Иконка ресурса

FREE NpcSpawn : 2.4.4 2.4.4

Нет прав для скачивания
C#:
using System;
using Facepunch;
using Newtonsoft.Json.Linq;
using Oxide.Core.Plugins;
using Rust;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using Oxide.Core;
using UnityEngine;
using UnityEngine.AI;
using Oxide.Plugins.NpcSpawnExtensionMethods;
namespace Oxide.Plugins {
    [Info("NpcSpawn", "Sempai#3239", "2.4.4")]
    internal class NpcSpawn : RustPlugin {
#region Config
        internal class NpcBelt {
            public string ShortName;
            public int Amount;
            public ulong SkinID;
            public List<string> Mods;
            public string Ammo;
        }
        internal class NpcWear {
            public string ShortName;
            public ulong SkinID;
        }
        internal class NpcConfig {
            public string Name {
                get;
                set;
            }
            public List<NpcWear> WearItems {
                get;
                set;
            }
            public List<NpcBelt> BeltItems {
                get;
                set;
            }
            public string Kit {
                get;
                set;
            }
            public float Health {
                get;
                set;
            }
            public float RoamRange {
                get;
                set;
            }
            public float ChaseRange {
                get;
                set;
            }
            public float DamageScale {
                get;
                set;
            }
            public float TurretDamageScale {
                get;
                set;
            }
            public float AimConeScale {
                get;
                set;
            }
            public bool DisableRadio {
                get;
                set;
            }
            public bool CanUseWeaponMounted {
                get;
                set;
            }
            public bool CanRunAwayWater {
                get;
                set;
            }
            public float Speed {
                get;
                set;
            }
            public int AreaMask {
                get;
                set;
            }
            public int AgentTypeID {
                get;
                set;
            }
            public string HomePosition {
                get;
                set;
            }
            public HashSet<string> States {
                get;
                set;
            }
            public SensoryStats Sensory {
                get;
                set;
            }
        }
        public class SensoryStats {
            public float AttackRangeMultiplier {
                get;
                set;
            }
            public float SenseRange {
                get;
                set;
            }
            public float MemoryDuration {
                get;
                set;
            }
            public bool CheckVisionCone {
                get;
                set;
            }
            public float VisionCone {
                get;
                set;
            }
        }
#endregion Config
#region Methods
        private ScientistNPC SpawnNpc(Vector3 position, JObject configJson) {
            CustomScientistNpc npc = CreateCustomNpc(position, configJson.ToObject<NpcConfig>());
            if (npc != null) {
                _scientists.Add(npc.net.ID, npc);
                npc.skinID = 11162132011012;
            }
            return npc;
        }
        private static CustomScientistNpc CreateCustomNpc(Vector3 position, NpcConfig config) {
            ScientistNPC scientistNpc = GameManager.server.CreateEntity("assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab", position, Quaternion.identity, false) as ScientistNPC;
            ScientistBrain scientistBrain = scientistNpc.GetComponent<ScientistBrain>();
            CustomScientistNpc customScientist = scientistNpc.gameObject.AddComponent<CustomScientistNpc>();
            CustomScientistBrain customScientistBrain = scientistNpc.gameObject.AddComponent<CustomScientistBrain>();
            CopySerializableFields(scientistNpc, customScientist);
            CopySerializableFields(scientistBrain, customScientistBrain);
            UnityEngine.Object.DestroyImmediate(scientistNpc, true);
            UnityEngine.Object.DestroyImmediate(scientistBrain, true);
            customScientist.Config = config;
            customScientist.Brain = customScientistBrain;
            customScientist.enableSaving = false;
            customScientist.gameObject.AwakeFromInstantiate();
            customScientist.Spawn();
            return customScientist;
        }
        private static void CopySerializableFields<T>(T src, T dst) {
            FieldInfo[] srcFields = typeof(T).GetFields(BindingFlags.Public | BindingFlags.Instance);
