RoleIconsHandler>();
collection.AddModBehavior<RoundEnd_GameEndHandler>();
// collection.AddModBehavior<RoundEnd_GameEndHandler>();
collection.AddModBehavior<RoundStart_GameStartHandler>();
// Damage Cancelers
@@ -63,9 +65,12 @@ public static class CS2ServiceCollection {
collection.AddModBehavior<LateSpawnListener>();
collection.AddModBehavior<PlayerStatsTracker>();
collection.AddModBehavior<RoundTimerListener>();
collection.AddModBehavior<ScreenColorApplier>();
// Commands
#if DEBUG
collection.AddModBehavior<TestCommand>();
#endif
collection.AddScoped<IGameManager, CS2GameManager>();
collection.AddScoped<IInventoryManager, CS2InventoryManager>();

View File

@@ -5,8 +5,8 @@ using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
using TTT.Game;
using TTT.Game.Commands;
using TTT.Game.lang;
namespace TTT.CS2.Command;

View File

@@ -12,7 +12,7 @@ public class ForceAliveCommand(IServiceProvider provider) : ICommand {
public void Dispose() { }
public string Name => "forcealive";
public string Id => "forcealive";
public void Start() { }

View File

@@ -0,0 +1,50 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Command;
using TTT.API.Player;
namespace TTT.CS2.Command.Test;
public class GiveItemCommand(IServiceProvider provider) : ICommand {
private readonly IShop shop = provider.GetRequiredService<IShop>();
public void Dispose() { }
public void Start() { }
public string Id => "giveitem";
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 = string.Join(" ", info.Args.Skip(1));
var item = searchItem(query);
if (item == null) {
info.ReplySync($"Item '{query}' not found.");
return Task.FromResult(CommandResult.ERROR);
}
shop.GiveItem(executor, item);
info.ReplySync($"Gave item '{item.Name}' to {executor.Name}.");
return Task.FromResult(CommandResult.SUCCESS);
}
private IShopItem? searchItem(string query) {
var item = shop.Items.FirstOrDefault(it
=> it.Name.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

@@ -14,7 +14,7 @@ public class IdentifyAllCommand(IServiceProvider provider) : ICommand {
private readonly IEventBus bus = provider.GetRequiredService<IEventBus>();
public string Name => "identifyall";
public string Id => "identifyall";
public void Dispose() { }
public void Start() { }

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 IndexCommand(IServiceProvider provider) : ICommand {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
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}");
});
return Task.FromResult(CommandResult.SUCCESS);
}
}

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 +1,27 @@
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 +1,26 @@
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

@@ -11,13 +11,19 @@ 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(provider));
subCommands.Add("showicons", new ShowIconsCommand(provider));
subCommands.Add("sethealth", new SetHealthCommand());
}
public Task<CommandResult>
@@ -27,7 +33,7 @@ public class TestCommand(IServiceProvider provider) : ICommand, IPluginModule {
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);
}

View File

@@ -7,7 +7,7 @@ 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(

View File

@@ -2,9 +2,9 @@
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.Shop;
namespace TTT.CS2.Configs;

View File

@@ -0,0 +1,61 @@
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", 140, 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);
}
}

View File

@@ -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;
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", 90,
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,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);
}
}

View File

@@ -2,42 +2,44 @@
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;
using TTT.Shop.Items;
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", 100,
"css_ttt_shop_onedeagle_price", "Price of the One-Shot Deagle item", 120,
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", true);
"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 Deagle", "weapon_revolver",
ConVarFlags.FCVAR_NONE, new ItemValidator(allowMultiple: false));
"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) {
ArgumentNullException.ThrowIfNull(plugin, nameof(plugin));
plugin.RegisterFakeConVars(this);
}
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
Weapon = CV_WEAPON.Value,
KillShooterOnFF = CV_KILL_SHOOTER_ON_FF.Value
};
return Task.FromResult<OneShotDeagleConfig?>(cfg);

View File

@@ -1,10 +1,15 @@
using System.Drawing;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.UserMessages;
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 +30,57 @@ 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 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);
}
}

View File

@@ -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

@@ -6,6 +6,7 @@ using TTT.API.Role;
using TTT.CS2.Roles;
using TTT.CS2.Utils;
using TTT.Game;
using TTT.Game.lang;
using TTT.Game.Roles;
namespace TTT.CS2.Game;

View File

@@ -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);

View File

@@ -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;
@@ -26,21 +28,22 @@ 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(provider, ragdollBody, converter.GetPlayer(player));
var body = new CS2Body(ragdollBody, converter.GetPlayer(player));
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;
}

View File

@@ -18,7 +18,7 @@ public class KarmaSyncer(IServiceProvider provider) : IPluginModule {
provider.GetRequiredService<IPlayerFinder>();
public void Dispose() { }
public string Name => nameof(KarmaSyncer);
public string Id => nameof(KarmaSyncer);
public string Version => GitVersionInformation.FullSemVer;
public void Start() { }

View File

@@ -3,8 +3,6 @@ using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Events;
using TTT.API.Game;
using TTT.API.Messages;
using TTT.API.Player;
using TTT.Game.Events.Player;
@@ -17,12 +15,6 @@ public class PlayerConnectionsHandler(IServiceProvider provider)
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IGameManager games =
provider.GetRequiredService<IGameManager>();
private readonly IMessenger messenger =
provider.GetRequiredService<IMessenger>();
public void Start() { }
public void Start(BasePlugin? plugin, bool hotReload) {
@@ -34,12 +26,12 @@ public class PlayerConnectionsHandler(IServiceProvider provider)
CounterStrikeSharp.API.Core.Listeners.OnClientDisconnect>(
disconnectFromServer);
Server.NextWorldUpdate(() => {
foreach (var ev in Utilities.GetPlayers()
.Select(player => converter.GetPlayer(player))
.Select(gamePlayer => new PlayerJoinEvent(gamePlayer)))
bus.Dispatch(ev);
});
if (!hotReload) return;
foreach (var ev in Utilities.GetPlayers()
.Select(player => converter.GetPlayer(player))
.Select(gamePlayer => new PlayerJoinEvent(gamePlayer)))
bus.Dispatch(ev);
}
public void Dispose() { }

View File

@@ -1,4 +1,6 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Utils;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
@@ -18,15 +20,17 @@ using TTT.Game.Roles;
namespace TTT.CS2.GameHandlers;
public class RoleIconsHandler(IServiceProvider provider)
: BaseListener(provider), IPluginModule {
: BaseListener(provider), IPluginModule, IIconManager {
private static readonly string CT_MODEL =
"characters/models/ctm_fbi/ctm_fbi_varianth.vmdl";
private static readonly string T_MODEL =
"characters/models/tm_phoenix/tm_phoenix.vmdl";
private readonly IDictionary<int, IEnumerable<CPointWorldText>>
detectiveIcons = new Dictionary<int, IEnumerable<CPointWorldText>>();
// private readonly IDictionary<int, IEnumerable<CPointWorldText>> icons =
// new Dictionary<int, IEnumerable<CPointWorldText>>();
private readonly IEnumerable<CPointWorldText>?[] icons =
new IEnumerable<CPointWorldText>[64];
private readonly IPlayerConverter<CCSPlayerController> players =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
@@ -34,24 +38,65 @@ public class RoleIconsHandler(IServiceProvider provider)
private readonly ITextSpawner? textSpawner =
provider.GetService<ITextSpawner>();
private readonly IDictionary<int, IEnumerable<CPointWorldText>> traitorIcons =
new Dictionary<int, IEnumerable<CPointWorldText>>();
private readonly HashSet<int> traitorsThisRound = new();
private readonly ISet<int> traitors = new HashSet<int>();
private readonly ulong[] visibilities = new ulong[64];
public void Start(BasePlugin? plugin) {
public ulong GetVisiblePlayers(int client) {
if (client < 1 || client >= visibilities.Length)
throw new ArgumentOutOfRangeException(nameof(client));
return visibilities[client];
}
public void SetVisiblePlayers(int client, ulong playersBitmask) {
guardRange(client, nameof(client));
visibilities[client] = playersBitmask;
}
public void RevealToAll(int client) {
guardRange(client, nameof(client));
for (var i = 0; i < visibilities.Length; i++)
visibilities[i] |= 1UL << client;
}
public void AddVisiblePlayer(int client, int player) {
guardRange(client, nameof(client));
guardRange(player, nameof(player));
visibilities[client] |= 1UL << player;
}
public void RemoveVisiblePlayer(int client, int player) {
guardRange(client, nameof(client));
guardRange(player, nameof(player));
visibilities[client] &= ~(1UL << player);
}
public void ClearAllVisibility() {
Array.Clear(visibilities, 0, visibilities.Length);
}
public void Start(BasePlugin? plugin, bool hotReload) {
plugin
?.RegisterListener<CounterStrikeSharp.API.Core.Listeners.CheckTransmit>(
onTransmit);
}
[GameEventHandler]
public HookResult OnRoundEnd(EventRoundStart _, GameEventInfo _1) {
foreach (var text in Utilities
.FindAllEntitiesByDesignerName<CPointWorldText>("point_worldtext"))
text.AcceptInput("Kill");
return HookResult.Continue;
}
[UsedImplicitly]
[EventHandler(IgnoreCanceled = true)]
public void OnRoundStart(GameStateUpdateEvent ev) {
if (ev.NewState != State.IN_PROGRESS) return;
traitors.Clear();
traitorIcons.Clear();
detectiveIcons.Clear();
for (var i = 0; i < icons.Length; i++) removeIcon(i);
ClearAllVisibility();
traitorsThisRound.Clear();
}
[UsedImplicitly]
@@ -66,7 +111,7 @@ public class RoleIconsHandler(IServiceProvider provider)
}
// Remove in case we're re-assigning for some reason
removeAllIcons(player);
removeIcon(player.Slot);
player.SwitchTeam(ev.Role is DetectiveRole ?
CsTeam.CounterTerrorist :
@@ -77,10 +122,36 @@ public class RoleIconsHandler(IServiceProvider provider)
if (pawn == null || !pawn.IsValid) return;
pawn.SetModel(ev.Role is DetectiveRole ? CT_MODEL : T_MODEL);
if (ev.Role is InnocentRole) return;
assignIcon(player, ev.Role);
switch (ev.Role) {
case DetectiveRole: {
for (var i = 0; i < Server.MaxPlayers; i++)
AddVisiblePlayer(i, player.Slot);
break;
}
case TraitorRole: {
traitorsThisRound.Add(player.Slot);
foreach (var traitor in traitorsThisRound) {
AddVisiblePlayer(traitor, player.Slot);
AddVisiblePlayer(player.Slot, traitor);
}
break;
}
}
}
private void removeIcon(int slot) {
var existing = icons[slot];
if (existing == null) return;
foreach (var ent in existing) {
if (!ent.IsValid) continue;
ent.AcceptInput("Kill");
}
icons[slot] = null;
}
private void assignIcon(CCSPlayerController player, IRole role) {
@@ -88,39 +159,8 @@ public class RoleIconsHandler(IServiceProvider provider)
msg = role.Name.First(char.IsAsciiLetter).ToString(), color = role.Color
};
var roleIcon = textSpawner?.CreateTextHat(textSettings, player);
if (roleIcon == null) return;
if (role is DetectiveRole) {
detectiveIcons[player.Slot] = roleIcon;
return;
}
traitors.Add(player.Slot);
traitorIcons[player.Slot] = roleIcon;
}
private void removeAllIcons(CCSPlayerController player) {
removeTraitorIcon(player);
removeDetectiveIcon(player);
}
private void removeTraitorIcon(CCSPlayerController player) {
removeIcons(player.Slot, traitorIcons);
}
private void removeDetectiveIcon(CCSPlayerController player) {
removeIcons(player.Slot, detectiveIcons);
}
private void removeIcons(int slot,
IDictionary<int, IEnumerable<CPointWorldText>> cache) {
cache.Remove(slot, out var icons);
if (icons == null) return;
foreach (var icon in icons) {
if (!icon.IsValid) continue;
icon.Remove();
}
icons[player.Slot] = roleIcon;
}
[EventHandler(Priority = Priority.MONITOR)]
@@ -128,16 +168,29 @@ public class RoleIconsHandler(IServiceProvider provider)
var gamePlayer = players.GetPlayer(ev.Victim);
if (gamePlayer == null || !gamePlayer.IsValid) return;
removeAllIcons(gamePlayer);
removeIcon(gamePlayer.Slot);
}
// ReSharper disable once PossiblyImpureMethodCallOnReadonlyVariable
private void onTransmit(CCheckTransmitInfoList infoList) {
foreach (var (info, player) in infoList) {
if (player == null || !player.IsValid) continue;
if (traitors.Contains(player.Slot)) continue;
foreach (var icon in traitorIcons.Values.SelectMany(s => s))
info.TransmitEntities.Remove(icon);
hideIcons(info, player.Slot);
}
}
private void hideIcons(CCheckTransmitInfo info, int source) {
var visible = visibilities[source];
if (visible == ulong.MaxValue) return;
for (var i = 0; i < icons.Length; i++) {
if ((visible & 1UL << i) != 0) continue;
var iconList = icons[i];
if (iconList == null) continue;
foreach (var icon in iconList) info.TransmitEntities.Remove(icon);
}
}
private void guardRange(int index, string name) {
if (index < 0 || index >= visibilities.Length)
throw new ArgumentOutOfRangeException(name);
}
}

