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FREE HumanNPC : 0.3.39 0.3.39

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C#:
// Все права принадлежат дискорд сообществу https://discord.gg/VgNHPpNrz6
//#define DEBUG
// Requires: PathFinding
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Oxide.Core;
using Oxide.Core.Configuration;
using Oxide.Core.Plugins;
using Oxide.Game.Rust;
using Rust;
using Facepunch;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
using Convert = System.Convert;
namespace Oxide.Plugins {
    [Info("HumanNPC", "Reneb/Nogrod/Calytic/RFC1920/Nikedemos", "0.3.39", ResourceId = 856)]
    [Description("Adds interactive Human NPCs which can be modded by other plugins")]
    public class HumanNPC : RustPlugin {
        //////////////////////////////////////////////////////
        ///  Fields
        //////////////////////////////////////////////////////
        [PluginReference]
        private Plugin NPCPlay;
        private static Collider[] colBuffer;
        private int playerLayer;
        private static int targetLayer;
        private static Vector3 Vector3Down;
        private static int groundLayer;
        private Hash<ulong, HumanNPCInfo> humannpcs = new Hash<ulong, HumanNPCInfo>();
        // Nikedemos
        private Hash<ulong, HumanNPCTeamInfo> humannpcteams = new Hash<ulong, HumanNPCTeamInfo>();
        //private FoFLookup fofLookup = new FoFLookup(); //constructor is empty, don't generate yet, wait for all the NPCTeamInfo to be populated first!
        public static readonly Dictionary<HumanNPCAlignment, string> FoFEnumToString = new Dictionary<HumanNPCAlignment, string>();
        public static readonly Dictionary<string, HumanNPCAlignment> FoFStringToEnum = new Dictionary<string, HumanNPCAlignment>();
        // Nikedemos
        static int playerMask = LayerMask.GetMask("Player (Server)");
        //static int obstructionMask = LayerMask.GetMask(new[] { "Player (Server)", "Construction", "Deployed", "Clutter" });
        static int obstructionMask = LayerMask.GetMask(new[] {
            "Construction", "Deployed", "Clutter"
        }
        );
        static int constructionMask = LayerMask.GetMask(new[] {
            "Construction", "Deployed", "Clutter"
        }
        );
        static int terrainMask = LayerMask.GetMask(new[] {
            "Terrain", "Tree"
        }
        );
        private bool save;
        private bool relocateZero = true;
        private StoredData storedData;
        private DynamicConfigFile data;
        private Vector3 eyesPosition;
        private string chat = "<color=#FA58AC>{0}:</color> ";
        [PluginReference]
        private Plugin Kits, Waypoints, Vanish;
        private static PathFinding PathFinding;
        private class StoredData {
            public HashSet<HumanNPCInfo> HumanNPCs = new HashSet<HumanNPCInfo>();
            // Nikedemos
            public HashSet<HumanNPCTeamInfo> HumanNPCTeams = new HashSet<HumanNPCTeamInfo>();
        }
        public class WaypointInfo {
            public float Speed;
            public Vector3 Position;
            public WaypointInfo(Vector3 position, float speed) {
                Speed = speed;
                Position = position;
            }
        }
        public static bool IsLayerBlocked(Vector3 position, float radius, int mask) {
            var colliders = Pool.GetList<Collider>();
            Vis.Colliders<Collider>(position, radius, colliders, mask, QueryTriggerInteraction.Collide);
            bool blocked = colliders.Count > 0;
            Pool.FreeList<Collider>(ref colliders);
            return blocked;
        }
        //////////////////////////////////////////////////////
        ///  class SpawnInfo
        ///  Spawn information, position & rotation
        ///  public => will be saved in the data file
        ///  non public => won't be saved in the data file
        //////////////////////////////////////////////////////
        public class SpawnInfo {
            public Vector3 position;
            public Quaternion rotation;
            public SpawnInfo(Vector3 position, Quaternion rotation) {
                this.position = position;
                this.rotation = rotation;
            }
            public string String() {
                return $"Pos{position} - Rot{rotation}";
            }
            public string ShortString() {
                return $"Pos({Math.Ceiling(position.x)},{Math.Ceiling(position.y)},{Math.Ceiling(position.z)})";
            }
        }
        //////////////////////////////////////////////////////
        ///  class HumanTrigger
        /// MonoBehaviour: managed by UnityEngine
        ///  This takes care of all collisions and area management of humanNPCs
        //////////////////////////////////////////////////////
        public class HumanTrigger : MonoBehaviour {
            private HumanPlayer npc;
            private readonly HashSet<BasePlayer> triggerPlayers = new HashSet<BasePlayer>();
            private readonly HashSet<BaseAnimalNPC> triggerAnimals = new HashSet<BaseAnimalNPC>();
            public float collisionRadius;
            private void Awake() {
                npc = GetComponent<HumanPlayer>();
                collisionRadius = npc.info.collisionRadius;
                InvokeRepeating("UpdateTriggerArea", 2f, 1.5f);
            }
            private void OnDestroy() {
                CancelInvoke("UpdateTriggerArea");
            }
            private void UpdateTriggerArea() {
                var collidePlayers = new HashSet<BasePlayer>();
                var collideAnimals = new HashSet<BaseAnimalNPC>();
                List<BasePlayer> players = new List<BasePlayer>();
                List<BaseAnimalNPC> animals = new List<BaseAnimalNPC>();
                Vis.Entities<BasePlayer>(npc.player.transform.position, collisionRadius, players, targetLayer);
