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Refactor fun commands to external module
Commented out fun command implementations (noclip, godmode, freeze, unfreeze, resize) in funcommands.cs and removed their registration from RegisterCommands.cs. These commands are now intended to be provided by the new CS2-SimpleAdmin_FunCommands external module, improving modularity and maintainability.
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Modules/CS2-SimpleAdmin_FunCommands/README.md
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Modules/CS2-SimpleAdmin_FunCommands/README.md
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# CS2-SimpleAdmin Fun Commands Module
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This module serves as a **reference implementation** for creating CS2-SimpleAdmin modules. It demonstrates best practices for menu creation, command registration, translation support, and API usage.
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## 📚 What This Module Teaches
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This module is designed to be educational and shows you how to:
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1. ✅ **Register commands dynamically** from configuration
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2. ✅ **Create menu categories** and menu items
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3. ✅ **Use per-player translations** with `ShowAdminActivityLocalized`
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4. ✅ **Handle player targeting** and validation
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5. ✅ **Implement proper cleanup** on module unload
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6. ✅ **Structure code** using partial classes for organization
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7. ✅ **Cache data** for performance (weapons cache)
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8. ✅ **Use configuration** to enable/disable features
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## 🎯 Features
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This module provides fun admin commands:
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- **God Mode** (`css_god`) - Toggle god mode for players
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- **No Clip** (`css_noclip`) - Enable no-clip mode
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- **Freeze/Unfreeze** (`css_freeze`, `css_unfreeze`) - Freeze players in place
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- **Respawn** (`css_respawn`) - Respawn dead players
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- **Give Weapon** (`css_give`) - Give weapons to players
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- **Strip Weapons** (`css_strip`) - Remove all player weapons
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- **Set HP** (`css_hp`) - Set player health
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- **Set Speed** (`css_speed`) - Modify player movement speed
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- **Set Gravity** (`css_gravity`) - Change player gravity
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- **Set Money** (`css_money`) - Set player money
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## 📁 File Structure
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```
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CS2-SimpleAdmin_FunCommands/
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├── CS2-SimpleAdmin_FunCommands.cs # Main plugin file - initialization, registration
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├── Commands.cs # Command handlers
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├── Actions.cs # Action methods (God, NoClip, Freeze, etc.)
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├── Menus.cs # Menu creation using SimpleAdmin API
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├── Config.cs # Configuration with command lists
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└── lang/ # Translation files (13 languages)
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├── en.json
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├── pl.json
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├── ru.json
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└── ... (10 more languages)
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```
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## 🔍 Code Organization Explained
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### 1. Main Plugin File (`CS2-SimpleAdmin_FunCommands.cs`)
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**Key Concepts Demonstrated:**
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```csharp
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public partial class CS2_SimpleAdmin_FunCommands : BasePlugin, IPluginConfig<Config>
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{
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// ✅ BEST PRACTICE: Use capability system to get API
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private ICS2_SimpleAdminApi? _sharedApi;
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private readonly PluginCapability<ICS2_SimpleAdminApi> _pluginCapability = new("simpleadmin:api");
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// ✅ BEST PRACTICE: Cache expensive data
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private static Dictionary<int, CsItem>? _weaponsCache;
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// ✅ BEST PRACTICE: Track menu registration state
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private bool _menusRegistered = false;
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public override void OnAllPluginsLoaded(bool hotReload)
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{
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// Get the API
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_sharedApi = _pluginCapability.Get();
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// Register commands
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RegisterFunCommands();
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// ✅ BEST PRACTICE: Wait for SimpleAdmin to be ready before registering menus
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_sharedApi.OnSimpleAdminReady += RegisterFunMenus;
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RegisterFunMenus(); // Fallback for hot reload
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}
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}
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```
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**Why partial classes?**
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- Separates concerns (commands, actions, menus)
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- Makes code easier to navigate
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- Each file has a specific purpose
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### 2. Configuration (`Config.cs`)
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**Key Concept:** Command lists for flexibility
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```csharp
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public class Config : IBasePluginConfig
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{
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// ✅ BEST PRACTICE: Allow multiple command aliases
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public List<string> NoclipCommands { get; set; } = ["css_noclip"];
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public List<string> GodCommands { get; set; } = ["css_god"];
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// ... more command lists
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}
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```
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**Benefits:**
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- Users can disable features by emptying the list
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- Users can add command aliases (e.g., `["css_god", "css_godmode"]`)
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- Menus only register if commands exist
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### 3. Commands (`Commands.cs`)
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**Key Concepts Demonstrated:**
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```csharp