View File

@@ -4,6 +4,7 @@ using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Game;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.Game;
@@ -15,6 +16,9 @@ public class RoundStart_GameStartHandler(IServiceProvider provider)
provider.GetService<IStorage<TTTConfig>>()?.Load().GetAwaiter().GetResult()
?? new TTTConfig();
private readonly IPlayerFinder finder =
provider.GetRequiredService<IPlayerFinder>();
private readonly IGameManager games =
provider.GetRequiredService<IGameManager>();
@@ -28,6 +32,9 @@ public class RoundStart_GameStartHandler(IServiceProvider provider)
if (games.ActiveGame is { State: State.IN_PROGRESS or State.COUNTDOWN })
return HookResult.Continue;
var count = finder.GetOnline().Count;
if (count < config.RoundCfg.MinimumPlayers) return HookResult.Continue;
var game = games.CreateGame();
game?.Start(config.RoundCfg.CountDownDuration);
return HookResult.Continue;

View File

@@ -19,4 +19,7 @@ public interface ITextSpawner {
IEnumerable<CPointWorldText> CreateTextHat(TextSetting setting,
CCSPlayerController player);
IEnumerable<CPointWorldText> CreateTextScreen(TextSetting setting,
CCSPlayerController player);
}

View File

@@ -2,6 +2,7 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using TTT.CS2.Extensions;
using TTT.CS2.RayTrace.Class;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
namespace TTT.CS2.Hats;
@@ -36,6 +37,31 @@ public class TextSpawner : ITextSpawner {
return [one, two];
}
public IEnumerable<CPointWorldText> CreateTextScreen(TextSetting setting,
CCSPlayerController player) {
var screen = spawnScreen(setting, player);
return [screen];
}
public CPointWorldText spawnScreen(TextSetting setting,
CCSPlayerController player, float xOff = 0, float yOff = 0,
float zDist = 50) {
if (player.Pawn.Value == null || player.Pawn.Value.AbsRotation == null)
throw new Exception("Failed to get player rotation");
var eyes = player.GetEyePosition().Clone()!;
var localAngle = player.Pawn.Value.AbsRotation.Clone()!;
var forward = localAngle.Clone()!.ToForward();
var right = localAngle.ToRight();
var up = localAngle.ToUp();
var inFront = eyes + forward * zDist;
var centered = inFront + right * xOff + up * yOff;
var ent = CreateText(setting, centered,
new QAngle(localAngle.X + 180, localAngle.Y + 90, localAngle.Z + 270));
ent.AcceptInput("SetParent", player.Pawn.Value, null, "!activator");
return ent;
}
private CPointWorldText spawnHatPart(TextSetting setting,
CCSPlayerController player, float yRot) {
var position = player.Pawn.Value?.AbsOrigin;
@@ -46,19 +72,10 @@ public class TextSpawner : ITextSpawner {
position.Add(new Vector(0, 0, 72));
rotation = new QAngle(rotation.X, rotation.Y + yRot, rotation.Z + 90);
position.Add(GetRightVector(rotation) * -10);
position.Add(rotation.ToRight() * -10);
var ent = CreateText(setting, position, rotation);
ent.AcceptInput("SetParent", player.Pawn.Value, null, "!activator");
return ent;
}
public static Vector GetRightVector(QAngle rotation) {
var forward = new Vector {
X = (float)Math.Cos(rotation.Y * Math.PI / 180),
Y = (float)Math.Sin(rotation.Y * Math.PI / 180),
Z = 0
};
return forward;
}
}

View File

@@ -0,0 +1,35 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.Game.Roles;
using TTT.Shop.Items.Traitor.BodyPaint;
namespace TTT.CS2.Items.BodyPaint;
public static class BodyPaintServicesCollection {
public static void AddBodyPaintServices(this IServiceCollection collection) {
collection.AddModBehavior<BodyPaintItem>();
collection.AddModBehavior<BodyPaintListener>();
}
}
public class BodyPaintItem(IServiceProvider provider)
: RoleRestrictedItem<TraitorRole>(provider) {
private readonly BodyPaintConfig config = provider
.GetService<IStorage<BodyPaintConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new BodyPaintConfig();
public override string Name => Locale[BodyPaintMsgs.SHOP_ITEM_BODY_PAINT];
public override string Description
=> Locale[BodyPaintMsgs.SHOP_ITEM_BODY_PAINT_DESC];
public override ShopItemConfig Config => config;
public override void OnPurchase(IOnlinePlayer player) { }
}

View File

@@ -0,0 +1,60 @@
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using ShopAPI.Events;
using TTT.API.Events;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.CS2.API;
using TTT.CS2.Extensions;
using TTT.Game.Events.Body;
using TTT.Game.Listeners;
using TTT.Shop.Items.Traitor.BodyPaint;
namespace TTT.CS2.Items.BodyPaint;
public class BodyPaintListener(IServiceProvider provider)
: BaseListener(provider) {
private readonly BodyPaintConfig config =
provider.GetService<IStorage<BodyPaintConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new BodyPaintConfig();
private readonly Dictionary<IPlayer, int> uses = new();
private readonly IShop shop = provider.GetRequiredService<IShop>();
private readonly IBodyTracker bodies =
provider.GetRequiredService<IBodyTracker>();
[UsedImplicitly]
[EventHandler]
public void OnPurchase(PlayerPurchaseItemEvent ev) {
if (ev.Item is not BodyPaintItem) return;
if (ev.Player is not IOnlinePlayer online) return;
uses.TryAdd(online, 0);
uses[online] += config.MaxUses;
}
[UsedImplicitly]
[EventHandler]
public void BodyIdentify(BodyIdentifyEvent ev) {
if (!bodies.Bodies.TryGetValue(ev.Body, out var body)) return;
if (ev.Identifier == null || !usePaint(ev.Identifier)) return;
ev.IsCanceled = true;
body.SetColor(config.ColorToApply);
}
private bool usePaint(IPlayer player) {
if (player is not IOnlinePlayer online) return false;
if (!uses.TryGetValue(player, out var useCount)) return false;
if (useCount <= 0) return false;
uses[player] = useCount - 1;
if (uses[player] > 0) return true;
shop.RemoveItem<BodyPaintItem>(online);
Messenger.Message(online, Locale[BodyPaintMsgs.SHOP_ITEM_BODY_PAINT_OUT]);
return true;
}
}