                Vis.Entities<BaseAnimalNPC>(npc.player.transform.position, collisionRadius, animals, targetLayer);
                foreach(var player in players.Distinct().ToList()) {
                    //if(player.GetComponentInParent<HumanPlayer>()) continue;
                    collidePlayers.Add(player);
                    if(triggerPlayers.Add(player)) OnEnterCollision(player);
                    //#if DEBUG
                    //                    Interface.Oxide.LogInfo("UpdateTriggerArea: {0} found {1}", npc.player.displayName, player.displayName);
                    //#endif
                }
                foreach(var animal in animals.Distinct().ToList()) {
                    collideAnimals.Add(animal);
                    if(triggerAnimals.Add(animal)) OnEnterCollision(animal);
#if DEBUG
                    Interface.Oxide.LogInfo("UpdateTriggerArea: {0} found {1}", npc.player.displayName, animal.ShortPrefabName);
#endif
                }
                var removePlayers = new HashSet<BasePlayer>();
                foreach(BasePlayer player in triggerPlayers) {
                    if(!collidePlayers.Contains(player)) removePlayers.Add(player);
                }
                foreach(BasePlayer player in removePlayers) {
                    triggerPlayers.Remove(player);
                    OnLeaveCollision(player);
                }
                var removeAnimals = new HashSet<BaseAnimalNPC>();
                foreach(BaseAnimalNPC animal in triggerAnimals) {
                    if(!collideAnimals.Contains(animal)) removeAnimals.Add(animal);
                }
                foreach(BaseAnimalNPC animal in removeAnimals) {
                    triggerAnimals.Remove(animal);
                    OnLeaveCollision(animal);
                }
            }
            private void OnEnterCollision(BasePlayer player) {
                Interface.Oxide.CallHook("OnEnterNPC", npc.player, player);
            }
            private void OnLeaveCollision(BasePlayer player) {
                Interface.Oxide.CallHook("OnLeaveNPC", npc.player, player);
            }
            private void OnEnterCollision(BaseAnimalNPC animal) {
                Interface.Oxide.CallHook("OnEnterNPC", npc.player, animal);
            }
            private void OnLeaveCollision(BaseAnimalNPC animal) {
                Interface.Oxide.CallHook("OnLeaveNPC", npc.player, animal);
            }
        }
        //////////////////////////////////////////////////////
        ///  class HumanLocomotion
        /// MonoBehaviour: managed by UnityEngine
        ///  This takes care of all movements and attacks of HumanNPCs
        //////////////////////////////////////////////////////
        public class HumanLocomotion : MonoBehaviour {
            private HumanPlayer npc;
            public Vector3 StartPos = new Vector3(0f, 0f, 0f);
            public Vector3 EndPos = new Vector3(0f, 0f, 0f);
            public Vector3 LastPos = new Vector3(0f, 0f, 0f);
            private Vector3 nextPos = new Vector3(0f, 0f, 0f);
            private float waypointDone = 0f;
            public float secondsTaken = 0f;
            private float secondsToTake = 0f;
            public List<WaypointInfo> cachedWaypoints;
            private int currentWaypoint = -1;
            public float followDistance = 3.5f;
            private float lastHit = 0f;
            public int noPath = 0;
            public bool shouldMove = true;
            private float startedReload = 0f;
            private float startedFollow = 0f;
            private bool reloading = false;
            public bool returning = false;
            public bool sitting = false;
            public bool isRiding = false;
            public BaseCombatEntity attackEntity = null;
            public BaseEntity followEntity = null;
            public Vector3 targetPosition = Vector3.zero;
            public List<Vector3> pathFinding;
            private HeldEntity firstWeapon = null;
            public void Awake() {
                npc = GetComponent<HumanPlayer>();
                UpdateWaypoints();
                npc.player.modelState.onground = true;
            }
            public void UpdateWaypoints() {
                if(string.IsNullOrEmpty(npc.info.waypoint)) return;
                var cwaypoints = Interface.Oxide.CallHook("GetWaypointsList", npc.info.waypoint);
                if(cwaypoints == null) cachedWaypoints = null;
                else {
                    cachedWaypoints = new List<WaypointInfo>();
                    var lastPos = npc.info.spawnInfo.position;
                    var speed = GetSpeed();
                    foreach(var cwaypoint in (List<object>)cwaypoints) {
                        foreach(var pair in (Dictionary<Vector3, float>)cwaypoint) {
                            if(HumanNPC.PathFinding == null) {
                                cachedWaypoints.Add(new WaypointInfo(pair.Key, pair.Value));
                                continue;
                            }
                            var temppathFinding = HumanNPC.PathFinding.Go(lastPos, pair.Key);
                            speed = pair.Value;
                            if(temppathFinding != null) {
                                lastPos = pair.Key;
                                foreach(var vector3 in temppathFinding) {
                                    cachedWaypoints.Add(new WaypointInfo(vector3, speed));
                                }
                            }
                            else {
#if DEBUG
                                Interface.Oxide.LogInfo("Blocked waypoint? {0} for {1}", pair.Key, npc.player.displayName);
#endif
                                //cachedWaypoints.Add(new WaypointInfo(pair.Key, speed));
                            }
                        }
                    }
                    if(HumanNPC.PathFinding != null && lastPos != npc.info.spawnInfo.position) {
