C#:
// Все права принадлежат дискорд сообществу https://discord.gg/VgNHPpNrz6
using Newtonsoft.Json;
using Rust.Modular;
using System.Linq;
using System;
using System.Collections.Generic;
namespace Oxide.Plugins {
[Info("IQControllerSpawnCars", "Mercury", "1.0.5")]
[Description("Хочу следовать за трендами блин")]
class IQControllerSpawnCars : RustPlugin {
private static Configuration config = new Configuration();
void SpawnFullTier(ModularCar Car) {
var CarSetting = config.TierRare;
if (Car == null) return;
VehicleModuleEngine engine = Car.GetComponentInChildren<VehicleModuleEngine>();
if (engine == null) return;
foreach (KeyValuePair<Int32, Int32> Tier in CarSetting) {
if (!IsRare(Tier.Value)) continue;
engine.AdminFixUp(Tier.Key);
}
if (!config.UseLockInventoryCar) return;
EngineStorage engineStorage = engine.GetContainer() as EngineStorage;
if (engineStorage == null) return;
engineStorage.inventory.SetLocked(true);
}
private void SpawnElementsTier(ModularCar Car) {
if (Car == null) return;
Dictionary<String, Int32> CarSetting = config.ElementSpawnRare;
VehicleModuleEngine engine = Car.GetComponentInChildren<VehicleModuleEngine>();
if (engine == null) return;
EngineStorage engineContainer = engine.GetContainer() as EngineStorage;
if (engineContainer == null) return;
Int32 LimitElement = (Int32)(config.LimitSpawnElement != 0 ? config.LimitSpawnElement : engineContainer.inventory.capacity);
for (Int32 j = 0; j < LimitElement; j++) {
Int32 SlotElemt = UnityEngine.Random.Range(0, (Int32)(engineContainer.inventory.capacity));
foreach (KeyValuePair<String, Int32> TierElement in CarSetting) {
if (!IsRare(TierElement.Value)) continue;
if (engineContainer.inventory.GetSlot(SlotElemt) != null) continue;
Item ElementCar = ItemManager.CreateByName(TierElement.Key, 1);
if (engineContainer.ItemFilter(ElementCar, j)) ElementCar.MoveToContainer(engineContainer.inventory, j, false);
}
}
if (!config.UseLockInventoryCar) return;
engineContainer.inventory.SetLocked(true);
}
protected override void SaveConfig() => Config.WriteObject(config);
protected override void LoadConfig() {
base.LoadConfig();
try {
config = Config.ReadObject<Configuration>();
if (config == null) LoadDefaultConfig();
}
catch {
PrintWarning($"Ошибка чтения #6739 конфигурации 'oxide/config/{Name}', создаём новую конфигурацию!!");
LoadDefaultConfig();
}
NextTick(SaveConfig);
}
private class Configuration {
[JsonProperty("Выберите тип спавна.0 - полный спавн по тирам(настраивайте шансы и тиры в листе)(т.е все детали сразу,в разном виде качества).1 - Спавн отдельных деталей, с ограничениями в количестве и рандомным качеством в зависимости от шанса")]
public SpawnType spawnType;
[JsonProperty("Запретить игрокам доставать детали из машины?")]
public Boolean UseLockInventoryCar;
[JsonProperty("Настройка деталей и их шанс спавна.Шортнейм детали и шанс ее спавна")]
public Dictionary<String, Int32> ElementSpawnRare = new Dictionary<String, Int32>();
internal class FuelSettings {
internal class RandomFuel {
[JsonProperty("Минимальное количество топлива")]
public Int32 MinFuel = 30;
[JsonProperty("Максимальное количество топлива")]
public Int32 MaxFuel = 200;
[JsonProperty("Включить рандомное количество спавна топлива (true - да/false - нет)")]
public Boolean UseRandom = false;
}
[JsonProperty("Настройка рандомного спавна топлива")]
public RandomFuel randomFuel = new RandomFuel();
[JsonProperty("Включить спавн топлива в машинах (true - да/false - нет)")]
public Boolean UseFuelSpawned = true;
[JsonProperty("Статичное количество топлива (Если включен рандом, то этот показатель не будет учитываться)")]
public Int32 FuelStatic = 100;
[JsonProperty("Шанс заполнения топливом транспорт (0-100)")]
public Int32 RareUsing = 100;
public Int32 GetFuelSpawned() {
Int32 Fuel = 0;
if(UseFuelSpawned) if (Oxide.Core.Random.Range(0, 100) <= RareUsing) {
if (randomFuel.UseRandom) Fuel = Oxide.Core.Random.Range(randomFuel.MinFuel, randomFuel.MaxFuel);
else Fuel = FuelStatic;
}
return Fuel;
}
}
[JsonProperty("Настройка заполнения топливом машин")]
public FuelSettings fuelSettings = new FuelSettings();
[JsonProperty("Настройки тиров.Номер тира(1-3) и шанс.")]