View File

@@ -0,0 +1,14 @@
using TTT.Locale;
namespace TTT.Shop.Items.Traitor.BodyPaint;
public class BodyPaintMsgs {
public static IMsg SHOP_ITEM_BODY_PAINT
=> MsgFactory.Create(nameof(SHOP_ITEM_BODY_PAINT));
public static IMsg SHOP_ITEM_BODY_PAINT_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_BODY_PAINT_DESC));
public static IMsg SHOP_ITEM_BODY_PAINT_OUT
=> MsgFactory.Create(nameof(SHOP_ITEM_BODY_PAINT_OUT));
}

View File

@@ -0,0 +1,11 @@
using TTT.Locale;
namespace TTT.CS2.Items.Camouflage;
public class CamoMsgs {
public static IMsg SHOP_ITEM_CAMO
=> MsgFactory.Create(nameof(SHOP_ITEM_CAMO));
public static IMsg SHOP_ITEM_CAMO_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_CAMO_DESC));
}

View File

@@ -0,0 +1,45 @@
using System.Drawing;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.CS2.Extensions;
namespace TTT.CS2.Items.Camouflage;
public static class CamoServiceCollection {
public static void AddCamoServices(this IServiceCollection collection) {
collection.AddModBehavior<CamouflageItem>();
}
}
public class CamouflageItem(IServiceProvider provider) : BaseItem(provider) {
private readonly CamoConfig config =
provider.GetService<IStorage<CamoConfig>>()?.Load().GetAwaiter().GetResult()
?? new CamoConfig();
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
public override string Name => Locale[CamoMsgs.SHOP_ITEM_CAMO];
public override string Description => Locale[CamoMsgs.SHOP_ITEM_CAMO_DESC];
public override ShopItemConfig Config => config;
public override void OnPurchase(IOnlinePlayer player) {
Server.NextWorldUpdate(() => {
var gamePlayer = converter.GetPlayer(player);
var alpha = (int)Math.Round(config.CamoVisibility * 255);
gamePlayer?.SetColor(Color.FromArgb(alpha, Color.White));
});
}
public override PurchaseResult CanPurchase(IOnlinePlayer player) {
return Shop.HasItem<CamouflageItem>(player) ?
PurchaseResult.ALREADY_OWNED :
PurchaseResult.SUCCESS;
}
}

View File

@@ -0,0 +1,95 @@
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using ShopAPI.Configs.Detective;
using TTT.API.Events;
using TTT.API.Game;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.CS2.API;
using TTT.CS2.Events;
using TTT.Game.Events.Game;
using TTT.Game.Listeners;
namespace TTT.CS2.Items.DNA;
public class DnaListener(IServiceProvider provider) : BaseListener(provider) {
private static readonly TimeSpan cooldown = TimeSpan.FromSeconds(15);
private static readonly string[] missingDnaExplanations = {
"the killer used gloves... for their bullets",
"the killer was very careful", "the killer wiped the weapon clean",
"the killer retrieved the bullets", "the bullets disintegrated on impact",
"the killer was GOATed", "but no DNA was found",
"but legal litigation caused the DNA to be lost",
"and confirmed they were dead", "and they will remember that", "good job"
};
private readonly IBodyTracker bodies =
provider.GetRequiredService<IBodyTracker>();
private readonly DnaScannerConfig config = provider
.GetService<IStorage<DnaScannerConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new DnaScannerConfig();
private readonly Dictionary<string, DateTime> lastMessages = new();
private readonly IShop shop = provider.GetRequiredService<IShop>();
// Low priority to allow body identification to happen first
[UsedImplicitly]
[EventHandler(Priority = Priority.LOW)]
public void OnPropPickup(PropPickupEvent ev) {
if (ev.Player is not IOnlinePlayer player) return;
if (!shop.HasItem<DnaScanner>(player)) return;
if (!bodies.TryLookup(ev.Prop.Index.ToString(), out var body)) return;
if (body == null) return;
var victimRole = Roles.GetRoles(body.OfPlayer).FirstOrDefault();
if (victimRole == null) return;
if (lastMessages.TryGetValue(player.Id + "." + body.Id,
out var lastMessageTime))
if (DateTime.Now - lastMessageTime < cooldown)
return;
lastMessages[player.Id + "." + body.Id] = DateTime.Now;
if (DateTime.Now - body.TimeOfDeath > config.DecayTime) {
Messenger.Message(player,
Locale[DnaMsgs.SHOP_ITEM_DNA_EXPIRED(victimRole, body.OfPlayer)]);
return;
}
if (body.Killer == null) {
var explanation =
missingDnaExplanations[
Random.Shared.Next(missingDnaExplanations.Length)];
Messenger.Message(player,
Locale[
DnaMsgs.SHOP_ITEM_DNA_SCANNED_OTHER(victimRole, body.OfPlayer,
explanation)]);
return;
}
if (body.Killer == body.OfPlayer) {
Messenger.Message(player,
Locale[
DnaMsgs.SHOP_ITEM_DNA_SCANNED_SUICIDE(victimRole, body.OfPlayer)]);
return;
}
Messenger.Message(player,
Locale[
DnaMsgs.SHOP_ITEM_DNA_SCANNED(victimRole, body.OfPlayer, body.Killer)]);
}
[EventHandler]
public void OnRoundEnd(GameStateUpdateEvent ev) {
if (ev.NewState != State.FINISHED) return;
lastMessages.Clear();
}
}

View File

@@ -0,0 +1,36 @@
using TTT.API.Player;
using TTT.API.Role;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.CS2.Items.DNA;
public class DnaMsgs {
public static IMsg SHOP_ITEM_DNA => MsgFactory.Create(nameof(SHOP_ITEM_DNA));
public static IMsg SHOP_ITEM_DNA_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_DNA_DESC));
public static IMsg SHOP_ITEM_DNA_SCANNED(IRole victimRole, IPlayer player,
IPlayer killer) {
return MsgFactory.Create(nameof(SHOP_ITEM_DNA_SCANNED),
GameMsgs.GetRolePrefix(victimRole), player.Name, killer.Name);
}
public static IMsg SHOP_ITEM_DNA_SCANNED_OTHER(IRole victimRole,
IPlayer player, string explanation) {
return MsgFactory.Create(nameof(SHOP_ITEM_DNA_SCANNED_OTHER),
GameMsgs.GetRolePrefix(victimRole), player.Name, explanation);
}
public static IMsg
SHOP_ITEM_DNA_SCANNED_SUICIDE(IRole victimRole, IPlayer player) {
return SHOP_ITEM_DNA_SCANNED_OTHER(victimRole, player,
"they killed themselves");
}
public static IMsg SHOP_ITEM_DNA_EXPIRED(IRole victimRole, IPlayer player) {
return MsgFactory.Create(nameof(SHOP_ITEM_DNA_EXPIRED),
GameMsgs.GetRolePrefix(victimRole), player.Name);
}
}

View File

@@ -0,0 +1,37 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using ShopAPI.Configs.Detective;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.Game.Roles;
namespace TTT.CS2.Items.DNA;
public static class DnaScannerServiceCollection {
public static void AddDnaScannerServices(this IServiceCollection collection) {
collection.AddModBehavior<DnaScanner>();
collection.AddModBehavior<DnaListener>();
}
}
public class DnaScanner(IServiceProvider provider)
: RoleRestrictedItem<DetectiveRole>(provider) {
private readonly DnaScannerConfig config = provider
.GetService<IStorage<DnaScannerConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new DnaScannerConfig();
public override string Name => Locale[DnaMsgs.SHOP_ITEM_DNA];
public override string Description => Locale[DnaMsgs.SHOP_ITEM_DNA_DESC];
public override ShopItemConfig Config => config;
public override void OnPurchase(IOnlinePlayer player) { }
public override PurchaseResult CanPurchase(IOnlinePlayer player) {
if (Shop.HasItem(player, this)) return PurchaseResult.ALREADY_OWNED;
return base.CanPurchase(player);
}
}

View File

@@ -0,0 +1,11 @@
using TTT.Locale;
namespace TTT.CS2.Items.PoisonShots;
public class PoisonShotMsgs {
public static IMsg SHOP_ITEM_POISON_SHOTS
=> MsgFactory.Create(nameof(SHOP_ITEM_POISON_SHOTS));
public static IMsg SHOP_ITEM_POISON_SHOTS_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_POISON_SHOTS_DESC));
}

View File

@@ -0,0 +1,18 @@
using ShopAPI;
using ShopAPI.Configs;
using TTT.API.Player;
using TTT.Game.Roles;
namespace TTT.CS2.Items.PoisonShots;
public class PoisonShotsItem(IServiceProvider provider)
: RoleRestrictedItem<TraitorRole>(provider) {
public override string Name => Locale[PoisonShotMsgs.SHOP_ITEM_POISON_SHOTS];
public override string Description
=> Locale[PoisonShotMsgs.SHOP_ITEM_POISON_SHOTS_DESC];
public override ShopItemConfig Config { get; }
public override void OnPurchase(IOnlinePlayer player) { }
}