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[CommandHelper(1, "<#userid or name>")]
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[RequiresPermissions("@css/cheats")]
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private void OnGodCommand(CCSPlayerController? caller, CommandInfo command)
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{
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// ✅ BEST PRACTICE: Use API to get targets (handles target syntax)
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var targets = _sharedApi!.GetTarget(command);
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if (targets == null) return;
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// ✅ BEST PRACTICE: Filter for alive players
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var playersToTarget = targets.Players.Where(player =>
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player is { IsValid: true, IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
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// ✅ BEST PRACTICE: Check targeting permissions
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playersToTarget.ForEach(player =>
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{
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if (caller!.CanTarget(player))
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{
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God(caller, player);
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}
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});
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// ✅ BEST PRACTICE: Always log commands
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_sharedApi.LogCommand(caller, command);
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}
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```
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### 4. Actions (`Actions.cs`)
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**Key Concepts Demonstrated:**
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```csharp
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private void God(CCSPlayerController? caller, CCSPlayerController player)
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{
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// Perform the action
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if (!GodPlayers.Add(player.Slot))
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{
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GodPlayers.Remove(player.Slot);
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}
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// ✅ BEST PRACTICE: Use per-player language support
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var activityArgs = new object[] { "CALLER", player.PlayerName };
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if (caller == null || !_sharedApi!.IsAdminSilent(caller))
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{
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if (Localizer != null)
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{
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// Each player sees message in their configured language!
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_sharedApi!.ShowAdminActivityLocalized(Localizer, "fun_admin_god_message", callerName, false, activityArgs);
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}
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}
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// ✅ BEST PRACTICE: Log the action
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_sharedApi!.LogCommand(caller, $"css_god {player.PlayerName}");
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}
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```
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### 5. Menus (`Menus.cs`)
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**Key Concepts Demonstrated:**
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#### Simple Player Selection Menu
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```csharp
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private object CreateGodModeMenu(CCSPlayerController admin)
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{
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// ✅ BEST PRACTICE: Use CreateMenuWithPlayers for simple player selection
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return _sharedApi!.CreateMenuWithPlayers("God Mode", "fun", admin,
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player => player.PlayerPawn?.Value?.LifeState == (int)LifeState_t.LIFE_ALIVE && admin.CanTarget(player),
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God); // Direct method reference
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}
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```
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#### Nested Menu with Value Selection
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```csharp
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private object CreateSetHpMenu(CCSPlayerController admin)
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{
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// ✅ BEST PRACTICE: Use CreateMenuWithBack for menus with back button
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var menu = _sharedApi!.CreateMenuWithBack("Set HP", "fun", admin);
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var players = _sharedApi.GetValidPlayers().Where(p =>
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p.PlayerPawn?.Value?.LifeState == (int)LifeState_t.LIFE_ALIVE && admin.CanTarget(p));
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foreach (var player in players)
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{
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// ✅ BEST PRACTICE: AddSubMenu automatically adds back button to submenu
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_sharedApi.AddSubMenu(menu, playerName, p => CreateHpSelectionMenu(admin, player));
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}
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return menu;
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}
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private object CreateHpSelectionMenu(CCSPlayerController admin, CCSPlayerController target)
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{
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var hpMenu = _sharedApi!.CreateMenuWithBack($"Set HP: {target.PlayerName}", "fun", admin);
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var hpValues = new[] { 1, 10, 25, 50, 100, 200, 500, 999 };
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foreach (var hp in hpValues)
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{
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// ✅ BEST PRACTICE: AddMenuOption for simple actions
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_sharedApi.AddMenuOption(hpMenu, $"{hp} HP", _ =>
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{
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// ✅ BEST PRACTICE: Always validate before executing
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if (target.IsValid)
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{
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target.SetHp(hp);
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LogAndShowActivity(admin, target, "fun_admin_hp_message", "css_hp", hp.ToString());
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}
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});
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}
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return hpMenu;
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}
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```
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### 6. Translations
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**Key Concept:** Module-specific translations
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```json
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// lang/en.json
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{
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"fun_admin_god_message": "{lightred}{0}{default} changed god mode for {lightred}{1}{default}!",
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"fun_admin_hp_message": "{lightred}{0}{default} changed {lightred}{1}{default} hp amount!"