            foreach (FieldInfo field in srcFields) {
                object value = field.GetValue(src);
                field.SetValue(dst, value);
            }
        }
        private void AddTargetRaid(CustomScientistNpc npc, BuildingPrivlidge cupboard) {
            if (npc == null || cupboard == null || !_scientists.ContainsKey(npc.net.ID)) return;
            npc.AddTargetRaid(cupboard);
        }
        private void AddTargetGuard(CustomScientistNpc npc, BaseEntity target) {
            if (npc == null || target == null || !_scientists.ContainsKey(npc.net.ID)) return;
            npc.AddTargetGuard(target);
        }
        private void ChangeHomePosition(CustomScientistNpc npc, Vector3 pos) {
            if (npc == null || !_scientists.ContainsKey(npc.net.ID)) return;
            npc.HomePosition = pos;
        }
        private BasePlayer GetCurrentTarget(CustomScientistNpc npc) {
            if (IsCustomScientist(npc)) return npc.CurrentTarget;
            else return null;
        }
#endregion Methods
#region Controller
        internal class DefaultSettings {
            public float EffectiveRange;
            public float AttackLengthMin;
            public float AttackLengthMax;
        }
        private static readonly Dictionary<string, DefaultSettings> _weapons = new Dictionary<string, DefaultSettings> {
            ["rifle.bolt"]
            = new DefaultSettings {
                EffectiveRange = 150f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["bow.compound"] = new DefaultSettings {
                EffectiveRange = 15f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["smg.2"] = new DefaultSettings {
                EffectiveRange = 20f, AttackLengthMin = 0.4f, AttackLengthMax = 0.4f
            }
            , ["shotgun.double"] = new DefaultSettings {
                EffectiveRange = 10f, AttackLengthMin = 0.3f, AttackLengthMax = 1f
            }
            , ["pistol.eoka"] = new DefaultSettings {
                EffectiveRange = 10f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["rifle.l96"] = new DefaultSettings {
                EffectiveRange = 150f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["pistol.nailgun"] = new DefaultSettings {
                EffectiveRange = 15f, AttackLengthMin = 0f, AttackLengthMax = 0.46f
            }
            , ["pistol.python"] = new DefaultSettings {
                EffectiveRange = 15f, AttackLengthMin = 0.175f, AttackLengthMax = 0.525f
            }
            , ["pistol.semiauto"] = new DefaultSettings {
                EffectiveRange = 15f, AttackLengthMin = 0f, AttackLengthMax = 0.46f
            }
            , ["pistol.prototype17"] = new DefaultSettings {
                EffectiveRange = 15f, AttackLengthMin = 0f, AttackLengthMax = 0.46f
            }
            , ["smg.thompson"] = new DefaultSettings {
                EffectiveRange = 20f, AttackLengthMin = 0.4f, AttackLengthMax = 0.4f
            }
            , ["shotgun.waterpipe"] = new DefaultSettings {
                EffectiveRange = 10f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["multiplegrenadelauncher"] = new DefaultSettings {
                EffectiveRange = 20f, AttackLengthMin = -1f, AttackLengthMax = -1f
            }
            , ["snowballgun"] = new DefaultSettings {
                EffectiveRange = 5f, AttackLengthMin = 2f, AttackLengthMax = 2f
            }
        }
        ;
        private static readonly HashSet<string> _meleeWeapons = new HashSet<string> {
            "bone.club", "knife.bone", "knife.butcher", "candycaneclub", "knife.combat", "longsword", "mace", "machete", "paddle", "pitchfork", "salvaged.cleaver", "salvaged.sword", "spear.stone", "spear.wooden", "chainsaw", "hatchet", "jackhammer", "pickaxe", "axe.salvaged", "hammer.salvaged", "icepick.salvaged", "stonehatchet", "stone.pickaxe", "torch", "sickle", "mace.baseballbat"
        }
        ;
        private static readonly HashSet<string> _firstDistanceWeapons = new HashSet<string> {
            "bow.compound", "shotgun.double", "pistol.eoka", "flamethrower", "pistol.m92", "pistol.nailgun", "multiplegrenadelauncher", "shotgun.pump", "pistol.python", "pistol.revolver", "pistol.semiauto", "pistol.prototype17", "snowballgun", "shotgun.spas12", "shotgun.waterpipe"
        }
        ;
        private static readonly HashSet<string> _secondDistanceWeapons = new HashSet<string> {
            "smg.2", "smg.mp5", "rifle.semiauto", "smg.thompson"
        }
        ;
        private static readonly HashSet<string> _thirdDistanceWeapons = new HashSet<string> {
            "rifle.ak", "rifle.lr300", "lmg.m249", "rifle.m39", "hmlmg", "rifle.ak.ice"
        }
        ;
        private static readonly HashSet<string> _fourthDistanceWeapons = new HashSet<string> {
            "rifle.bolt", "rifle.l96"
        }
        ;
        public class CustomScientistNpc : ScientistNPC {