                        var temppathFinding = HumanNPC.PathFinding.Go(lastPos, npc.info.spawnInfo.position);
                        if(temppathFinding != null) {
                            foreach(var vector3 in temppathFinding) {
                                cachedWaypoints.Add(new WaypointInfo(vector3, speed));
                            }
                        }
                        else {
#if DEBUG
                            Interface.Oxide.LogInfo("Blocked waypoint to spawn? {0} for {1}", lastPos, npc.player.displayName);
#endif
                        }
                    }
                    if(cachedWaypoints.Count <= 0) cachedWaypoints = null;
#if DEBUG
                    Interface.Oxide.LogInfo("Waypoints: {0} for {1}", cachedWaypoints.Count, npc.player.displayName);
#endif
                }
            }
            private void FixedUpdate() {
                TryToMove();
            }
            public void TryToMove() {
                if(npc.player.IsDead() || npc.player.IsWounded()) return;
                if(attackEntity is BaseCombatEntity) {
#if DEBUG
                    Interface.Oxide.LogInfo("TryToMove: ProcessAttack(attackEntity)");
#endif
                    ProcessAttack(attackEntity);
                }
                else if(followEntity is BaseEntity) {
#if DEBUG
                    Interface.Oxide.LogInfo("TryToMove: ProcessFollow(followEntity)");
#endif
                    startedFollow = Time.realtimeSinceStartup;
                    ProcessFollow(followEntity.transform.position);
                }
                else if(secondsTaken == 0f) {
                    GetNextPath();
                }
                else if(targetPosition != Vector3.zero) // && !(followEntity as BaseCombatEntity).IsDead())
                {
#if DEBUG
                    Interface.Oxide.LogInfo("TryToMove: ProcessFollow(target)");
#endif
                    startedFollow = Time.realtimeSinceStartup;
                    ProcessFollow(targetPosition);
                }
                if(StartPos != EndPos) Execute_Move();
                if(waypointDone >= 1f) secondsTaken = 0f;
            }
            private void Execute_Move() {
                if(!shouldMove) return;
                secondsTaken += Time.deltaTime;
                waypointDone = Mathf.InverseLerp(0f, secondsToTake, secondsTaken);
                nextPos = Vector3.Lerp(StartPos, EndPos, waypointDone);
                nextPos.y = GetMoveY(nextPos);
                npc.player.MovePosition(nextPos);
                //npc.player.eyes.position = nextPos + new Vector3(0, 1.6f, 0);
                var newEyesPos = nextPos + new Vector3(0, 1.6f, 0);
                npc.player.eyes.position.Set(newEyesPos.x, newEyesPos.y, newEyesPos.z);
                npc.player.UpdatePlayerCollider(true);
                npc.player.modelState.onground = !IsSwimming();
            }
            public void Evade() {
                if(IsSwimming()) return;
                if(npc.info.evade == false) return;
#if DEBUG
                Interface.Oxide.LogInfo("Evading...");
#endif
                //float evd = UnityEngine.Random.Range(-npc.info.evdist/2, npc.info.evdist/2);
                float evd = UnityEngine.Random.Range(-npc.info.evdist, npc.info.evdist);
                //Vector3 ev = new Vector3(UnityEngine.Random.Range(-npc.info.evdist, npc.info.evdist), 0, UnityEngine.Random.Range(-npc.info.evdist, npc.info.evdist));
                Vector3 ev = new Vector3(evd, 0, evd);
                Vector3 newpos = npc.player.transform.position + ev;
#if DEBUG
                Interface.Oxide.LogInfo($"  first trying new position {newpos.ToString()}");
#endif
                RaycastHit hitinfo;
                int i = 0;
                while(Physics.OverlapSphere(newpos, npc.info.evdist, constructionMask) != null) {
                    newpos.x = newpos.x + UnityEngine.Random.Range(-0.2f, 0.2f);
                    newpos.y = newpos.y + UnityEngine.Random.Range(-0.1f, 0.1f);
                    newpos.z = newpos.z + UnityEngine.Random.Range(-0.2f, 0.2f);
#if DEBUG
                    Interface.Oxide.LogInfo($"  trying new position {newpos.ToString()}");
#endif
                    if(Physics.Raycast(newpos, Vector3Down, out hitinfo, 0.1f, groundLayer)) {
#if DEBUG
                        Interface.Oxide.LogInfo($"  found ground or construction at {newpos.ToString()}");
#endif
                        break;
                    }
                    else {
                        newpos.y = npc.locomotion.GetGroundY(newpos);
#if DEBUG
                        Interface.Oxide.LogInfo($"  fell through floor, relocating to {newpos.ToString()}");
#endif
                    }
                    i++;
                    if(i > 100) break;
                }
                npc.player.MovePosition(newpos);
            }
            public bool IsSwimming() {
                return WaterLevel.Test(npc.player.transform.position + new Vector3(0, 0.65f, 0));
            }
            private bool CanSit() {
                if(isRiding) {
                    return false;
                }
                if(sitting) {
                    return false;
                }
                return npc.info.allowsit;
            }
            private bool CanRide() {
                if(isRiding) {
                    return false;
                }
                return npc.info.allowride;
            }
            public void Sit() {
                if(sitting) return;
                npc.Invoke("AllowMove", 0);
                // Find a place to sit
                List<BaseChair> chairs = new List<BaseChair>();
                List<StaticInstrument> pidrxy = new List<StaticInstrument>();
                Vis.Entities<BaseChair>(npc.player.transform.position, 10f, chairs);