View File

@@ -0,0 +1,108 @@
using System.Drawing;
using System.Reactive.Concurrency;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI.Configs.Traitor;
using ShopAPI.Events;
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.Items.PoisonShots;
public class PoisonShotsListener(IServiceProvider provider)
: BaseListener(provider) {
private readonly Dictionary<IPlayer, int> poisonShots = new();
private readonly PoisonShotsConfig config =
provider.GetRequiredService<PoisonShotsConfig>();
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IScheduler scheduler =
provider.GetRequiredService<IScheduler>();
private readonly List<IDisposable> poisonTimers = [];
[UsedImplicitly]
[EventHandler]
public void OnPurchase(PlayerPurchaseItemEvent ev) {
if (ev.Item is not PoisonShotsItem) return;
poisonShots.TryAdd(ev.Player, 0);
poisonShots[ev.Player] += config.TotalShots;
}
[UsedImplicitly]
[GameEventHandler]
public HookResult OnFire(EventWeaponFire ev, GameEventInfo _) {
if (ev.Userid == null) return HookResult.Continue;
var player = converter.GetPlayer(ev.Userid);
if (!poisonShots.TryGetValue(player, out var shot) || shot <= 0)
return HookResult.Continue;
Server.NextWorldUpdate(() => poisonShots[player]--);
return HookResult.Continue;
}
[UsedImplicitly]
[EventHandler]
public void OnDamage(PlayerDamagedEvent ev) {
if (ev.Attacker == null) return;
if (!poisonShots.TryGetValue(ev.Attacker, out var shot) || shot <= 0)
return;
poisonShots[ev.Attacker]--;
addPoisonEffect(ev.Player);
}
[UsedImplicitly]
[EventHandler]
public void OnGameEnd(GameStateUpdateEvent ev) {
if (ev.NewState != State.FINISHED) return;
foreach (var timer in poisonTimers) timer.Dispose();
poisonTimers.Clear();
}
private void addPoisonEffect(IPlayer player) {
IDisposable? timer = null;
var effect = new PoisonEffect(player);
timer = scheduler.SchedulePeriodic(config.TimeBetweenDamage, () => {
// ReSharper disable once AccessToModifiedClosure
if (!tickPoison(effect)) timer?.Dispose();
});
poisonTimers.Add(timer);
}
private bool tickPoison(PoisonEffect effect) {
if (effect.Player is not IOnlinePlayer online) return false;
if (!online.IsAlive) return false;
online.Health -= config.DamagePerTick;
effect.Ticks++;
effect.DamageGiven += config.DamagePerTick;
var gamePlayer = converter.GetPlayer(online);
gamePlayer?.ColorScreen(Color.Purple, 0.2f, 0.3f);
return effect.DamageGiven < config.TotalDamage;
}
public override void Dispose() {
base.Dispose();
foreach (var timer in poisonTimers) timer.Dispose();
}
private class PoisonEffect(IPlayer player) {
public IPlayer Player { get; init; } = player;
public int Ticks { get; set; }
public int DamageGiven { get; set; }
}
}

View File

@@ -0,0 +1,75 @@
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI.Configs;
using ShopAPI.Configs.Traitor;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Role;
using TTT.API.Storage;
using TTT.CS2.Extensions;
using TTT.Game.Roles;
namespace TTT.CS2.Items.Station;
public static class DamageStationCollection {
public static void AddDamageStation(this IServiceCollection collection) {
collection.AddModBehavior<DamageStation>();
}
}
public class DamageStation(IServiceProvider provider) : StationItem(provider,
provider.GetService<IStorage<DamageStationConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new DamageStationConfig()) {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IPlayerFinder finder =
provider.GetRequiredService<IPlayerFinder>();
private readonly IRoleAssigner roles =
provider.GetRequiredService<IRoleAssigner>();
public override string Name => Locale[StationMsgs.SHOP_ITEM_STATION_HURT];
public override string Description
=> Locale[StationMsgs.SHOP_ITEM_STATION_HURT_DESC];
override protected void onInterval() {
var players = finder.GetOnline();
foreach (var (prop, info) in props) {
if (Math.Abs(info.HealthGiven) > Math.Abs(_Config.TotalHealthGiven)) {
props.Remove(prop);
continue;
}
var propPos = prop.AbsOrigin;
if (propPos == null) continue;
var playerMapping = players.Select(p
=> (ApiPlayer: p, GamePlayer: converter.GetPlayer(p)))
.Where(m => m.GamePlayer != null);
var playerDists = playerMapping
.Where(t => !roles.GetRoles(t.ApiPlayer).OfType<TraitorRole>().Any())
.Select(t => (t.ApiPlayer, Origin: t.GamePlayer!.Pawn.Value?.AbsOrigin,
t.GamePlayer))
.Where(t => t is { Origin: not null, ApiPlayer.IsAlive: true })
.Select(t
=> (t.ApiPlayer, Dist: t.Origin!.Distance(propPos), t.GamePlayer))
.Where(t => t.Dist <= _Config.MaxRange)
.ToList();
foreach (var (player, dist, gamePlayer) in playerDists) {
var healthScale = 1.0 - dist / _Config.MaxRange;
var damageAmount =
(int)Math.Floor(_Config.HealthIncrements * healthScale);
player.Health += damageAmount;
info.HealthGiven += damageAmount;
gamePlayer.ExecuteClientCommand("play " + _Config.UseSound);
}
}
}
}

View File

@@ -0,0 +1,58 @@
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI.Configs;
using ShopAPI.Configs.Detective;
using TTT.API.Extensions;
using TTT.API.Storage;
using TTT.CS2.Extensions;
namespace TTT.CS2.Items.Station;
public static class HealthStationCollection {
public static void AddHealthStation(this IServiceCollection collection) {
collection.AddModBehavior<HealthStation>();
}
}
public class HealthStation(IServiceProvider provider) : StationItem(provider,
provider.GetService<IStorage<HealthStationConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new HealthStationConfig()) {
public override string Name => Locale[StationMsgs.SHOP_ITEM_STATION_HEALTH];
public override string Description
=> Locale[StationMsgs.SHOP_ITEM_STATION_HEALTH_DESC];
override protected void onInterval() {
var players = Utilities.GetPlayers();
foreach (var (prop, info) in props) {
if (Math.Abs(info.HealthGiven) > _Config.TotalHealthGiven) {
props.Remove(prop);
continue;
}
var propPos = prop.AbsOrigin;
if (propPos == null) continue;
var playerDists = players
.Select(p => (Player: p, Pos: p.Pawn.Value?.AbsOrigin))
.Where(t => t is { Pos: not null, Player.Pawn.Value.Health: > 0 })
.Select(t => (t.Player, Dist: t.Pos!.Distance(propPos)))
.Where(t => t.Dist <= _Config.MaxRange)
.ToList();
foreach (var (player, dist) in playerDists) {
var maxHp = player.Pawn.Value?.MaxHealth ?? 100;
var healthScale = 1.0 - dist / _Config.MaxRange;
var healAmount =
(int)Math.Ceiling(_Config.HealthIncrements * healthScale);
var newHealth = Math.Min(player.GetHealth() + healAmount, maxHp);
player.SetHealth(newHealth);
info.HealthGiven += healAmount;
player.ExecuteClientCommand("play " + _Config.UseSound);
}
}
}
}

View File

@@ -0,0 +1,9 @@
using CounterStrikeSharp.API.Core;
namespace TTT.CS2.Items.Station;
public class StationInfo(CPhysicsPropMultiplayer prop, int health) {
public readonly CPhysicsPropMultiplayer Prop = prop;
public int Health = health;
public int HealthGiven = 0;
}

View File

@@ -0,0 +1,141 @@
using System.Reactive.Concurrency;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Utils;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using TTT.API;
using TTT.API.Player;
using TTT.CS2.Extensions;
using TTT.Game.Roles;
namespace TTT.CS2.Items.Station;
public abstract class StationItem(IServiceProvider provider,
StationConfig config)
: RoleRestrictedItem<DetectiveRole>(provider), IPluginModule {
private static readonly long PROP_SIZE_SQUARED = 500;
protected readonly StationConfig _Config = config;
protected readonly IPlayerConverter<CCSPlayerController> Converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
protected readonly Dictionary<CPhysicsPropMultiplayer, StationInfo> props =
new();
private readonly IScheduler scheduler =
provider.GetRequiredService<IScheduler>();
private IDisposable? intervalHandle;
public override ShopItemConfig Config => _Config;
public override void Start() {
base.Start();
intervalHandle = scheduler.SchedulePeriodic(_Config.HealthInterval,
() => Server.NextWorldUpdate(onInterval));
}
public void Start(BasePlugin? plugin) {
Start();
plugin
?.RegisterListener<
CounterStrikeSharp.API.Core.Listeners.OnServerPrecacheResources>(m => {
m.AddResource("models/props/cs_office/microwave.vmdl");
});
}
public override void Dispose() {
base.Dispose();
intervalHandle?.Dispose();
}
[UsedImplicitly]
[GameEventHandler]
public HookResult OnBulletImpact(EventBulletImpact ev, GameEventInfo info) {
var hitVec = new Vector(ev.X, ev.Y, ev.Z);
var nearest = props
.Select(kv => (kv.Key, kv.Value,
Distance: kv.Key.AbsOrigin!.DistanceSquared(hitVec)))
.Where(t => t.Key is { IsValid: true, AbsOrigin: not null })
.OrderBy(t => t.Distance)
.FirstOrDefault();
if (nearest.Key == null || nearest.Value == null
|| nearest.Distance > PROP_SIZE_SQUARED)
return HookResult.Continue;
var dmg = getBulletDamage(ev);
nearest.Value.Health -= dmg;
if (nearest.Value.Health <= 0) {
nearest.Key.AcceptInput("Kill");
props.Remove(nearest.Key);
return HookResult.Continue;
}
nearest.Key.SetColor(
_Config.GetColor(nearest.Value.Health / (float)_Config.StationHealth));
return HookResult.Continue;
}
private int getBulletDamage(EventBulletImpact ev) {
var user = ev.Userid;
var weapon = user?.Pawn.Value?.WeaponServices?.ActiveWeapon.Value;
var dist =
(user?.Pawn.Value?.AbsOrigin?.Distance(new Vector(ev.X, ev.Y, ev.Z))
?? null) ?? 1;
var distScale = Math.Clamp(256 / dist, 0.1, 1);
var baseDamage = getBaseDamage(weapon?.DesignerName ?? "");
var total = (int)(baseDamage * distScale);
return Math.Max(total, 1);
}
private int getBaseDamage(string designerWeapon) {
return designerWeapon switch {
"weapon_awp" => 115,
"weapon_glock" => 8,
"weapon_usp_silencer" => 20,
"weapon_deagle" => 40,
_ when Tag.PISTOLS.Contains(designerWeapon) => 10,
_ when Tag.SMGS.Contains(designerWeapon) => 15,
_ when Tag.SHOTGUNS.Contains(designerWeapon) => 25,
_ when Tag.RIFLES.Contains(designerWeapon) => 45,
_ => 5
};
}
public override void OnPurchase(IOnlinePlayer player) {
Server.NextWorldUpdate(() => {
var prop =
Utilities.CreateEntityByName<CPhysicsPropMultiplayer>(
"prop_physics_multiplayer");
if (prop == null) return;
props[prop] = new StationInfo(prop, _Config.StationHealth);
prop.SetModel("models/props/cs_office/microwave.vmdl");
prop.DispatchSpawn();
var gamePlayer = Converter.GetPlayer(player);
if (gamePlayer == null || !gamePlayer.Pawn.IsValid
|| gamePlayer.Pawn.Value == null)
return;
var spawnPos = gamePlayer.Pawn.Value.AbsOrigin.Clone();
if (spawnPos != null && gamePlayer.PlayerPawn.Value != null) {
var forward = gamePlayer.PlayerPawn.Value.EyeAngles.ToForward();
forward.Z = 0;
spawnPos += forward.Normalized() * 8;
}
prop.Teleport(spawnPos);
});
}
abstract protected void onInterval();
}