            public NpcConfig Config {
                get;
                set;
            }
            public BasePlayer CurrentTarget {
                get;
                set;
            }
            public AttackEntity CurrentWeapon {
                get;
                set;
            }
            public Vector3 HomePosition {
                get;
                set;
            }
            public float DistanceFromBase => Vector3.Distance(transform.position, HomePosition);
            public float DistanceToTarget => Vector3.Distance(transform.position, CurrentTarget.transform.position);
            public override void ServerInit() {
                base.ServerInit();
                if (string.IsNullOrEmpty(Config.HomePosition)) HomePosition = transform.position;
                else HomePosition = Config.HomePosition.ToVector3();
                if (NavAgent == null) NavAgent = GetComponent<NavMeshAgent>();
                if (NavAgent != null) {
                    NavAgent.areaMask = Config.AreaMask;
                    NavAgent.agentTypeID = Config.AgentTypeID;
                }
                startHealth = Config.Health;
                _health = Config.Health;
                damageScale = Config.DamageScale;
                if (Config.DisableRadio) {
                    CancelInvoke(PlayRadioChatter);
                    RadioChatterEffects = Array.Empty<GameObjectRef>();
                    DeathEffects = Array.Empty<GameObjectRef>();
                }
                ClearContainer(inventory.containerWear);
                ClearContainer(inventory.containerBelt);
                if (!string.IsNullOrEmpty(Config.Kit) && _ins.Kits != null) _ins.Kits.Call("GiveKit", this, Config.Kit);
                else UpdateInventory();
                displayName = Config.Name;
                InvokeRepeating(LightCheck, 1f, 30f);
                InvokeRepeating(UpdateTick, 1f, 2f);
            }
            private void UpdateInventory() {
                if (Config.WearItems.Count > 0) {
                    foreach (Item item in Config.WearItems.Select(x => ItemManager.CreateByName(x.ShortName, 1, x.SkinID))) {
                        if (item == null) continue;
                        if (!item.MoveToContainer(inventory.containerWear)) item.Remove();
                    }
                }
                if (Config.BeltItems.Count > 0) {
                    foreach (NpcBelt npcItem in Config.BeltItems) {
                        Item item = ItemManager.CreateByName(npcItem.ShortName, npcItem.Amount, npcItem.SkinID);
                        if (item == null) continue;
                        foreach (ItemDefinition itemDefinition in npcItem.Mods.Select(ItemManager.FindItemDefinition).Where(x => x != null)) item.contents.AddItem(itemDefinition, 1);
                        if (!item.MoveToContainer(inventory.containerBelt)) item.Remove();
                    }
                }
            }
            private static void ClearContainer(ItemContainer container) {
                List<Item> allItems = container.itemList;
                for (int i = allItems.Count - 1; i >= 0; i--) {
                    Item item = allItems[i];
                    item.RemoveFromContainer();
                    item.Remove();
                }
            }
            private void OnDestroy() {
                if (_healCoroutine != null) ServerMgr.Instance.StopCoroutine(_healCoroutine);
                if (_fireC4Coroutine != null) ServerMgr.Instance.StopCoroutine(_fireC4Coroutine);
                if (_fireRocketLauncherCoroutine != null) ServerMgr.Instance.StopCoroutine(_fireRocketLauncherCoroutine);
                CancelInvoke();
            }
            private void UpdateTick() {
                if (CanRunAwayWater()) RunAwayWater();
                if (CanThrownGrenade()) ThrownGrenade(CurrentTarget.transform.position);
                if (CanHeal()) _healCoroutine = ServerMgr.Instance.StartCoroutine(Heal());
                EquipWeapon();
                if (Config.States.Contains("RaidState") && Foundations.Count == 0) {
                    if (CurrentTarget == null) {
                        FirstTarget = null;
                        CurrentRaidTarget = null;
                    }
                    else {
                        BuildingBlock block = GetNearEntity<BuildingBlock>(CurrentTarget.transform.position, 0.1f, 1 << 21);
                        if (block.IsExists() && IsTeam(CurrentTarget, block.OwnerID)) FirstTarget = block;
                        else {
                            FirstTarget = null;
                            CurrentRaidTarget = null;
                        }
                    }
                }
                if (_beforeGuardHomePosition != Vector3.zero) {
                    if (_guardTarget.IsExists()) HomePosition = _guardTarget.transform.position;
