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using AdvancedSubclassingRedux.Managers;
using Exiled.API.Enums;
using Exiled.API.Features;
using Interactables.Interobjects.DoorUtils;
using MEC;
using PlayableScps.Interfaces;
using PlayerStatsSystem;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace AdvancedSubclassingRedux
{
public class Subclass
{
private static Dictionary<Player, SubclassSpawnData> SpawnDataPerPlayer { get; set; } = new Dictionary<Player, SubclassSpawnData>();
public string Name { get; set; }
public Dictionary<RoleType, float> AffectsRoles { get; set; } = new Dictionary<RoleType, float>();
public Dictionary<string, float> AffectsUsers { get; set; } = new Dictionary<string, float>();
public Dictionary<string, float> Permissions { get; set; } = new Dictionary<string, float>();
public List<SubclassSpawnParameter> SpawnParameters { get; set; } = new List<SubclassSpawnParameter>();
public Dictionary<string, string> StringOptions { get; set; } = new Dictionary<string, string>();
public Dictionary<string, bool> BoolOptions { get; set; } = new Dictionary<string, bool>();
public Dictionary<string, int> IntOptions { get; set; } = new Dictionary<string, int>();
public Dictionary<string, float> FloatOptions { get; set; } = new Dictionary<string, float>();
public List<Dictionary<ItemType, float>> SpawnItems { get; set; } = new List<Dictionary<ItemType, float>>();
public Dictionary<AmmoType, ushort> SpawnAmmo { get; set; } = new Dictionary<AmmoType, ushort>();
public Dictionary<RoomType, float> SpawnLocations { get; set; } = new Dictionary<RoomType, float>();
public Dictionary<string, float> CustomSpawnLocations { get; set; } = new Dictionary<string, float>();
public List<string> Abilities { get; set; } = new List<string>();
public List<Ability> AbilitiesList { get; set; } = new List<Ability>();
public Dictionary<string, double> AbilityCooldowns { get; set; } = new Dictionary<string, double>();
public Dictionary<string, double> InitialAbilityCooldowns { get; set; } = new Dictionary<string, double>();
public Dictionary<string, int> MaxAbilityUses { get; set; } = new Dictionary<string, int>();
public List<Dictionary<string, object>> OnGiven { get; set; } = new List<Dictionary<string, object>>();
public List<Dictionary<string, object>> OnRemoved { get; set; } = new List<Dictionary<string, object>>();
public RoleType SpawnsAs { get; set; } = RoleType.None;
public void Unload()
{
}
public void CleanUp(Player player)
{
if (Tracking.PlayerSnapshots.TryGetValue(player, out PlayerSnapshot snapshot))
{
player.RankName = snapshot.Badge;
player.RankColor = snapshot.BadgeColor;
player.BadgeHidden = snapshot.BadgeHidden;
player.DisplayNickname = snapshot.Nickname;
Tracking.PlayerSnapshots.Remove(player);
}
if (player.GameObject.TryGetComponent(out SubclassBehaviour subclassBehaviour))
{
subclassBehaviour.Destroy();
}
if (StringOptions.TryGetValue("CassieDeathMessage", out string cassieMessage))
{
if (StringOptions.TryGetValue("CassieDeathMessageSubtitles", out string cassieSubtitles))
Cassie.MessageTranslated(cassieMessage, cassieSubtitles);
else
Cassie.Message(cassieMessage);
}
if (OnRemoved != null && OnRemoved.Count > 0)
{
Timing.RunCoroutine(Helpers.Eval(typeof(SubclassOnData), new SubclassOnData(player, this), OnRemoved));
}
player.Scale = Vector3.one;
player.CustomInfo = String.Empty;
player.InfoArea &= ~PlayerInfoArea.CustomInfo;
Tracking.PlayersWithClasses.Remove(player);
Tracking.PlayerAbilityCooldowns.Remove(player);
SpawnDataPerPlayer.Remove(player);
}
public void OnSpawned(Player player)
{
if (StringOptions.TryGetValue("GotClassMessage", out string classMessage))
{
player.Broadcast(IntOptions.TryGetValue("GotClassMessageDuration", out int duration) ? (ushort)duration : (ushort)5, classMessage, Broadcast.BroadcastFlags.Normal);
}
if (StringOptions.TryGetValue("CassieMessage", out string cassieMessage))
{
if (StringOptions.TryGetValue("CassieMessageSubtitles", out string cassieSubtitles))
Cassie.MessageTranslated(cassieMessage, cassieSubtitles);
else
Cassie.Message(cassieMessage);