                Vis.Entities<StaticInstrument>(npc.player.transform.position, 1f, pidrxy);
                foreach(var mountable in chairs.Distinct().ToList()) {
#if DEBUG
                    Interface.Oxide.LogInfo($"HumanNPC {npc.player.displayName} trying to sit...");
#endif
                    if(mountable.IsMounted()) {
#if DEBUG
                        Interface.Oxide.LogInfo($"Someone is sitting here.");
#endif
                        continue;
                    }
#if DEBUG
                    Interface.Oxide.LogInfo($"Found an empty chair.");
#endif
                    mountable.MountPlayer(npc.player);
                    npc.player.OverrideViewAngles(mountable.mountAnchor.transform.rotation.eulerAngles);
                    npc.player.eyes.NetworkUpdate(mountable.mountAnchor.transform.rotation);
                    npc.player.ClientRPCPlayer<Vector3>(null, npc.player, "ForcePositionTo", npc.player.transform.position);
                    mountable.SetFlag(BaseEntity.Flags.Busy, true, false);
                    sitting = true;
                    break;
                }
                foreach(var mountable in pidrxy.Distinct().ToList()) {
#if DEBUG
                    Interface.Oxide.LogInfo($"HumanNPC {npc.player.displayName} trying to sit at instrument");
#endif
                    if(mountable.IsMounted()) {
#if DEBUG
                        Interface.Oxide.LogInfo($"Someone is sitting here.");
#endif
                        continue;
                    }
#if DEBUG
                    Interface.Oxide.LogInfo($"Found an empty instrument.");
#endif
                    mountable.MountPlayer(npc.player);
                    npc.player.OverrideViewAngles(mountable.mountAnchor.transform.rotation.eulerAngles);
                    npc.player.eyes.NetworkUpdate(mountable.mountAnchor.transform.rotation);
                    npc.player.ClientRPCPlayer<Vector3>(null, npc.player, "ForcePositionTo", npc.player.transform.position);
                    mountable.SetFlag(BaseEntity.Flags.Busy, true, false);
                    sitting = true;
                    Interface.Oxide.LogInfo($"Setting instrument for {npc.player.displayName} to {mountable.ShortPrefabName}");
                    npc.info.instrument = mountable.ShortPrefabName;
                    npc.ktool = mountable;
                    //.GetParentEntity() as StaticInstrument;
                    break;
                }
            }
            public void Stand() {
                //if(CanSit() && sitting)
                if(sitting) {
#if DEBUG
                    Interface.Oxide.LogInfo($"HumanNPC {npc.player.displayName} trying to stand...");
#endif
                    //                    npc.Invoke("AllowMove",0);
                    var mounted = npc.player.GetMounted();
                    mounted.DismountPlayer(npc.player);
                    mounted.SetFlag(BaseEntity.Flags.Busy, false, false);
                    sitting = false;
                }
            }
            public void Ride() {
                //#if DEBUG
                //                Interface.Oxide.LogInfo($"Ride() invoked for {npc.player.displayName}.");
                //#endif
                if(npc.info.allowride == false) return;
                var horse = npc.player.GetMountedVehicle() as RidableHorse;
                if(horse == null) {
                    // Find a place to sit
                    List<RidableHorse> horses = new List<RidableHorse>();
                    Vis.Entities<RidableHorse>(npc.player.transform.position, 15f, horses);
                    foreach(var mountable in horses.Distinct().ToList()) {
#if DEBUG
                        Interface.Oxide.LogInfo($"HumanNPC {npc.player.displayName} trying to ride...");
#endif
                        if(mountable.GetMounted() != null) {
#if DEBUG
                            Interface.Oxide.LogInfo($"Someone is riding it.");
#endif
                            continue;
                        }
#if DEBUG
                        Interface.Oxide.LogInfo($"Found an available horse.");
#endif
                        mountable.AttemptMount(npc.player);
                        npc.player.SetParent(mountable, true, true);
                        isRiding = true;
                        break;
                    }
                }
                if(horse == null) {
                    isRiding = false;
                    npc.player.SetParent(null, true, true);
                    npc.locomotion.PathFinding();
                    return;
                }
                Vector3 targetDir = new Vector3();
                Vector3 targetLoc = new Vector3();
                Vector3 targetHorsePos = new Vector3();
                float distance = 0f;
                bool rand = true;
                if(attackEntity != null) {
                    distance = Vector3.Distance(npc.player.transform.position, attackEntity.transform.position);
                    targetDir = attackEntity.transform.position;
#if DEBUG
                    Interface.Oxide.LogInfo($"Riding towards attackEntity at {attackEntity.transform.position.ToString()}");
#endif
                }
                else {
                    distance = Vector3.Distance(npc.player.transform.position, StartPos);
                    targetDir = StartPos - horse.transform.position;
                    //                    rand = true;
#if DEBUG
                    Interface.Oxide.LogInfo($"Riding towards nowhere in particular...");
#endif
                }
                bool hasMoved = targetDir != Vector3.zero && Vector3.Distance(horse.transform.position, npc.player.transform.position) > 0.5f;
                bool isVisible = attackEntity != null && attackEntity.IsVisible(npc.player.eyes.position, (attackEntity as BasePlayer).eyes.position, 200);
                var randompos = UnityEngine.Random.insideUnitCircle * npc.info.damageDistance;
                if(attackEntity != null) {