                    else {
                        HomePosition = _beforeGuardHomePosition;
                        _beforeGuardHomePosition = Vector3.zero;
                        _guardTarget = null;
                        Interface.Oxide.CallHook("OnCustomNpcGuardTargetEnd", this);
                    }
                }
            }
#region Targeting
            public new BasePlayer GetBestTarget() {
                if (IsRunAwayWater) return null;
                BasePlayer target = null;
                float delta = -1f;
                foreach (BasePlayer basePlayer in Brain.Senses.Players) {
                    if (!CanTargetBasePlayer(basePlayer) || Interface.CallHook("OnCustomNpcTarget", this, basePlayer) != null) continue;
                    float rangeDelta = 1f - Mathf.InverseLerp(1f, Brain.SenseRange, Vector3.Distance(basePlayer.transform.position, transform.position));
                    if (Config.Sensory.CheckVisionCone) {
                        float dot = Vector3.Dot((basePlayer.transform.position - eyes.position).normalized, eyes.BodyForward());
                        if (dot < Brain.VisionCone) continue;
                        rangeDelta += Mathf.InverseLerp(Brain.VisionCone, 1f, dot) / 2f;
                    }
                    rangeDelta += (Brain.Senses.Memory.IsLOS(basePlayer) ? 2f : 0f);
                    if (rangeDelta <= delta) continue;
                    target = basePlayer;
                    delta = rangeDelta;
                }
                return target;
            }
            public bool CanTargetBasePlayer(BasePlayer target) {
                if (IsRunAwayWater) return false;
                if (!target.IsPlayer() || target.Health() <= 0f) return false;
                if (target.IsSleeping() || target.IsWounded() || target.IsDead() || target.InSafeZone()) return false;
                if (target._limitedNetworking) return false;
                return true;
            }
#endregion Targeting
#region Equip Weapons
            private bool _isEquiping = false;
            private bool CanEquipWeapon() {
                if (inventory == null || inventory.containerBelt == null) return false;
                if (_isEquiping) return false;
                if (IsFireRocketLauncher) return false;
                if (_isHealing) return false;
                if (IsMounted() && !Config.CanUseWeaponMounted) return false;
                return true;
            }
            public override void EquipWeapon(bool skipDeployDelay = false) {
                if (!CanEquipWeapon()) return;
                Item weapon = null;
                if (CurrentTarget == null) {
                    if (CurrentWeapon == null) {
                        Dictionary<int, List<Item>> weapons = new Dictionary<int, List<Item>> {
                            [0]
                            = new List<Item>(), [1] = new List<Item>(), [2] = new List<Item>(), [3] = new List<Item>(), [4] = new List<Item>()
                        }
                        ;
                        foreach (Item item in inventory.containerBelt.itemList) {
                            int type = GetTypeWeaponItem(item);
                            if (type == -1) continue;
                            weapons[type].Add(item);
                        }
                        if (weapons[3].Count > 0) weapon = weapons[3].GetRandom();
                        else if (weapons[2].Count > 0) weapon = weapons[2].GetRandom();
                        else if (weapons[1].Count > 0) weapon = weapons[1].GetRandom();
                        else if (weapons[4].Count > 0) weapon = weapons[4].GetRandom();
                        else if (weapons[0].Count > 0) weapon = weapons[0].GetRandom();
                    }
                    else return;
                }
                else {
                    float distanceToTarget = DistanceToTarget;
                    int type = -1;
                    foreach (Item item in inventory.containerBelt.itemList) {
                        int currentType = GetTypeWeaponItem(item);
                        if (currentType == -1) continue;
                        if (type == -1) {
                            weapon = item;
                            type = currentType;
                        }
                        else {
                            if (type == currentType) continue;
                            float oldDistance = type > 0 ? Config.Sensory.AttackRangeMultiplier * type * 10f : 2f;
                            float newDistance = currentType > 0 ? Config.Sensory.AttackRangeMultiplier * currentType * 10f : 2f;
                            if ((oldDistance > distanceToTarget && newDistance > distanceToTarget && newDistance < oldDistance) || (oldDistance < distanceToTarget && newDistance > distanceToTarget) || (oldDistance < distanceToTarget && newDistance < distanceToTarget && newDistance > oldDistance)) {