View File

@@ -0,0 +1,17 @@
using TTT.Locale;
namespace TTT.CS2.Items.Station;
public class StationMsgs {
public static IMsg SHOP_ITEM_STATION_HEALTH
=> MsgFactory.Create(nameof(SHOP_ITEM_STATION_HEALTH));
public static IMsg SHOP_ITEM_STATION_HEALTH_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_STATION_HEALTH_DESC));
public static IMsg SHOP_ITEM_STATION_HURT
=> MsgFactory.Create(nameof(SHOP_ITEM_STATION_HURT));
public static IMsg SHOP_ITEM_STATION_HURT_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_STATION_HURT_DESC));
}

View File

@@ -1,14 +1,15 @@
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.Player;
using TTT.CS2.API;
using TTT.CS2.Events;
using TTT.CS2.Extensions;
using TTT.Game;
using TTT.Game.Events.Body;
using TTT.Game.lang;
using TTT.Game.Listeners;
using TTT.Game.Roles;
@@ -25,6 +26,7 @@ public class BodyPickupListener(IServiceProvider provider)
private readonly IAliveSpoofer? spoofer =
provider.GetService<IAliveSpoofer>();
[UsedImplicitly]
[EventHandler]
public void OnPropPickup(PropPickupEvent ev) {
if (!bodies.TryLookup(ev.Prop.Index.ToString(), out var body)) return;
@@ -35,10 +37,10 @@ public class BodyPickupListener(IServiceProvider provider)
var identifyEvent = new BodyIdentifyEvent(body, online);
Bus.Dispatch(identifyEvent);
if (identifyEvent.IsCanceled) return;
}
[EventHandler]
[UsedImplicitly]
[EventHandler(IgnoreCanceled = true)]
public void OnIdentify(BodyIdentifyEvent ev) {
ev.Body.IsIdentified = true;

View File

@@ -42,9 +42,9 @@ public class PlayerStatsTracker(IServiceProvider provider) : IListener {
revealedDeaths.Add(gamePlayer.Slot);
}
// Needs to be higher so we detect the kill the game ends
// Needs to be higher so we detect the kill before the game ends
// in the case that this is the last player
[EventHandler(Priority = Priority.HIGHER)]
[EventHandler(Priority = Priority.HIGH)]
public void OnKill(PlayerDeathEvent ev) {
var killer = ev.Killer == null ? null : converter.GetPlayer(ev.Killer);
var assister =

View File

@@ -1,4 +1,5 @@
using System.Drawing;
using System.Reactive.Concurrency;
using System.Reactive.Linq;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
@@ -30,6 +31,11 @@ public class RoundTimerListener(IServiceProvider provider)
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IScheduler scheduler = provider
.GetRequiredService<IScheduler>();
private IDisposable? endTimer;
[UsedImplicitly]
[EventHandler(IgnoreCanceled = true)]
public void OnRoundStart(GameStateUpdateEvent ev) {
@@ -43,18 +49,27 @@ public class RoundTimerListener(IServiceProvider provider)
player.Respawn();
foreach (var player in Utilities.GetPlayers())
player.SetColor(Color.FromArgb(254, 255, 255, 255));
player.SetColor(Color.White);
});
return;
}
if (ev.NewState == State.FINISHED) endTimer?.Dispose();
if (ev.NewState != State.IN_PROGRESS) return;
var duration = config.RoundCfg.RoundDuration(ev.Game.Players.Count);
Messenger.DebugAnnounce("Total duration: {0} for {1} player", duration,
ev.Game.Players.Count);
Server.NextWorldUpdate(() => {
RoundUtil.SetTimeRemaining((int)config.RoundCfg
.RoundDuration(ev.Game.Players.Count)
.TotalSeconds);
Server.ExecuteCommand("mp_ignore_round_win_conditions 0");
RoundUtil.SetTimeRemaining((int)duration.TotalSeconds);
});
endTimer?.Dispose();
endTimer = scheduler.Schedule(duration, () => {
Server.NextWorldUpdate(() => {
Messenger.DebugAnnounce("Time is up!");
ev.Game.EndGame(EndReason.TIMEOUT(new InnocentRole(provider)));
});
});
}
@@ -65,11 +80,6 @@ public class RoundTimerListener(IServiceProvider provider)
revealRoles(ev.Game);
// If CS caused the round to end, we will have 0 time left
// in this case, CS automatically handles the end of round stuff
// so we don't need to do anything
if (RoundUtil.GetTimeRemaining() <= 1) return;
Server.NextWorldUpdate(() => {
var endReason = endRound(ev);
@@ -81,8 +91,11 @@ public class RoundTimerListener(IServiceProvider provider)
var timer = Observable.Timer(
config.RoundCfg.TimeBetweenRounds, Scheduler);
timer.Subscribe(_
=> Server.NextWorldUpdate(() => RoundUtil.EndRound(endReason)));
timer.Subscribe(_ => Server.NextWorldUpdate(() => {
Server.ExecuteCommand("mp_ignore_round_win_conditions 1");
RoundUtil.EndRound(endReason);
Server.ExecuteCommand("mp_ignore_round_win_conditions 0");
}));
});
}
@@ -115,4 +128,10 @@ public class RoundTimerListener(IServiceProvider provider)
new EventNextlevelChanged(true).FireEvent(false);
}
public override void Dispose() {
base.Dispose();
endTimer?.Dispose();
}
}

View File

@@ -0,0 +1,27 @@
using System.Drawing;
using CounterStrikeSharp.API.Core;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Events;
using TTT.API.Player;
using TTT.CS2.Extensions;
using TTT.CS2.Roles;
using TTT.Game.Events.Player;
using TTT.Game.Listeners;
namespace TTT.CS2.Listeners;
public class ScreenColorApplier(IServiceProvider provider)
: BaseListener(provider) {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
[EventHandler]
public void OnRoleAssign(PlayerRoleAssignEvent ev) {
if (ev.Role is SpectatorRole) return;
var player = converter.GetPlayer(ev.Player);
var alphaColor = Color.FromArgb(64, ev.Role.Color);
if (player != null)
player.ColorScreen(alphaColor, 3, 1, PlayerExtensions.FadeFlags.FADE_OUT);
}
}

View File

@@ -8,6 +8,7 @@ namespace TTT.CS2.Player;
public class CCPlayerConverter : IPluginModule,
IPlayerConverter<CCSPlayerController> {
private readonly Dictionary<string, CS2Player> playerCache = new();
private readonly Dictionary<string, CCSPlayerController> reverseCache = new();
public IPlayer GetPlayer(CCSPlayerController player) {
if (playerCache.TryGetValue(player.SteamID.ToString(),
@@ -28,12 +29,19 @@ public class CCPlayerConverter : IPluginModule,
public CCSPlayerController? GetPlayer(IPlayer player) {
if (!ulong.TryParse(player.Id, out var steamId)) return null;
if (reverseCache.TryGetValue(player.Id, out var cachedPlayer)) {
if (cachedPlayer.IsValid) return cachedPlayer;
reverseCache.Remove(player.Id);
}
CCSPlayerController? result = null;
var gamePlayer = Utilities.GetPlayerFromSteamId(steamId);
if (gamePlayer is { IsValid: true }) result = gamePlayer;
var bot = Utilities.GetPlayerFromIndex((int)steamId);
if (bot is { IsValid: true }) result = bot;
if (result != null) reverseCache[player.Id] = result;
return result;
}

View File

@@ -11,27 +11,25 @@ public class CS2AliveSpoofer : IAliveSpoofer, IPluginModule {
public void SpoofAlive(CCSPlayerController player) {
if (player.IsBot) {
player.PawnIsAlive = true;
Utilities.SetStateChanged(player, "CCSPlayerController",
"m_bPawnIsAlive");
Server.NextWorldUpdate(() => {
var pawn = player.Pawn.Value;
if (pawn == null || !pawn.IsValid) return;
pawn.DeathTime = 0;
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_flDeathTime");
Utilities.SetStateChanged(pawn, "CBasePlayerController",
"m_flDeathTime");
Server.NextWorldUpdate(() => {
player.PawnIsAlive = true;
Utilities.SetStateChanged(player, "CCSPlayerController",
"m_bPawnIsAlive");
});
});
return;
}
FakeAlivePlayers.Add(player);
Server.NextWorldUpdate(() => {
var pawn = player.Pawn.Value;
if (pawn == null || !pawn.IsValid) return;
pawn.DeathTime = 0;
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_flDeathTime");
Utilities.SetStateChanged(pawn, "CBasePlayerController", "m_flDeathTime");
Server.NextWorldUpdate(() => {
player.PawnIsAlive = true;
Utilities.SetStateChanged(player, "CCSPlayerController",
"m_bPawnIsAlive");
});
});
}
public void UnspoofAlive(CCSPlayerController player) {