                    if(isVisible) {
                        targetLoc = attackEntity.transform.position;
                        rand = false;
                    }
                    else {
                        if(Vector3.Distance(npc.player.transform.position, targetHorsePos) > 10 && !hasMoved) {
                            attackEntity = null;
                            targetLoc = new Vector3(randompos.x, 0, randompos.y);
                            targetLoc += npc.info.spawnInfo.position;
                            targetHorsePos = targetLoc;
                        }
                        else {
                            targetLoc = attackEntity.transform.position;
                        }
                    }
                }
                else {
                    if(Vector3.Distance(npc.player.transform.position, targetHorsePos) > 10 && hasMoved) {
                        targetLoc = targetHorsePos;
                    }
                    else {
                        targetLoc = new Vector3(randompos.x, 0, randompos.y);
                        targetLoc += npc.player.transform.position;
                        targetHorsePos = targetLoc;
                    }
                }
                float angle = Vector3.SignedAngle(targetDir, horse.transform.forward, Vector3.up);
                //float angle = Vector3.SignedAngle(npc.player.transform.forward, targetDir, Vector3.forward);
                //float angle = Vector3.SignedAngle(targetDir, horse.transform.forward, Vector3.forward);
                InputMessage message = new InputMessage() {
                    buttons = 0
                }
                ;
                if(distance > npc.info.damageDistance) {
                    message.buttons = 2;
                    // FORWARD
                }
                if(distance > 40 && !rand) {
                    message.buttons = 130;
                    // SPRINT FORWARD
                }
                if(horse.currentRunState == BaseRidableAnimal.RunState.sprint && distance < npc.info.maxDistance) {
                    message.buttons = 0;
                    // STOP ?
                }
                if(angle > 30 && angle < 180) {
                    message.buttons += 8;
                    // LEFT
                }
                if(angle < -30 && angle > -180) {
                    message.buttons += 16;
                    // RIGHT
                }
#if DEBUG
                Interface.Oxide.LogInfo($"Sending input to horse: {message.buttons.ToString()}");
#endif
                horse.RiderInput(new InputState() {
                    current = message
                }
                , npc.player);
            }
            private float GetSpeed(float speed = -1) {
                if(sitting) speed = 0;
                if(returning) speed = 7;
                else if(speed == -1) speed = npc.info.speed;
                if(IsSwimming()) speed = speed / 2f;
                return speed;
            }
            private void GetNextPath() {
                if(npc == null) npc = GetComponent<HumanPlayer>();
                if(CanSit() && sitting == false) {
                    Sit();
                }
                else if(CanRide()) // && isRiding == false)
                {
                    InvokeRepeating("Ride", 0, 0.5f);
                }
                LastPos = Vector3.zero;
                if(cachedWaypoints == null) {
                    shouldMove = false;
                    return;
                }
                shouldMove = true;
                Interface.Oxide.CallHook("OnNPCPosition", npc.player, npc.player.transform.position);
                if(currentWaypoint + 1 >= cachedWaypoints.Count) {
                    UpdateWaypoints();
                    currentWaypoint = -1;
                }
                if(cachedWaypoints == null) {
                    shouldMove = false;
                    return;
                }
                currentWaypoint++;
                var wp = cachedWaypoints[currentWaypoint];
                SetMovementPoint(npc.player.transform.position, wp.Position, GetSpeed(wp.Speed));
                if(npc.player.transform.position == wp.Position) {
                    npc.DisableMove();
                    npc.Invoke("AllowMove", GetSpeed(wp.Speed));
                    return;
                }
            }
            public void SetMovementPoint(Vector3 startpos, Vector3 endpos, float s) {
                StartPos = startpos;
                if(endpos != Vector3.zero) {
                    EndPos = endpos;
                    EndPos.y = Math.Max(EndPos.y, TerrainMeta.HeightMap.GetHeight(EndPos));
                    if(StartPos != EndPos) {
                        secondsToTake = Vector3.Distance(EndPos, StartPos) / s;
                    }
                    npc.LookTowards(EndPos);
                }
                else {
                    if(IsInvoking("PathFinding")) {
                        CancelInvoke("PathFinding");
                    }
                }
                secondsTaken = 0f;
                waypointDone = 0f;
            }
            private bool HitChance(float chance = -1f) {
                if(chance < 0) {
                    chance = npc.info.hitchance;
                }
                if(chance > 1) {
                    chance = 0.75f;
                }
                return UnityEngine.Random.Range(1, 100) < (int)(chance * 100);
            }
            private void Move(Vector3 position, float speed = -1) {
                if(speed == -1) {
                    speed = npc.info.speed;
                }
                if(waypointDone >= 1f) {
                    if(pathFinding != null && pathFinding.Count > 0) pathFinding.RemoveAt(pathFinding.Count - 1);
                    waypointDone = 0f;
                }