}
if (InitialAbilityCooldowns != null)
{
foreach (KeyValuePair<string, double> ability in InitialAbilityCooldowns)
{
Ability abilityValue = Ability.Get(ability.Key);
if (abilityValue == null) continue;
Tracking.PlayerAbilityCooldowns[player][abilityValue] = DateTime.Now.AddSeconds(ability.Value);
}
}
bool giveBehaviour = false;
foreach (Ability ability in AbilitiesList)
{
if (!giveBehaviour && ability.Update != null && ability.Update.Count > 0)
{
giveBehaviour = true;
}
if (ability.OnGiven != null && ability.OnGiven.Count > 0)
{
Timing.RunCoroutine(Helpers.Eval(typeof(SubclassOnData), new SubclassOnData(player, this), ability.OnGiven));
}
}
if (giveBehaviour)
{
player.GameObject.AddComponent<SubclassBehaviour>();
}
if (OnGiven != null && OnGiven.Count > 0)
{
Timing.RunCoroutine(Helpers.Eval(typeof(SubclassOnData), new SubclassOnData(player, this), OnGiven));
}
if (IntOptions.TryGetValue("ArmorOnSpawn", out int armorOnSpawn))
{
var module = player.ReferenceHub.playerStats.GetModule<AhpStat>();
if (player.CurrentScp is IShielded shielded)
{
var shield = shielded.Shield;
int maxArmor = IntOptions.ContainsKey("MaxArmor") ? IntOptions["MaxArmor"] : (int)player.MaxArtificialHealth;
float armorDecay = FloatOptions.ContainsKey("ArmorDecay") ? FloatOptions["ArmorDecay"] : 1.2f;
float armorEfficacy = FloatOptions.ContainsKey("ArmorEfficacy") ? FloatOptions["ArmorEfficacy"] : 0.7f;
float armorSustain = FloatOptions.ContainsKey("ArmorSustain") ? FloatOptions["ArmorSustain"] : 0f;
bool persistent = BoolOptions.ContainsKey("ArmorPersists") ? BoolOptions["ArmorPersists"] : false;
shield.Limit = maxArmor;
shield.CurrentAmount = armorOnSpawn;
shield.DecayRate = armorDecay;
shield.Efficacy = armorEfficacy;
shield.SustainTime = armorSustain;
shield.GetType().GetField("Persistant", BindingFlags.Instance | BindingFlags.Public).SetValue(shield, persistent);
}
else
{
foreach (var process in player.ActiveArtificialHealthProcesses)
{
module.ServerKillProcess(process.KillCode);
}
int maxArmor = IntOptions.ContainsKey("MaxArmor") ? IntOptions["MaxArmor"] : (int)player.MaxArtificialHealth;
float armorDecay = FloatOptions.ContainsKey("ArmorDecay") ? FloatOptions["ArmorDecay"] : 1.2f;
float armorEfficacy = FloatOptions.ContainsKey("ArmorEfficacy") ? FloatOptions["ArmorEfficacy"] : 0.7f;
float armorSustain = FloatOptions.ContainsKey("ArmorSustain") ? FloatOptions["ArmorSustain"] : 0f;
bool persistent = BoolOptions.ContainsKey("ArmorPersists") ? BoolOptions["ArmorPersists"] : false;
player.AddAhp(armorOnSpawn, maxArmor, armorDecay, armorEfficacy, armorSustain, persistent);
}
}
if (StringOptions.TryGetValue("Badge", out string badge))
{
player.BadgeHidden = false;
player.RankName = badge;
if (StringOptions.TryGetValue("BadgeColor", out string badgeColor))
{
player.RankColor = badgeColor;
}
}
if (StringOptions.TryGetValue("CustomInfo", out string customInfo))
{
player.CustomInfo = customInfo;
player.InfoArea |= PlayerInfoArea.CustomInfo;
}
if (StringOptions.TryGetValue("Nickname", out string nickname))
{
player.DisplayNickname = nickname.Replace("{name}", player.Nickname);
}
if (StringOptions.TryGetValue("HelpMessage", out string helpMessage))
{
player.SendConsoleMessage(helpMessage, "white");
}
if (IntOptions.TryGetValue("MaxHealth", out int maxHealth))
{
player.MaxHealth = maxHealth;
}
if (IntOptions.TryGetValue("HealthOnSpawn", out int healthOnSpawn))
{
player.Health = healthOnSpawn;
}
Vector3 scale = new Vector3(player.Scale.x, player.Scale.y, player.Scale.z);
if (FloatOptions.TryGetValue("ScaleX", out float scaleX)) scale.x = scaleX;
if (FloatOptions.TryGetValue("ScaleY", out float scaleY)) scale.y = scaleY;
if (FloatOptions.TryGetValue("ScaleZ", out float scaleZ)) scale.z = scaleZ;
player.Scale = scale;
if (FloatOptions.TryGetValue("SpawnPositionDelay", out float spawnDelay))
{
Timing.CallDelayed(spawnDelay, () =>
{
SubclassSpawnData spawnData = GetSpawnData(player);
player.ReferenceHub.playerMovementSync.AddSafeTime(5f);
player.Position = spawnData.SpawnPosition;
});
}
}
public void OnSpawning(Player player)