View File

@@ -1,5 +1,6 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using TTT.API;
using TTT.API.Player;
using TTT.CS2.Extensions;
@@ -8,24 +9,17 @@ namespace TTT.CS2.Player;
public class CS2InventoryManager(
IPlayerConverter<CCSPlayerController> converter) : IInventoryManager {
public void GiveWeapon(IOnlinePlayer player, IWeapon weapon) {
Server.NextWorldUpdate(() => {
public Task GiveWeapon(IOnlinePlayer player, IWeapon weapon) {
return Server.NextWorldUpdateAsync(() => {
var gamePlayer = converter.GetPlayer(player);
if (gamePlayer == null) return;
gamePlayer.GiveNamedItem(weapon.Id);
if (weapon.ReserveAmmo == null && weapon.CurrentAmmo == null) return;
var weaponBase = gamePlayer.GetWeaponBase(weapon.Id);
if (weaponBase == null) return;
if (weapon.CurrentAmmo != null)
weaponBase.Clip1 = weapon.CurrentAmmo.Value;
if (weapon.ReserveAmmo != null)
weaponBase.Clip2 = weapon.ReserveAmmo.Value;
giveWeapon(gamePlayer, weapon);
});
}
public void RemoveWeapon(IOnlinePlayer player, string weaponId) {
Server.NextWorldUpdate(() => {
public Task RemoveWeapon(IOnlinePlayer player, string weaponId) {
return Server.NextWorldUpdateAsync(() => {
if (!player.IsAlive) return;
var gamePlayer = converter.GetPlayer(player);
@@ -51,8 +45,19 @@ public class CS2InventoryManager(
});
}
public void RemoveAllWeapons(IOnlinePlayer player) {
Server.NextWorldUpdate(() => {
public Task RemoveWeaponInSlot(IOnlinePlayer player, int slot) {
return Server.NextWorldUpdateAsync(() => {
if (!player.IsAlive) return;
var gamePlayer = converter.GetPlayer(player);
if (gamePlayer == null) return;
clearSlot(gamePlayer, IntToSlot(slot));
});
}
public Task RemoveAllWeapons(IOnlinePlayer player) {
return Server.NextWorldUpdateAsync(() => {
if (!player.IsAlive) return;
var gamePlayer = converter.GetPlayer(player);
@@ -61,4 +66,69 @@ public class CS2InventoryManager(
gamePlayer.RemoveWeapons();
});
}
private void giveWeapon(CCSPlayerController player, IWeapon weapon) {
if (player.Team is CsTeam.None or CsTeam.Spectator) return;
// Give the weapon
player.GiveNamedItem(weapon.WeaponId);
// Set ammo if applicable
var weaponBase = player.GetWeaponBase(weapon.WeaponId);
if (weaponBase == null)
if (weapon.WeaponId.Equals("weapon_revolver"))
weaponBase = player.GetWeaponBase("weapon_deagle");
if (weaponBase == null) return;
if (weapon.CurrentAmmo != null) weaponBase.Clip1 = weapon.CurrentAmmo.Value;
if (weapon.ReserveAmmo != null)
weaponBase.ReserveAmmo[0] = weapon.ReserveAmmo.Value;
Utilities.SetStateChanged(weaponBase, "CBasePlayerWeapon", "m_iClip1");
Utilities.SetStateChanged(weaponBase, "CBasePlayerWeapon",
"m_pReserveAmmo");
}
public static gear_slot_t IntToSlot(int slot) {
return slot switch {
0 => gear_slot_t.GEAR_SLOT_RIFLE,
1 => gear_slot_t.GEAR_SLOT_PISTOL,
2 => gear_slot_t.GEAR_SLOT_KNIFE,
3 => gear_slot_t.GEAR_SLOT_UTILITY,
4 => gear_slot_t.GEAR_SLOT_C4,
_ => gear_slot_t.GEAR_SLOT_FIRST
};
}
public static int SlotToInt(gear_slot_t slot) {
return slot switch {
gear_slot_t.GEAR_SLOT_RIFLE => 0,
gear_slot_t.GEAR_SLOT_PISTOL => 1,
gear_slot_t.GEAR_SLOT_KNIFE => 2,
gear_slot_t.GEAR_SLOT_UTILITY => 3,
gear_slot_t.GEAR_SLOT_C4 => 4,
_ => -1
};
}
private void clearSlot(CCSPlayerController player,
params gear_slot_t[] slots) {
if (player.Team is CsTeam.None or CsTeam.Spectator) return;
var weapons = player.Pawn.Value?.WeaponServices?.MyWeapons;
if (weapons == null || weapons.Count == 0) return;
foreach (var weapon in weapons) {
if (!weapon.IsValid || weapon.Value == null) continue;
if (!weapon.Value.IsValid
|| !weapon.Value.DesignerName.StartsWith("weapon_"))
continue;
if (weapon.Value.Entity == null) continue;
var weaponBase = weapon.Value.As<CCSWeaponBase>();
if (!weaponBase.IsValid || weaponBase.Entity == null) continue;
var vdata = weaponBase.VData;
if (vdata == null) continue;
if (!slots.Contains(vdata.GearSlot)) continue;
weapon.Value.AddEntityIOEvent("Kill", weapon.Value);
}
}
}

View File

@@ -58,15 +58,18 @@ public class CS2Player : IOnlinePlayer {
get => Player?.Pawn.Value != null ? Player.Pawn.Value.Health : 0;
set {
if (Player?.Pawn.Value == null) return;
Server.NextWorldUpdate(() => {
if (Player?.Pawn.Value == null) return;
if (value <= 0) {
Player.CommitSuicide(false, true);
return;
}
if (value <= 0) {
Player.CommitSuicide(false, true);
return;
}
Player.Pawn.Value.Health = value;
Utilities.SetStateChanged(Player.Pawn.Value, "CBaseEntity", "m_iHealth");
Player.Pawn.Value.Health = value;
Utilities.SetStateChanged(Player.Pawn.Value, "CBaseEntity",
"m_iHealth");
});
}
}
@@ -109,15 +112,29 @@ public class CS2Player : IOnlinePlayer {
// Goal: Pad the name to a fixed width for better alignment in logs
// Left-align ID, right-align name
private string createPaddedName() {
var idPart = $"({getSuffix(Id, 5)})";
var effectivePadding = namePadding - idPart.Length;
var namePart = Name.Length >= effectivePadding ?
getSuffix(Name, effectivePadding) :
Name.PadLeft(effectivePadding);
return $"{idPart} {namePart}";
return CreatePaddedName(Id, Name, namePadding + 8);
}
private string getSuffix(string s, int len) {
return s.Length <= len ? s : s[^len..];
public static string CreatePaddedName(string id, string name, int len) {
var suffix = id.Length > 5 ? id[^5..] : id.PadLeft(5, '0');
var prefix = $"({suffix})";
var baseStr = $"{prefix} {name}";
if (baseStr.Length == len) return baseStr;
if (baseStr.Length < len) {
// Pad spaces so the name ends up right-aligned
var padding = len - (prefix.Length + name.Length);
return prefix + new string(' ', padding + 1) + name;
}
// Too long, cut off from the end of the name
var availableForName = len - (prefix.Length + 1);
if (availableForName < 0) availableForName = 0;
var trimmedName = name.Length > availableForName ?
name[..availableForName] :
name;
return $"{prefix} {trimmedName}";
}
}

View File

@@ -1,16 +1,16 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Memory;
using CounterStrikeSharp.API.Modules.Utils;
namespace TTT.CS2.Utils;
public static class RoundUtil {
private static readonly
MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint>
TerminateRoundFunc =
new(GameData.GetSignature("CCSGameRules_TerminateRound"));
// private static readonly
// MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint>
// TerminateRoundFunc =
// new(GameData.GetSignature("CCSGameRules_TerminateRound"));
private static IEnumerable<CCSTeam>? _teamManager;
@@ -52,7 +52,9 @@ public static class RoundUtil {
var gameRules = ServerUtil.GameRulesProxy;
if (gameRules == null || gameRules.GameRules == null) return;
// TODO: Figure out what these params do
TerminateRoundFunc.Invoke(gameRules.GameRules.Handle, 5f, reason, 0, 0);
// TerminateRoundFunc.Invoke(gameRules.GameRules.Handle, 5f, reason, 0, 0);
VirtualFunctions.TerminateRoundFunc.Invoke(gameRules.GameRules.Handle,
reason, 5f, 0, 0);
}
public static void SetTeamScore(CsTeam team, int score) {

View File

@@ -1,6 +1,6 @@
using TTT.API.Player;
using TTT.API.Role;
using TTT.Game;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.CS2.lang;

View File

@@ -1,2 +1,24 @@
ROLE_SPECTATOR: "Spectator"
TASER_SCANNED: "%PREFIX%You scanned {0}{grey}, they are %an% {1}{grey}!"
TASER_SCANNED: "%PREFIX%You scanned {0}{grey}, they are %an% {1}{grey}!"
DNA_PREFIX: "{darkblue}D{blue}N{lightblue}A{grey} | {grey}"
SHOP_ITEM_DNA: "DNA Scanner"
SHOP_ITEM_DNA_DESC: "Scan bodies to reveal the person who killed them."
SHOP_ITEM_DNA_SCANNED: "%DNA_PREFIX%You scanned {0}{1}'%s% {grey}body, their killer was {red}{2}{grey}."
SHOP_ITEM_DNA_SCANNED_OTHER: "%DNA_PREFIX%You scanned {0}{1}'%s% {grey}body, {2}."
SHOP_ITEM_DNA_EXPIRED: "%DNA_PREFIX%You scanned {0}{1}'%s% {grey}body, but the DNA has expired."
SHOP_ITEM_STATION_HEALTH: "Health Station"
SHOP_ITEM_STATION_HEALTH_DESC: "A health station that heals players around it."
SHOP_ITEM_STATION_HURT: "Hurt Station"
SHOP_ITEM_STATION_HURT_DESC: "A station that hurts non-Traitors around it."
SHOP_ITEM_CAMO: "Camouflage"
SHOP_ITEM_CAMO_DESC: "Disguise yourself and make yourself harder to see."
SHOP_ITEM_BODY_PAINT: "Body Paint"
SHOP_ITEM_BODY_PAINT_DESC: "Paint bodies to make them appear identified."
SHOP_ITEM_BODY_PAINT_OUT: "%PREFIX% You ran out of body paint."
SHOP_ITEM_POISON_SHOTS: "Poison Shots"
SHOP_ITEM_POISON_SHOTS_DESC: "Your bullets are coated in a mildly poisonous substance."