                if(pathFinding == null || pathFinding.Count < 1) return;
                shouldMove = true;
                if(waypointDone == 0f) SetMovementPoint(position, pathFinding[pathFinding.Count - 1], GetSpeed(speed));
            }
            private void ProcessAttack(BaseCombatEntity entity) {
#if DEBUG
                Interface.Oxide.LogInfo("ProcessAttack: {0} -> {1}", npc.player.displayName, entity.name);
#endif
                float c_attackDistance = 0f;
                if(entity != null && entity.IsAlive()) {
                    if(entity is BaseAnimalNPC) {
                        c_attackDistance = Vector3.Distance(entity.transform.position + new Vector3(0, 1.6f, 0), npc.player.transform.position + new Vector3(0, 0.3f, 0));
                    }
                    else {
                        c_attackDistance = Vector3.Distance(entity.transform.position + new Vector3(0, 1.6f, 0), npc.player.transform.position + new Vector3(0, 1.6f, 0));
                    }
                    shouldMove = false;
                    bool validAttack = Vector3.Distance(LastPos, npc.player.transform.position) < npc.info.maxDistance && noPath < 5;
#if DEBUG
                    Interface.Oxide.LogInfo("  Entity: Type {0}, alive {1}, valid {2}, distance {3}", entity.GetType().FullName, entity.IsAlive(), validAttack, c_attackDistance.ToString());
#endif
                    if(validAttack) {
                        bool range = false;
                        if(npc.info.follow) {
                            range = c_attackDistance < npc.info.damageDistance;
                        }
                        else {
                            range = c_attackDistance < npc.info.maxDistance;
                        }
                        var see = CanSee(npc, entity);
#if DEBUG
                        Interface.Oxide.LogInfo("  validAttack Entity: Type {0}, ranged {1}, cansee {2}", entity.GetType().FullName, range, see);
#endif
                        if(range && see) {
                            AttemptAttack(entity);
                            return;
                        }
                        if(GetSpeed() <= 0) {
                            npc.EndAttackingEntity();
                        }
                        else if(!npc.info.follow) {
                        }
                        else {
                            Move(npc.player.transform.position);
                        }
                    }
                    else {
                        npc.EndAttackingEntity();
                    }
                }
                else {
                    npc.EndAttackingEntity();
                }
            }
            public void ProcessFollow(Vector3 target) {
                //startedFollow += Time.deltaTime;
                if(Time.realtimeSinceStartup - startedFollow > npc.info.followtime) {
#if DEBUG
                    Interface.Oxide.LogInfo($"ProcessFollow() Took too long...");
#endif
                    npc.EndFollowingEntity(noPath < 5);
                    return;
                }
#if DEBUG
                Interface.Oxide.LogInfo($"ProcessFollow() called for {target.ToString()}");
#endif
                var c_followDistance = Vector3.Distance(target, npc.player.transform.position);
                shouldMove = false;
#if DEBUG
                Interface.Oxide.LogInfo($"ProcessFollow() distance {c_followDistance.ToString()}");
#endif
                if(followEntity == null) {
                    npc.EndFollowingEntity(false);
                    return;
                }
                if((followEntity as BaseCombatEntity).IsDead()) {
                    npc.EndFollowingEntity(false);
                    return;
                }
                //if(c_followDistance > 0)// && Vector3.Distance(LastPos, npc.player.transform.position) < followDistance)// && noPath < 5)
                if(c_followDistance > followDistance && Vector3.Distance(LastPos, npc.player.transform.position) < npc.info.maxDistance && noPath < 5) {
                    Move(npc.player.transform.position, npc.info.speed);
                }
                else {
                    if(followEntity is BaseEntity) {
#if DEBUG
                        Interface.Oxide.LogInfo($"ProcessFollow() bailing out - is BaseEntity");
#endif
                        npc.EndFollowingEntity(noPath < 5);
                    }
                    else if(targetPosition != Vector3.zero) {
#if DEBUG
                        Interface.Oxide.LogInfo($"ProcessFollow() bailing out");
#endif
                        npc.EndGo(noPath < 5);
                        npc.locomotion.GetBackToLastPos();
                    }
                }
            }
            public void PathFinding() {
                Vector3 target = Vector3.zero;
                if(attackEntity != null) {
                    //Vector3 diff = new Vector3(Core.Random.Range(-npc.info.attackDistance, npc.info.attackDistance), 0, Core.Random.Range(-npc.info.attackDistance, npc.info.attackDistance));
                    target = attackEntity.transform.position;
                    // + diff;
                }
                else if(followEntity != null) {
                    target = followEntity.transform.position;
                }
                else if(targetPosition != Vector3.zero) {
                    target = targetPosition;
                }
                if(target != Vector3.zero) {
                    PathFinding(new Vector3(target.x, GetMoveY(target), target.z));
                }
            }
            public void PathFinding(Vector3 targetPos) {
                if(gameObject == null) return;
                if(IsInvoking("PathFinding")) {
                    CancelInvoke("PathFinding");
                }
                if(GetSpeed() <= 0) return;
                var temppathFinding = HumanNPC.PathFinding?.Go(npc.player.transform.position, targetPos);
