C#:
// Все права принадлежат дискорд сообществу https://discord.gg/VgNHPpNrz6
using Newtonsoft.Json;
using System.Collections.Generic;
using UnityEngine;
namespace Oxide.Plugins
{
[Info("Lucky Barrel", "VisEntities", "1.0.0")]
[Description("Place a storage barrel, and with a bit of luck, it might turn into a random loot barrel.")]
public class LuckyBarrel : RustPlugin
{
#region Fields
private static LuckyBarrel _plugin;
private static Configuration _config;
private const string PREFAB_STORAGE_BARREL_B = "assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_b.prefab";
#endregion Fields
#region Configuration
private class Configuration
{
[JsonProperty("Version")]
public string Version { get; set; }
[JsonProperty("Always Turn Into Loot Barrel")]
public bool AlwaysTurnIntoLootBarrel { get; set; }
[JsonProperty("Chance To Spawn Loot Barrel")]
public int ChanceToSpawnLootBarrel { get; set; }
[JsonProperty("Loot Barrel Prefabs")]
public List<string> LootBarrelPrefabs { get; set; }
}
protected override void LoadConfig()
{
base.LoadConfig();
_config = Config.ReadObject<Configuration>();
if (string.Compare(_config.Version, Version.ToString()) < 0)
UpdateConfig();
SaveConfig();
}
protected override void LoadDefaultConfig()
{
_config = GetDefaultConfig();
}
protected override void SaveConfig()
{
Config.WriteObject(_config, true);
}
private void UpdateConfig()
{
PrintWarning("Config changes detected! Updating...");
Configuration defaultConfig = GetDefaultConfig();
if (string.Compare(_config.Version, "1.0.0") < 0)
_config = defaultConfig;
PrintWarning("Config update complete! Updated from version " + _config.Version + " to " + Version.ToString());
_config.Version = Version.ToString();
}
private Configuration GetDefaultConfig()
{
return new Configuration
{
Version = Version.ToString(),
AlwaysTurnIntoLootBarrel = true,
ChanceToSpawnLootBarrel = 50,
LootBarrelPrefabs = new List<string>
{
"assets/content/structures/excavator/prefabs/diesel_collectable.prefab",
"assets/bundled/prefabs/autospawn/resource/loot/loot-barrel-1.prefab",
"assets/bundled/prefabs/autospawn/resource/loot/loot-barrel-2.prefab",
"assets/bundled/prefabs/radtown/loot_barrel_1.prefab",
"assets/bundled/prefabs/radtown/loot_barrel_2.prefab",
"assets/bundled/prefabs/radtown/oil_barrel.prefab"
}
};
}
#endregion Configuration
#region Oxide Hooks
private void Init()
{
_plugin = this;
PermissionUtil.RegisterPermissions();
}
private void Unload()
{
_config = null;
_plugin = null;
}
private void OnEntityBuilt(Planner planner, GameObject gameObject)
{
if (planner == null || gameObject == null)
return;
BasePlayer player = planner.GetOwnerPlayer();
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.USE))
return;
if (!_config.AlwaysTurnIntoLootBarrel && !player.serverInput.WasDown(BUTTON.FIRE_SECONDARY))
return;
if (_config.AlwaysTurnIntoLootBarrel && !ChanceSucceeded(_config.ChanceToSpawnLootBarrel))
return;
BaseEntity entity = gameObject.ToBaseEntity();
if (entity == null)
return;
if (entity.PrefabName != PREFAB_STORAGE_BARREL_B)
return;
NextTick(() =>
{
if (entity != null)
{
Vector3 position = entity.transform.position;
Quaternion rotation = entity.transform.rotation;
entity.Kill(BaseNetworkable.DestroyMode.Gib);
string randomBarrelPrefab = _config.LootBarrelPrefabs.GetRandom();
SpawnBarrel(randomBarrelPrefab, position, rotation);
}
});
}
#endregion Oxide Hooks
#region Barrel Spawning
private BaseEntity SpawnBarrel(string prefabPath, Vector3 position, Quaternion rotation, bool wakeUpNow = true)
{
BaseEntity barrel = GameManager.server.CreateEntity(prefabPath, position, rotation, wakeUpNow);
if (barrel == null)
return null;
barrel.Spawn();
return barrel;
}
#endregion Barrel Spawning
#region Helper Functions
private bool ChanceSucceeded(int chance)
{
return Random.Range(0, 100) < chance;
}
#endregion Helper Functions
#region Permissions
private static class PermissionUtil
{
public const string USE = "luckybarrel.use";
private static readonly List<string> _permissions = new List<string>
{
USE,
};
public static void RegisterPermissions()
{
foreach (var permission in _permissions)
{
_plugin.permission.RegisterPermission(permission, _plugin);
}
}
public static bool HasPermission(BasePlayer player, string permissionName)
{
return _plugin.permission.UserHasPermission(player.UserIDString, permissionName);
}
}
#endregion Permissions
}
}