C#:
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/*
* Copyright (C) 2024 Game4Freak.io
* This mod is provided under the Game4Freak EULA.* Full legal terms can be found at https://game4freak.io/eula/
*/
using HarmonyLib;
using Newtonsoft.Json;
using Oxide.Core;
using Oxide.Core.Plugins;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Oxide.Plugins
{
[Info("Not Enough Bradley Scientists", "VisEntities", "1.1.1")]
[Description("Allows customization of the scientist count deployed by Bradley APC.")]
public class NotEnoughBradleyScientists : RustPlugin
{
#region Fields
private static NotEnoughBradleyScientists _plugin;
private static Configuration _config;
#endregion Fields
#region Configuration
private class Configuration
{
[JsonProperty("Version")]
public string Version { get; set; }
[JsonProperty("Road Bradley")]
public BradleyConfig RoadBradley { get; set; }
[JsonProperty("Launch Site Bradley")]
public BradleyConfig LaunchSiteBradley { get; set; }
}
public class BradleyConfig
{
[JsonProperty("Minimum Number Of Scientists To Spawn")]
public int MinimumNumberOfScientistsToSpawn { get; set; }
[JsonProperty("Maximum Number Of Scientists To Spawn")]
public int MaximumNumberOfScientistsToSpawn { 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;
if (string.Compare(_config.Version, "1.1.0") < 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(),
RoadBradley = new BradleyConfig
{
MinimumNumberOfScientistsToSpawn = 4,
MaximumNumberOfScientistsToSpawn = 6
},
LaunchSiteBradley = new BradleyConfig
{
MinimumNumberOfScientistsToSpawn = 4,
MaximumNumberOfScientistsToSpawn = 6
}
};
}
#endregion Configuration
#region Oxide Hooks
private void Init()
{
_plugin = this;
}
private void Unload()
{
_config = null;
_plugin = null;
}
private void OnScientistSpawnPositionsGenerated(BradleyAPC bradley, BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions)
{
if (bradley == null)
return;
if (spawnPositions == null || spawnPositions.Count == 0)
return;
if (scientistPrefabs == null || scientistPrefabs.Count == 0)
return;
BradleyConfig bradleyConfig = _config.LaunchSiteBradley;
if (bradley.RoadSpawned)
bradleyConfig = _config.RoadBradley;
int numberOfScientistsToSpawn = Random.Range(bradleyConfig.MinimumNumberOfScientistsToSpawn, bradleyConfig.MaximumNumberOfScientistsToSpawn + 1);
ResizeSpawnPositionsList(spawnPositions, numberOfScientistsToSpawn);
ResizeScientistPrefabsList(scientistPrefabs, numberOfScientistsToSpawn);
}
#endregion Oxide Hooks
#region Spawn Position Cloning
private void ResizeSpawnPositionsList(List<Vector3> spawnPositions, int targetCount)
{
int currentCount = spawnPositions.Count;
if (currentCount < targetCount)
{
int positionsToAdd = targetCount - currentCount;
for (int i = 0; i < positionsToAdd; i++)
{
Vector3 newPosition = spawnPositions[i % currentCount];
spawnPositions.Add(newPosition);
}
}
else if (currentCount > targetCount)
{
for (int i = currentCount - 1; i >= targetCount; i--)
{
spawnPositions.RemoveAt(i);
}
}
}
#endregion Spawn Position Cloning
#region Scientist Prefab Duplication
private void ResizeScientistPrefabsList(List<GameObjectRef> scientistPrefabs, int targetCount)
{
int currentCount = scientistPrefabs.Count;
if (currentCount < targetCount)
{
for (int i = currentCount; i < targetCount; i++)
{
scientistPrefabs.Add(scientistPrefabs[i % currentCount]);
}
}
else if (currentCount > targetCount)
{
for (int i = currentCount - 1; i >= targetCount; i--)
{
scientistPrefabs.RemoveAt(i);
}
}
}
#endregion Scientist Prefab Duplication
#region Harmony Patches
[AutoPatch]
[HarmonyPatch(typeof(BradleyAPC), "CanDeployScientists")]
public static class BradleyAPC_CanDeployScientists_Patch
{
public static void Postfix(BradleyAPC __instance, BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions)
{
Interface.CallHook("OnScientistSpawnPositionsGenerated", __instance, attacker, scientistPrefabs, spawnPositions);
}
}
#endregion Harmony Patches
}
}