                if(temppathFinding == null) {
                    if(pathFinding == null || pathFinding.Count == 0) {
                        noPath++;
                    }
                    else {
                        noPath = 0;
                    }
                    if(noPath < 5) {
                        Invoke("PathFinding", 2);
                    }
                    else if(returning) {
                        returning = false;
                        SetMovementPoint(npc.player.transform.position, LastPos, 7f);
                        secondsTaken = 0.01f;
                    }
                }
                else {
                    noPath = 0;
                    pathFinding = temppathFinding;
                    pathFinding.Reverse();
                    waypointDone = 0f;
                    Invoke("PathFinding", pathFinding.Count / GetSpeed(npc.info.speed));
                }
            }
            public void GetBackToLastPos() {
                if(npc.player.transform.position == LastPos) return;
                if(LastPos == Vector3.zero) LastPos = npc.info.spawnInfo.position;
                if(Vector3.Distance(npc.player.transform.position, LastPos) < 5) {
                    SetMovementPoint(npc.player.transform.position, LastPos, 7f);
                    secondsTaken = 0.01f;
                    return;
                }
                returning = true;
                npc.StartGo(LastPos);
            }
            public void Enable() {
                //if(GetSpeed() <= 0) return;
                enabled = true;
            }
            public void Disable() {
                enabled = false;
            }
            public float GetMoveY(Vector3 position) {
                if(IsSwimming()) {
                    float point = TerrainMeta.WaterMap.GetHeight(position) - 0.65f;
                    float groundY = GetGroundY(position);
                    if(groundY > point) {
                        return groundY;
                    }
                    return point - 0.65f;
                }
                return GetGroundY(position);
            }
            public float GetGroundY(Vector3 position) {
                position = position + Vector3.up;
                RaycastHit hitinfo;
                if(Physics.Raycast(position, Vector3Down, out hitinfo, 100f, groundLayer)) {
                    return hitinfo.point.y;
                }
                return position.y -.5f;
            }
            public void CreateProjectileEffect(BaseCombatEntity target, BaseProjectile baseProjectile, float dmg, bool miss = false) {
                if(baseProjectile.primaryMagazine.contents <= 0) {
#if DEBUG
                    Interface.Oxide.LogInfo("Attack failed(empty): {0} - {1}", npc.player.displayName, attackEntity.name);
#endif
                    return;
                }
                var component = baseProjectile.primaryMagazine.ammoType.GetComponent<ItemModProjectile>();
                if(component == null) {
#if DEBUG
                    Interface.Oxide.LogInfo("Attack failed(Component): {0} - {1}", npc.player.displayName, attackEntity.name);
#endif
                    return;
                }
                npc.LookTowards(target.transform.position);
                var source = npc.player.transform.position + npc.player.GetOffset();
                if(baseProjectile.MuzzlePoint != null) {
                    source += Quaternion.LookRotation(target.transform.position - npc.player.transform.position) * baseProjectile.MuzzlePoint.position;
                }
                var dir = (target.transform.position + npc.player.GetOffset() - source).normalized;
                var vector32 = dir * (component.projectileVelocity * baseProjectile.projectileVelocityScale);
                Vector3 hit;
                RaycastHit raycastHit;
                if(Vector3.Distance(npc.player.transform.position, target.transform.position) < 0.5) {
                    hit = target.transform.position + npc.player.GetOffset(true);
                }
                else if(!Physics.SphereCast(source, .01f, vector32, out raycastHit, float.MaxValue, targetLayer)) {
#if DEBUG
                    Interface.Oxide.LogInfo("Attack failed: {0} - {1}", npc.player.displayName, attackEntity.name);
#endif
                    return;
                }
                else {
                    hit = raycastHit.point;
                    target = raycastHit.GetCollider().GetComponent<BaseCombatEntity>();
#if DEBUG
                    Interface.Oxide.LogInfo("Attack failed: {0} - {1}", raycastHit.GetCollider().name, (Rust.Layer)raycastHit.GetCollider().gameObject.layer);
#endif
                    miss = miss || target == null;
                }
                baseProjectile.primaryMagazine.contents--;
                npc.ForceSignalAttack();
                if(miss) {
                    var aimCone = baseProjectile.GetAimCone();
                    vector32 += Quaternion.Euler(UnityEngine.Random.Range((float)(-aimCone * 0.5), aimCone * 0.5f), UnityEngine.Random.Range((float)(-aimCone * 0.5), aimCone * 0.5f), UnityEngine.Random.Range((float)(-aimCone * 0.5), aimCone * 0.5f)) * npc.player.eyes.HeadForward();
                }
                Effect.server.Run(baseProjectile.attackFX.resourcePath, baseProjectile, StringPool.Get(baseProjectile.handBone), Vector3.zero, Vector3.forward);
                var effect = new Effect();
                effect.Init(Effect.Type.Projectile, source, vector32.normalized);
                effect.scale = vector32.magnitude;
                effect.pooledString = component.projectileObject.resourcePath;
                effect.number = UnityEngine.Random.Range(0, 2147483647);
                EffectNetwork.Send(effect);
                Vector3 dest;
                if(miss) {
                    dmg = 0;
                    dest = hit;
                }