View File

@@ -2,6 +2,7 @@ using Microsoft.Extensions.DependencyInjection;
using TTT.API;
using TTT.API.Command;
using TTT.API.Player;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Game.Commands;

View File

@@ -11,7 +11,7 @@ public class LogsCommand(IServiceProvider provider) : ICommand {
public void Dispose() { }
public string Name => "logs";
public string Id => "logs";
public void Start() { }
// TODO: Restrict and verbalize usage

View File

@@ -4,6 +4,7 @@ using TTT.API;
using TTT.API.Command;
using TTT.API.Events;
using TTT.API.Player;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Game.Commands;
@@ -13,7 +14,7 @@ public class TTTCommand(IServiceProvider provider) : ICommand {
provider.GetRequiredService<IMsgLocalizer>();
public void Dispose() { }
public string Name => "ttt";
public string Id => "ttt";
public string[] Usage => ["<modules/commands/listeners>"];
public void Start() { }
@@ -70,7 +71,7 @@ public class TTTCommand(IServiceProvider provider) : ICommand {
IEnumerable<ITerrorModule> listeners) {
foreach (var listener in listeners)
printVersionedEntry(info, listener.Version,
listener.Name + " - " + listener.GetType().Name);
listener.Id + " - " + listener.GetType().Name);
}
private void printVersionedEntry(ICommandInfo info, string version,

View File

@@ -80,6 +80,6 @@ public class PlayerDamagedEvent(IOnlinePlayer player, IOnlinePlayer? attacker,
}
}
public string? Weapon { get; private set; }
public string? Weapon { get; init; }
public bool IsCanceled { get; set; }
}

View File

@@ -7,6 +7,7 @@ public interface IBody {
IPlayer OfPlayer { get; }
bool IsIdentified { get; set; }
IWeapon? MurderWeapon { get; }
IPlayer? Killer { get; }
IPlayer? Killer { get; set; }
string Id { get; }
DateTime TimeOfDeath { get; }
}

View File

@@ -8,23 +8,26 @@ namespace TTT.Game.Listeners.Loggers;
public class PlayerActionsLogger(IServiceProvider provider)
: BaseListener(provider) {
[EventHandler]
// Needs to be higher so we detect the kill before the game ends
[UsedImplicitly]
[EventHandler(Priority = Priority.HIGH)]
public void OnPlayerKill(PlayerDeathEvent ev) {
if (Games.ActiveGame is not { State: State.IN_PROGRESS }) return;
Games.ActiveGame.Logger.LogAction(new DeathAction(Provider, ev));
}
[UsedImplicitly]
[EventHandler]
public void OnPlayerDamage(PlayerDamagedEvent ev) {
if (Games.ActiveGame is not { State: State.IN_PROGRESS }) return;
Games.ActiveGame.Logger.LogAction(new DamagedAction(Provider, ev));
}
[UsedImplicitly]
[EventHandler]
public void OnPlayerAssignedRole(PlayerRoleAssignEvent ev) {
if (Games.ActiveGame is not { State: State.IN_PROGRESS }) return;
Games.ActiveGame.Logger.LogAction(
Games.ActiveGame?.Logger.LogAction(
new RoleAssignedAction(ev.Player, ev.Role));
}
}

View File

@@ -25,6 +25,9 @@ public class PlayerJoinStarting(IServiceProvider provider)
$"There are {playerCount} Players online, starting the game...");
var game = Games.CreateGame();
if (game == null)
Messenger.DebugAnnounce("Failed to create a new game instance.");
game?.Start(config.RoundCfg.CountDownDuration);
}
}

View File

@@ -1,9 +1,9 @@
using System.Reactive.Concurrency;
using CounterStrikeSharp.API;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Game;
using TTT.API.Messages;
using TTT.API.Player;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Game.Loggers;

View File

@@ -4,6 +4,7 @@ using TTT.API.Messages;
using TTT.API.Player;
using TTT.API.Role;
using TTT.API.Storage;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Game.Roles;

View File

@@ -4,7 +4,7 @@ namespace TTT.Game.Roles;
public class BaseWeapon(string id, int? reserve = null, int? current = null)
: IWeapon {
public string Id { get; } = id;
public string WeaponId { get; } = id;
public int? ReserveAmmo { get; } = reserve;
public int? CurrentAmmo { get; } = current;
}

View File

@@ -1,5 +1,6 @@
using System.Drawing;
using TTT.API.Player;
using TTT.Game.lang;
namespace TTT.Game.Roles;

View File

@@ -1,6 +1,7 @@
using System.Drawing;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Player;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Game.Roles;

View File

@@ -1,5 +1,6 @@
using System.Drawing;
using TTT.API.Player;
using TTT.Game.lang;
namespace TTT.Game.Roles;

View File

@@ -8,6 +8,7 @@ using TTT.API.Player;
using TTT.API.Role;
using TTT.API.Storage;
using TTT.Game.Events.Game;
using TTT.Game.lang;
using TTT.Game.Loggers;
using TTT.Game.Roles;
using TTT.Locale;
@@ -171,7 +172,6 @@ public class RoundBasedGame(IServiceProvider provider) : IGame {
return;
}
State = State.IN_PROGRESS;
foreach (var player in online) inventory.RemoveAllWeapons(player);
@@ -179,6 +179,8 @@ public class RoundBasedGame(IServiceProvider provider) : IGame {
RoleAssigner.AssignRoles(online, Roles);
players.AddRange(online);
State = State.IN_PROGRESS;
var traitors = ((IGame)this).GetAlive(typeof(TraitorRole)).Count;
var nonTraitors = online.Count - traitors;
Messenger?.MessageAll(Locale[

View File

@@ -4,7 +4,7 @@ using TTT.API.Role;
using TTT.Game.Roles;
using TTT.Locale;
namespace TTT.Game;
namespace TTT.Game.lang;
public static class GameMsgs {
public static IMsg PREFIX => MsgFactory.Create(nameof(PREFIX));

View File

@@ -42,7 +42,7 @@ public class KarmaStorage(IServiceProvider provider) : IKarmaService {
}
public void Dispose() { }
public string Name => nameof(KarmaStorage);
public string Id => nameof(KarmaStorage);
public string Version => GitVersionInformation.FullSemVer;
public async Task Write(IPlayer key, int newData) {

View File

@@ -25,7 +25,7 @@ public class TTT(IServiceProvider provider) : BasePlugin {
module.Start();
loadedModules.Add(module);
Logger.LogInformation(
$"Loaded {module.Version} {module.Name} {module.GetType().Namespace}");
$"Loaded {module.Version} {module.Id} {module.GetType().Namespace}");
}
var pluginModules = modules.Where(m => m is IPluginModule)
@@ -40,7 +40,7 @@ public class TTT(IServiceProvider provider) : BasePlugin {
RegisterAllAttributes(module);
loadedModules.Add(module);
Logger.LogInformation(
$"Registered {module.Version} {module.Name} {module.GetType().Namespace}");
$"Registered {module.Version} {module.Id} {module.GetType().Namespace}");
}
Logger.LogInformation("All modules loaded successfully.");
@@ -54,10 +54,10 @@ public class TTT(IServiceProvider provider) : BasePlugin {
foreach (var module in loadedModules)
try {
Logger.LogInformation($"Unloading {module.Name} ({module.Version})");
Logger.LogInformation($"Unloading {module.Id} ({module.Version})");
module.Dispose();
} catch (Exception e) {
Logger.LogError(e, $"Error unloading module {module.Name}");
Logger.LogError(e, $"Error unloading module {module.Id}");
}
base.Dispose(disposing);

View File

@@ -5,7 +5,7 @@ the subsidiary projects (i.e. not [Versioning](../Versioning)).
# Structure
## [API](./API)
The public API for TTT. Use this to add-on extra features, modules, roles, etc.
The public API for TTT. Include this to add-on extra features, modules, roles, etc.
## [CS2](./CS2)
A linker for CS2 to TTT. This adds support for CS2 to TTT.

View File

@@ -1,4 +1,5 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Command;
using TTT.API.Player;
@@ -6,8 +7,8 @@ namespace TTT.Shop.Commands;
public class BalanceCommand(IServiceProvider provider) : ICommand {
private readonly IShop shop = provider.GetRequiredService<IShop>();
public string Name => "balance";
public string[] Aliases => [Name, "bal", "credits", "money"];
public string Id => "balance";
public string[] Aliases => [Id, "bal", "credits", "money"];
public void Dispose() { }
public void Start() { }