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}
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```
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**Why module translations?**
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- Your module is independent from SimpleAdmin
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- You can update translations without affecting main plugin
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- Each player sees messages in their language automatically
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## 🛠️ How to Use This as a Template
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### Step 1: Copy the Module
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```bash
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cp -r CS2-SimpleAdmin_FunCommands YourModuleName
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```
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### Step 2: Rename Files
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- Rename `.csproj` file
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- Rename all `.cs` files to match your module name
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- Update namespace in all files
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### Step 3: Update References
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- Change `namespace CS2_SimpleAdmin_FunCommands` to `namespace YourModuleName`
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- Update plugin metadata (name, version, author, description)
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### Step 4: Modify Config
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```csharp
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public class Config : IBasePluginConfig
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{
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public int Version { get; set; } = 1;
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// Add your own command lists
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public List<string> YourCommands { get; set; } = ["css_yourcommand"];
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}
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```
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### Step 5: Add Your Commands
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Look at `Commands.cs` for examples of command handlers
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### Step 6: Add Your Menus
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Look at `Menus.cs` for examples of menu creation
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### Step 7: Add Translations
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Create language files in `lang/{language}.json` (e.g., `lang/en.json`, `lang/pl.json`)
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## 📖 Learning Path
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If you're new to module development, study files in this order:
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1. **Config.cs** - Understand configuration structure
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2. **CS2-SimpleAdmin_FunCommands.cs** - See initialization and API acquisition
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3. **Commands.cs** - Learn command registration and handling
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4. **Actions.cs** - Understand action methods and translations
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5. **Menus.cs** - Study menu creation patterns
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## 🎓 Best Practices Demonstrated
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### ✅ Command Registration
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```csharp
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// Dynamic registration based on config
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if (Config.GodCommands.Count > 0)
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{
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foreach (var command in Config.GodCommands)
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{
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_sharedApi.RegisterCommand(command, "Enable god mode", OnGodCommand);
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}
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}
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```
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### ✅ Target Validation
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```csharp
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// Always check if player can be targeted
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if (!caller.CanTarget(player)) return;
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// Always validate player state
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if (!player.IsValid) return;
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```
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### ✅ Translation Usage
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```csharp
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// Use module's localizer for per-player language support
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if (Localizer != null)
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{
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_sharedApi.ShowAdminActivityLocalized(Localizer, "translation_key", callerName, false, args);
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}
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```
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### ✅ Cleanup on Unload
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```csharp
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public override void Unload(bool hotReload)
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{
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// Unregister all commands
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if (Config.GodCommands.Count > 0)
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{
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foreach (var command in Config.GodCommands)
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{
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_sharedApi.UnRegisterCommand(command);
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}
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}
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// Unregister all menus
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if (Config.GodCommands.Count > 0)
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_sharedApi.UnregisterMenu("fun", "god");
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// Remove event handlers
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_sharedApi.OnSimpleAdminReady -= RegisterFunMenus;
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}
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```
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### ✅ Data Caching
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```csharp
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// Cache expensive operations
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private static Dictionary<int, CsItem> GetWeaponsCache()
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{
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if (_weaponsCache != null) return _weaponsCache;
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var weaponsArray = Enum.GetValues(typeof(CsItem));
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_weaponsCache = new Dictionary<int, CsItem>();
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// ... populate cache
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return _weaponsCache;
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}
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```
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## 🔗 Related Documentation
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- **[MODULE_DEVELOPMENT.md](../MODULE_DEVELOPMENT.md)** - Complete API reference
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- **[TRANSLATION_EXAMPLE.md](../TRANSLATION_EXAMPLE.md)** - Translation usage guide
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- **[CS2-SimpleAdminApi](../../CS2-SimpleAdminApi/)** - API interface definitions
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## 💡 Tips
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1. **Start Simple** - Begin with one command and one menu, then expand
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2. **Test Thoroughly** - Test with multiple players, different permissions, and languages
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3. **Handle Errors** - Always validate player state before actions
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4. **Log Everything** - Use `_sharedApi.LogCommand()` for all admin actions
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5. **Use Partial Classes** - Split your code into logical files
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6. **Comment Your Code** - Especially if others will use it as reference
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## 🐛 Common Mistakes to Avoid
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- ❌ **Don't** forget to check `IsValid` before accessing player properties
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- ❌ **Don't** skip permission checks (`CanTarget`, `RequiresPermissions`)
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- ❌ **Don't** forget to unregister commands/menus in `Unload()`
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- ❌ **Don't** use SimpleAdmin's translations - create your own
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- ❌ **Don't** hardcode command names - use config lists instead
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## 🤝 Contributing
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If you improve this module or find better patterns, please contribute back so others can learn!
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## 📄 License
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This module is provided as-is for educational purposes. Feel free to use it as a template for your own modules.
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