{
}
public void OnGive(Player player)
{
Tracking.PlayerSnapshots.Add(player, new PlayerSnapshot(player));
Tracking.PlayerAbilityCooldowns.Add(player, new Dictionary<Ability, DateTime>());
if (!Tracking.SubclassesGiven.ContainsKey(this))
Tracking.SubclassesGiven.Add(this, 1);
else
Tracking.SubclassesGiven[this]++;
}
public SubclassSpawnData GetSpawnData(Player player)
{
if (SpawnDataPerPlayer.TryGetValue(player, out SubclassSpawnData spawnData))
{
return spawnData;
}
else
{
SubclassSpawnData data = new SubclassSpawnData(this);
SpawnDataPerPlayer.Add(player, data);
return data;
}
}
}
public class SubclassSpawnData
{
public Vector3 SpawnPosition { get; set; } = Vector3.zero;
public List<ItemType> SpawnItems { get; set; } = null;
public Dictionary<AmmoType, ushort> SpawnAmmo { get; set; } = null;
public SubclassSpawnData(Subclass subclass)
{
if (subclass.FloatOptions.TryGetValue("SpawnLocationX", out float spawnX) && subclass.FloatOptions.TryGetValue("SpawnLocationY", out float spawnY) && subclass.FloatOptions.TryGetValue("SpawnLocationZ", out float spawnZ))
{
SpawnPosition = new Vector3(spawnX, spawnY, spawnZ);
}
else if (subclass.SpawnLocations != null && subclass.SpawnLocations.Count > 0)
{
float chanceSoFar = 0;
float rng = UnityEngine.Random.Range(0f, 100f);
bool selected = false;
foreach (KeyValuePair<RoomType, float> possibleRoom in subclass.SpawnLocations)
{
if (possibleRoom.Value + chanceSoFar >= rng)
{
if (possibleRoom.Key == RoomType.Unknown) break;
Room room = Room.List.FirstOrDefault(r => r.Type == possibleRoom.Key);
if (room != null)
{
SpawnPosition = room.Position + Vector3.up * 3;
selected = true;
}
else
continue;
break;
}
chanceSoFar += possibleRoom.Value;
}
if (!selected && subclass.CustomSpawnLocations != null && subclass.CustomSpawnLocations.Count > 0)
{
foreach (KeyValuePair<string, float> possibleLocation in subclass.CustomSpawnLocations)
{
if (possibleLocation.Value + chanceSoFar >= rng)
{
Vector3 pos = GetCustomLocation(possibleLocation.Key);
if (pos != Vector3.zero)
{
SpawnPosition = pos;
selected = true;
}
else
continue;
}
chanceSoFar += possibleLocation.Value;
}
}
}
if (subclass.SpawnItems != null && subclass.SpawnItems.Count > 0)
{
SpawnItems = new List<ItemType>();
foreach (Dictionary<ItemType, float> possibleItems in subclass.SpawnItems)
{
float chanceSoFar = 0;
float rng = UnityEngine.Random.Range(0f, 100f);
foreach (KeyValuePair<ItemType, float> item in possibleItems)
{
if (item.Value + chanceSoFar >= rng)
{
if (item.Key == ItemType.None) break;
SpawnItems.Add(item.Key);
break;
}
chanceSoFar += item.Value;
}
}
}
SpawnAmmo = subclass.SpawnAmmo;
}
private Vector3 GetCustomLocation(string name)
{
switch (name)
{
case "173Armory":
DoorVariant door = DoorNametagExtension.NamedDoors["173_ARMORY"].TargetDoor;
return door.transform.position + new Vector3(1f, 0, 1f);
}
return Vector3.zero;
}
}
public class SubclassOnData
{
public Player Player { get; set; }
public Subclass Subclass { get; set; }
public SubclassOnData(Player player, Subclass subclass)
{
Player = player;
Subclass = subclass;
}
}
public class SubclassSpawnParameter
{
}
public class SubclassBehaviour : MonoBehaviour
{
public bool Enabled { get; set; } = true;
public Player Player { get; set; }
public List<Ability> Abilities { get; set; }
private void Awake()
{
Player = Player.Get(gameObject);
Abilities = Tracking.PlayersWithClasses[Player].AbilitiesList.Where(a => a.Update != null && a.Update.Count > 0).ToList();
}
private void Update()
{
if (Enabled)
{
foreach (Ability ability in Abilities)
{
Timing.RunCoroutine(Helpers.Eval(this.GetType(), this, ability.Update));
}
}
}
public void Destroy()
{
Enabled = false;
DestroyImmediate(this, true);
}
}
public class PlayerSnapshot
{
public string Badge { get; set; }
public string BadgeColor { get; set; }
public bool BadgeHidden { get; set; }
public string Nickname { get; set; }
public PlayerSnapshot(Player player)
{
Badge = player.RankName;
BadgeColor = player.RankColor;
BadgeHidden = player.BadgeHidden;
Nickname = player.DisplayNickname;
}
}
}