View File

@@ -1,4 +1,5 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Command;
using TTT.API.Game;
using TTT.API.Player;
@@ -16,55 +17,43 @@ public class BuyCommand(IServiceProvider provider) : ICommand {
private readonly IShop shop = provider.GetRequiredService<IShop>();
public void Dispose() { }
public string Name => "buy";
public string Id => "buy";
public void Start() { }
public string[] Aliases => [Name, "purchase", "b"];
public string[] Aliases => [Id, "purchase", "b"];
public async Task<CommandResult> Execute(IOnlinePlayer? executor,
public Task<CommandResult> Execute(IOnlinePlayer? executor,
ICommandInfo info) {
if (executor == null) {
info.ReplySync("You must be a player to buy items.");
return CommandResult.PLAYER_ONLY;
}
if (executor == null) return Task.FromResult(CommandResult.PLAYER_ONLY);
if (games.ActiveGame is not { State: State.IN_PROGRESS }) {
info.ReplySync(locale[ShopMsgs.SHOP_INACTIVE]);
return CommandResult.SUCCESS;
return Task.FromResult(CommandResult.SUCCESS);
}
if (info.ArgCount == 1) return CommandResult.PRINT_USAGE;
if (info.ArgCount == 1) return Task.FromResult(CommandResult.PRINT_USAGE);
if (executor.Health <= 0) {
info.ReplySync(locale[ShopMsgs.SHOP_INACTIVE]);
return Task.FromResult(CommandResult.SUCCESS);
}
var query = string.Join(" ", info.Args.Skip(1));
info.ReplySync($"Searching for item: {query}");
var item = searchItem(query);
var item = searchItem(query);
if (item == null) {
info.ReplySync($"Item '{query}' not found.");
return CommandResult.ERROR;
info.ReplySync(locale[ShopMsgs.SHOP_ITEM_NOT_FOUND(query)]);
return Task.FromResult(CommandResult.ERROR);
}
var bal = await shop.Load(executor);
if (item.Config.Price > bal) {
info.ReplySync(
$"You cannot afford '{item.Name}'. It costs {item.Config.Price}, but you have {bal}.");
return CommandResult.ERROR;
}
if (item.CanPurchase(executor) != PurchaseResult.SUCCESS) {
info.ReplySync($"You cannot purchase '{item.Name}'.");
return CommandResult.ERROR;
}
await shop.Write(executor, bal - item.Config.Price);
item.OnPurchase(executor);
shop.GiveItem(executor, item);
return CommandResult.SUCCESS;
var result = shop.TryPurchase(executor, item);
return Task.FromResult(result == PurchaseResult.SUCCESS ?
CommandResult.SUCCESS :
CommandResult.ERROR);
}
private IShopItem? searchItem(string query) {
var item = shop.Items.FirstOrDefault(it
=> it.Id.Equals(query, StringComparison.OrdinalIgnoreCase));
=> it.Name.Equals(query, StringComparison.OrdinalIgnoreCase));
if (item != null) return item;
@@ -74,7 +63,7 @@ public class BuyCommand(IServiceProvider provider) : ICommand {
if (item != null) return item;
item = shop.Items.FirstOrDefault(it
=> it.Name.Contains(query, StringComparison.OrdinalIgnoreCase));
=> it.Description.Contains(query, StringComparison.OrdinalIgnoreCase));
return item;
}

View File

@@ -1,4 +1,6 @@
using Microsoft.Extensions.DependencyInjection;
using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Command;
using TTT.API.Messages;
using TTT.API.Player;
@@ -13,14 +15,15 @@ public class ListCommand(IServiceProvider provider) : ICommand {
public void Dispose() { }
public string Name => "list";
public string Id => "list";
public void Start() { }
public Task<CommandResult>
Execute(IOnlinePlayer? executor, ICommandInfo info) {
foreach (var item in shop.Items)
messenger.Message(executor, $"{item.Name} - {item.Description}");
messenger.Message(executor,
$"{ChatColors.Grey}- {ChatColors.White}{item.Name} {ChatColors.Grey}- {item.Description}");
return Task.FromResult(CommandResult.SUCCESS);
}

View File

@@ -2,7 +2,7 @@ using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.DependencyInjection;
using TTT.API.Command;
using TTT.API.Player;
using TTT.Game;
using TTT.Game.lang;
using TTT.Locale;
namespace TTT.Shop.Commands;
@@ -18,7 +18,7 @@ public class ShopCommand(IServiceProvider provider) : ICommand {
};
public void Dispose() { }
public string Name => "shop";
public string Id => "shop";
public void Start() { }
@@ -27,17 +27,17 @@ public class ShopCommand(IServiceProvider provider) : ICommand {
HashSet<string> sent = [];
if (info.ArgCount == 1) {
foreach (var (_, cmd) in subcommands) {
if (!sent.Add(cmd.Name)) continue;
if (!sent.Add(cmd.Id)) continue;
var uses = cmd.Usage.Where(use => !string.IsNullOrWhiteSpace(use))
.ToList();
var useString =
uses.Count > 0 ? "(" + string.Join(", ", uses) + ")" : "";
if (cmd.Description != null)
info.ReplySync(
$"{locale[GameMsgs.PREFIX]}{ChatColors.White}{cmd.Name} {ChatColors.Grey}- {ChatColors.BlueGrey}{cmd.Description}");
$"{locale[GameMsgs.PREFIX]}{ChatColors.White}{cmd.Id} {ChatColors.Grey}- {ChatColors.BlueGrey}{cmd.Description}");
else
info.ReplySync(
$"{locale[GameMsgs.PREFIX]}{ChatColors.White}{cmd.Name} {ChatColors.Grey}{useString}");
$"{locale[GameMsgs.PREFIX]}{ChatColors.White}{cmd.Id} {ChatColors.Grey}{useString}");
}
return Task.FromResult(CommandResult.SUCCESS);

View File

@@ -0,0 +1,43 @@
using CounterStrikeSharp.API.Core;
using JetBrains.Annotations;
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using TTT.API.Events;
using TTT.API.Game;
using TTT.API.Player;
using TTT.Game.Events.Player;
using TTT.Game.Listeners;
namespace TTT.Shop.Items.Detective.Stickers;
public class StickerListener(IServiceProvider provider)
: BaseListener(provider) {
private readonly IPlayerConverter<CCSPlayerController> converter =
provider.GetRequiredService<IPlayerConverter<CCSPlayerController>>();
private readonly IIconManager? icons = provider.GetService<IIconManager>();
private readonly IShop shop = provider.GetRequiredService<IShop>();
[UsedImplicitly]
[EventHandler(Priority = Priority.MONITOR)]
public void OnHurt(PlayerDamagedEvent ev) {
if (icons == null || ev.Attacker == null
|| !shop.HasItem<Stickers>(ev.Attacker))
return;
if (Games.ActiveGame is not { State: State.IN_PROGRESS }) return;
if (ev.Weapon == null) return;
if (!ev.Weapon.Contains("taser", StringComparison.OrdinalIgnoreCase))
return;
if (!ev.IsCanceled) return;
var victim = ev.Player;
var attacker = ev.Attacker;
if (attacker == null) return;
var player = converter.GetPlayer(victim);
if (player == null || !player.IsValid) return;
icons.RevealToAll(player.Slot);
Messenger.Message(victim, Locale[StickerMsgs.SHOP_ITEM_STICKERS_HIT]);
}
}

View File

@@ -0,0 +1,14 @@
using TTT.Locale;
namespace TTT.Shop.Items.Detective.Stickers;
public class StickerMsgs {
public static IMsg SHOP_ITEM_STICKERS
=> MsgFactory.Create(nameof(SHOP_ITEM_STICKERS));
public static IMsg SHOP_ITEM_STICKERS_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_STICKERS_DESC));
public static IMsg SHOP_ITEM_STICKERS_HIT
=> MsgFactory.Create(nameof(SHOP_ITEM_STICKERS_HIT));
}

View File

@@ -0,0 +1,42 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using ShopAPI.Configs.Detective;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.Game.Roles;
namespace TTT.Shop.Items.Detective.Stickers;
public static class StickerExtensions {
public static void AddStickerServices(this IServiceCollection services) {
services.AddModBehavior<Stickers>();
services.AddModBehavior<StickerListener>();
}
}
public class Stickers(IServiceProvider provider)
: RoleRestrictedItem<DetectiveRole>(provider) {
private readonly StickerConfig config = provider
.GetService<IStorage<StickerConfig>>()
?.Load()
.GetAwaiter()
.GetResult() ?? new StickerConfig();
private readonly IIconManager? icons = provider.GetService<IIconManager>();
public override string Name => Locale[StickerMsgs.SHOP_ITEM_STICKERS];
public override string Description
=> Locale[StickerMsgs.SHOP_ITEM_STICKERS_DESC];
public override ShopItemConfig Config => config;
public override void OnPurchase(IOnlinePlayer player) { }
public override PurchaseResult CanPurchase(IOnlinePlayer player) {
if (Shop.HasItem(player, this)) return PurchaseResult.ALREADY_OWNED;
return base.CanPurchase(player);
}
}

View File

@@ -0,0 +1,11 @@
using TTT.Locale;
namespace TTT.Shop.Items.M4A1;
public class M4A1Msgs {
public static IMsg SHOP_ITEM_M4A1
=> MsgFactory.Create(nameof(SHOP_ITEM_M4A1));
public static IMsg SHOP_ITEM_M4A1_DESC
=> MsgFactory.Create(nameof(SHOP_ITEM_M4A1_DESC));
}

View File

@@ -0,0 +1,40 @@
using Microsoft.Extensions.DependencyInjection;
using ShopAPI;
using ShopAPI.Configs;
using TTT.API.Extensions;
using TTT.API.Player;
using TTT.API.Storage;
using TTT.Game.Roles;
namespace TTT.Shop.Items.M4A1;
public static class M4A1ServiceCollection {
public static void AddM4A1Services(this IServiceCollection collection) {
collection.AddModBehavior<M4A1ShopItem>();
}
}
public class M4A1ShopItem(IServiceProvider provider) : BaseItem(provider) {
private readonly M4A1Config config =
provider.GetService<IStorage<M4A1Config>>()?.Load().GetAwaiter().GetResult()
?? new M4A1Config();
public override string Name => Locale[M4A1Msgs.SHOP_ITEM_M4A1];
public override string Description => Locale[M4A1Msgs.SHOP_ITEM_M4A1_DESC];
public override ShopItemConfig Config => config;
public override void OnPurchase(IOnlinePlayer player) {
Task.Run(async () => {
foreach (var slot in config.ClearSlots)
await Inventory.RemoveWeaponInSlot(player, slot);
foreach (var weapon in config.Weapons)
await Inventory.GiveWeapon(player, new BaseWeapon(weapon));
});
}
public override PurchaseResult CanPurchase(IOnlinePlayer player) {
return PurchaseResult.SUCCESS;
}
}

Some files were not shown because too many files have changed in this diff Show More