public Dictionary<Int32, Int32> TierRare = new Dictionary<Int32, Int32>();
public static Configuration GetNewConfiguration() {
return new Configuration {
spawnType = SpawnType.TierFull, UseLockInventoryCar = false, fuelSettings = new FuelSettings {
FuelStatic = 100, RareUsing = 100, UseFuelSpawned = true, randomFuel = new FuelSettings.RandomFuel {
MinFuel = 30, MaxFuel = 200, UseRandom = false,
}
}
, TierRare = new Dictionary<Int32, Int32> {
[1]
= 80, [2] = 50, [3] = 25,
}
, ElementSpawnRare = new Dictionary<String, Int32> {
["carburetor1"]
= 80, ["crankshaft1"] = 80, ["sparkplug1"] = 80, ["piston1"] = 80, ["carburetor2"] = 60, ["crankshaft2"] = 60, ["sparkplug2"] = 60, ["piston2"] = 60, ["carburetor3"] = 20, ["crankshaft3"] = 20, ["sparkplug3"] = 20, ["piston3"] = 20,
}
, LimitSpawnElement = 0,
}
;
}
[JsonProperty("Ограниченное количество спавна деталей.0 - без ограничений")]
public Int32 LimitSpawnElement;
}
protected override void LoadDefaultConfig() => config = Configuration.GetNewConfiguration();
private void OnEntityKill(VehicleModuleEngine module) {
if (module == null) return;
EngineStorage engineContainer = module.GetContainer() as EngineStorage;
if (engineContainer == null) return;
if (!engineContainer.IsLocked()) return;
engineContainer.inventory.Kill();
}
private void CarUpgrade(ModularCar Car) {
if (Car == null) return;
var CarSetting = config.spawnType;
switch (CarSetting) {
case SpawnType.TierFull : {
SpawnFullTier(Car);
break;
}
case SpawnType.ElementsTier : {
SpawnElementsTier(Car);
break;
}
default : {
break;
}
}
FuelSystemSpawned(Car.fuelSystem);
}
private object OnVehicleModuleMove(VehicleModuleEngine module) {
EngineStorage engineStorage = module.GetContainer() as EngineStorage;
if (engineStorage == null) return null;
if (engineStorage.inventory.IsLocked()) return null;
return true;
}
private void Unload() {
if (!config.UseLockInventoryCar) return;
foreach(var Entity in BaseNetworkable.serverEntities.entityList.Where(x => x.Value.ShortPrefabName.Contains("module_car"))) {
ModularCar Car = Entity.Value as ModularCar;
if (Car == null) return;
VehicleModuleEngine engine = Car.GetComponentInChildren<VehicleModuleEngine>();
if (engine == null) return;
EngineStorage engineContainer = engine.GetContainer() as EngineStorage;
if (engineContainer == null) return;
if (engineContainer.inventory.IsLocked()) {
engineContainer.inventory.Clear();
engineContainer.inventory.SetLocked(false);
}
}
}
/// <summary>
/// Обновление 1.0.x
/// - Добавлена возможность заблокировать инвентарь машины в которую были автоматически установлены детали (их не смогут вытащить игроки)
/// - Изменения в некоторых методах
/// </summary>
public enum SpawnType {
TierFull, ElementsTier
}
private void FuelSystemSpawned(EntityFuelSystem FuelSystem) {
if (FuelSystem == null) return;
Int32 FuelAmount = config.fuelSettings.GetFuelSpawned();
if (FuelAmount == 0) return;
NextTick(() => {
StorageContainer FuelContainer = FuelSystem.fuelStorageInstance.Get(true) as StorageContainer;
if (FuelContainer == null || FuelContainer.inventory == null) {
Puts("Не удалось найти контейнер для заправки");
return;
}
Item FuelItem = ItemManager.CreateByName("lowgradefuel", FuelAmount);
if (FuelItem == null) return;
FuelItem.MoveToContainer(FuelContainer.inventory);
FuelContainer.SendNetworkUpdate();
FuelContainer.inventory.MarkDirty();
}
);
}
void OnVehicleModulesAssigned(ModularCar Car, ItemModVehicleModule[] modulePreset) => CarUpgrade(Car);
public bool IsRare(Int32 Rare) {
if (UnityEngine.Random.Range(0, 100) >= (100 - Rare)) return true;
else return false;
}
private void OnServerInitialized() {
foreach(var Entity in BaseNetworkable.serverEntities.entityList.Where(x => x.Value.ShortPrefabName.Contains("module_car") && x.Value?.GetComponentInChildren<VehicleModuleEngine>()?.GetContainer()?.inventory.itemList.Count == 0)) {
ModularCar Car = Entity.Value as ModularCar;
CarUpgrade(Car);
}
if (!config.UseLockInventoryCar) {
Unsubscribe("OnVehicleModuleMove");
Unsubscribe("Unload");
}
}
}
}