                else {
                    dest = target.transform.position;
                }
                var hitInfo = new HitInfo(npc.player, target, DamageType.Bullet, dmg, dest) {
                    DidHit = !miss, HitEntity = target, PointStart = source, PointEnd = hit, HitPositionWorld = dest, HitNormalWorld = -dir, WeaponPrefab = GameManager.server.FindPrefab(StringPool.Get(baseProjectile.prefabID)).GetComponent<AttackEntity>(), Weapon = (AttackEntity)firstWeapon, HitMaterial = StringPool.Get("Flesh")
                }
                ;
                target?.OnAttacked(hitInfo);
                Effect.server.ImpactEffect(hitInfo);
            }
            public void AttemptAttack(BaseCombatEntity entity) {
                var weapon = firstWeapon as BaseProjectile;
                if(weapon != null) {
                    if(!reloading && weapon.primaryMagazine.contents <= 0) {
                        reloading = true;
                        npc.player.SignalBroadcast(BaseEntity.Signal.Reload, string.Empty);
                        startedReload = Time.realtimeSinceStartup;
                        return;
                    }
                    if(reloading && Time.realtimeSinceStartup > startedReload + (npc.info.reloadDuration > 0 ? npc.info.reloadDuration : weapon.reloadTime)) {
                        reloading = false;
                        if(npc.info.needsAmmo) {
                            weapon.primaryMagazine.Reload(npc.player);
                            npc.player.inventory.ServerUpdate(0f);
                        }
                        else {
                            weapon.primaryMagazine.contents = weapon.primaryMagazine.capacity;
                        }
                    }
                    if(reloading) return;
                }
                if(!(Time.realtimeSinceStartup > lastHit + npc.info.damageInterval)) return;
                lastHit = Time.realtimeSinceStartup;
                DoAttack(entity, !HitChance());
            }
            public void DoAttack(BaseCombatEntity target, bool miss = false) {
                if(npc == null) return;
                var weapon = firstWeapon as BaseProjectile;
                if(firstWeapon == null || (firstWeapon != null && (firstWeapon.IsDestroyed || weapon != null && weapon.primaryMagazine.contents == 0))) {
                    firstWeapon = npc.EquipFirstWeapon();
                    weapon = firstWeapon as BaseProjectile;
                    npc.SetActive(0);
                }
                var attackitem = firstWeapon?.GetItem();
                if(attackitem == null) {
                    npc.EndAttackingEntity();
                    return;
                }
                if(attackitem.uid != npc.player.svActiveItemID) {
                    npc.SetActive(attackitem.uid);
                }
                float dmg = npc.info.damageAmount * UnityEngine.Random.Range(0.8f, 1.2f);
                if(target is BaseNpc || target is BaseAnimalNPC) {
                    dmg *= 1.5f;
                }
                else if(target is AutoTurret) {
                    dmg *= 3f;
                }
                if(weapon != null) {
                    //npc.ForceSignalGesture();
                    CreateProjectileEffect(target, weapon, dmg, miss);
                }
                else {
                    var hitInfo = new HitInfo(npc.player, target, DamageType.Stab, dmg, target.transform.position) {
                        PointStart = npc.player.transform.position, PointEnd = target.transform.position
                    }
                    ;
                    target.SendMessage("OnAttacked", hitInfo, SendMessageOptions.DontRequireReceiver);
                    npc.ForceSignalAttack();
                }
            }
        }
        //////////////////////////////////////////////////////
        ///  class HumanPlayer : MonoBehaviour
        ///  MonoBehaviour: managed by UnityEngine
        /// Takes care of all the sub categories of the HumanNPCs
        //////////////////////////////////////////////////////
        public class HumanPlayer : MonoBehaviour {
            public HumanNPCInfo info;
            public HumanLocomotion locomotion;
            public HumanTrigger trigger;
            public ProtectionProperties protection;
            public InstrumentTool itool;
            public StaticInstrument ktool;
            public BasePlayer player;
            public float lastMessage;
            private void Awake() {
                player = GetComponent<BasePlayer>();
                protection = ScriptableObject.CreateInstance<ProtectionProperties>();
            }
            public void SetInfo(HumanNPCInfo info, bool update = false) {
                this.info = info;
                if(info == null) return;
                player.displayName = info.displayName;
                SetViewAngle(info.spawnInfo.rotation);
                player.syncPosition = true;
                if(!update) {
                    //player.xp = ServerMgr.Xp.GetAgent(info.userid);
                    player.stats = new PlayerStatistics(player);
                    player.userID = info.userid;
                    player.UserIDString = player.userID.ToString();
                    player.MovePosition(info.spawnInfo.position);
                    player.eyes = player.eyes ?? player.GetComponent<PlayerEyes>();
                    //player.eyes.position = info.spawnInfo.position + new Vector3(0, 1.6f, 0);
                    var newEyes = info.spawnInfo.position + new Vector3(0, 1.6f, 0);
                    player.eyes.position.Set(newEyes.x, newEyes.y, newEyes.z);
                    player.EndSleeping();
                    protection.Clear();
           
// ... [Code preview truncated due to length. Full source in attached file] ...

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