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API.cs
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using Exiled.API.Features;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Subclass
{
public static class API
{
public static bool GiveClass(Player p, SubClass subClass, bool lite = false)
{
if (PlayerHasSubClass(p) || !subClass.AffectsRoles.Contains(p.Role)) return false;
Tracking.AddClass(p, subClass, Subclass.Instance.Scp035Enabled && scp035.API.Scp035Data.GetScp035().Id == p.Id, lite);
return true;
}
public static bool RemoveClass(Player p)
{
if (!PlayerHasSubClass(p)) return false;
Tracking.RemoveAndAddRoles(p, true);
return true;
}
public static Dictionary<string, SubClass> GetClasses()
{
return Subclass.Instance.Classes.ToDictionary(x => x.Key, x => new SubClass(x.Value));
}
public static void EnableAllClasses()
{
foreach (var subClass in Subclass.Instance.Classes) subClass.Value.BoolOptions["Enabled"] = true;
}
public static void DisabledAllClasses()
{
foreach (var subClass in Subclass.Instance.Classes) subClass.Value.BoolOptions["Enabled"] = false;
}
public static bool EnableClass(SubClass sc)
{
try
{
Subclass.Instance.Classes[sc.Name].BoolOptions["Enabled"] = true;
return true;
}catch
{
return false;
}
}
public static bool EnableClass(string sc)
{
try
{
Subclass.Instance.Classes[sc].BoolOptions["Enabled"] = true;
return true;
}
catch
{
return false;
}
}
public static bool DisableClass(SubClass sc)
{
try
{
Subclass.Instance.Classes[sc.Name].BoolOptions["Enabled"] = false;
return true;
}
catch
{
return false;
}
}
public static bool DisableClass(string sc)
{
try
{
Subclass.Instance.Classes[sc].BoolOptions["Enabled"] = false;
return true;
}
catch
{
return false;
}
}
public static Dictionary<Player, SubClass> GetPlayersWithSubclasses()
{
return Tracking.PlayersWithSubclasses.ToDictionary(x => x.Key, x => x.Value);
}
public static bool PlayerHasSubClass(Player p)
{
return Tracking.PlayersWithSubclasses.ContainsKey(p);
}
public static bool PlayerHasZombies(Player p)
{
return Tracking.PlayersWithZombies.ContainsKey(p);
}
public static bool PlayerHadZombies(Player p)
{
return Tracking.PlayersThatHadZombies.ContainsKey(p);
}
public static List<Player> PlayersZombies(Player p)
{
if (PlayerHasZombies(p)) return new List<Player>(Tracking.PlayersWithZombies[p].ToArray());
return null;
}
public static List<Player> PlayersZombiesOld(Player p)
{
if (PlayerHadZombies(p)) return new List<Player>(Tracking.PlayersThatHadZombies[p].ToArray());
return null;
}
public static List<Player> RevivedZombies()
{
List<Player> zombies = Tracking.PlayersWithZombies.SelectMany(e => e.Value).ToList();
zombies.AddRange(Tracking.PlayersThatHadZombies.SelectMany(e => e.Value));
return zombies;
}
public static bool? AbilityOnCooldown(Player p, AbilityType ability)
{
if (!PlayerHasSubClass(p)) return null;
return Tracking.OnCooldown(p, ability, Tracking.PlayersWithSubclasses[p]);
}
public static float? TimeLeftOnCooldown(Player p, AbilityType ability)
{
if (!PlayerHasSubClass(p)) return null;
return Tracking.TimeLeftOnCooldown(p, ability, Tracking.PlayersWithSubclasses[p], Time.time);
}
}
}