                                weapon = item;
                                type = currentType;
                            }
                        }
                    }
                }
                if (weapon == null) return;
                AttackEntity attackEntity = weapon.GetHeldEntity() as AttackEntity;
                if (attackEntity == null) return;
                if (CurrentWeapon == attackEntity) return;
                _isEquiping = true;
                UpdateActiveItem(weapon.uid);
                CurrentWeapon = attackEntity;
                attackEntity.TopUpAmmo();
                if (attackEntity is Chainsaw) (attackEntity as Chainsaw).ServerNPCStart();
                if (attackEntity is BaseProjectile) {
                    if (_weapons.ContainsKey(weapon.info.shortname)) {
                        attackEntity.effectiveRange = _weapons[weapon.info.shortname].EffectiveRange;
                        attackEntity.attackLengthMin = _weapons[weapon.info.shortname].AttackLengthMin;
                        attackEntity.attackLengthMax = _weapons[weapon.info.shortname].AttackLengthMax;
                    }
                    string ammo = Config.BeltItems.FirstOrDefault(x => x.ShortName == weapon.info.shortname).Ammo;
                    if (!string.IsNullOrEmpty(ammo)) {
                        BaseProjectile baseProjectile = attackEntity as BaseProjectile;
                        baseProjectile.primaryMagazine.ammoType = ItemManager.FindItemDefinition(ammo);
                        baseProjectile.SendNetworkUpdateImmediate();
                    }
                }
                Invoke(FinishEquiping, 1.5f);
            }
            private void FinishEquiping() => _isEquiping = false;
            private int GetTypeWeaponItem(Item item) {
                if (_meleeWeapons.Contains(item.info.shortname)) return 0;
                if (_firstDistanceWeapons.Contains(item.info.shortname)) return 1;
                if (_secondDistanceWeapons.Contains(item.info.shortname)) return 2;
                if (_thirdDistanceWeapons.Contains(item.info.shortname)) return 3;
                if (_fourthDistanceWeapons.Contains(item.info.shortname)) return 4;
                return -1;
            }
            internal void HolsterWeapon() {
                if (CurrentWeapon == null) return;
                CurrentWeapon.SetHeld(false);
                CurrentWeapon = null;
                SendNetworkUpdate();
                inventory.UpdatedVisibleHolsteredItems();
            }
#endregion Equip Weapons
            protected override string OverrideCorpseName() => displayName;
            public override float GetAimConeScale() => Config.AimConeScale;
#region Heal
            private Coroutine _healCoroutine = null;
            private bool _isHealing = false;
            private bool CanHeal() {
                if (_isHealing || health >= Config.Health || CurrentTarget != null || IsFireC4 || IsFireRocketLauncher || _isEquiping) return false;
                return inventory.containerBelt.itemList.Any(x => x.info.shortname == "syringe.medical");
            }
            private IEnumerator Heal() {
                _isHealing = true;
                Item syringe = inventory.containerBelt.itemList.FirstOrDefault(x => x.info.shortname == "syringe.medical");
                CurrentWeapon = null;
                UpdateActiveItem(syringe.uid);
                MedicalTool medicalTool = syringe.GetHeldEntity() as MedicalTool;
                yield return CoroutineEx.waitForSeconds(1.5f);
                medicalTool.ServerUse();
                InitializeHealth(health + 15f > Config.Health ? Config.Health : health + 15f, Config.Health);
                yield return CoroutineEx.waitForSeconds(2f);
                _isHealing = false;
                EquipWeapon();
            }
#endregion Heal
#region Grenades
            private readonly HashSet<string> _barricades = new HashSet<string> {
                "barricade.cover.wood", "barricade.sandbags", "barricade.concrete", "barricade.stone"
            }
            ;
            private bool _isReloadGrenade = false;
            private bool _isReloadSmoke = false;
            private void FinishReloadGrenade() => _isReloadGrenade = false;
            private void FinishReloadSmoke() => _isReloadSmoke = false;
            private bool CanThrownGrenade() {
                if (_isReloadGrenade || CurrentTarget == null) return false;
                if (IsMounted() && !Config.CanUseWeaponMounted) return false;
                return DistanceToTarget < 15f && inventory.containerBelt.itemList.Any(x => x.info.shortname == "grenade.f1" || x.info.shortname == "grenade.beancan" || x.info.shortname == "grenade.molotov" || x.info.shortname == "grenade.flashbang") && (!CanSeeTarget(CurrentTarget) || IsBehindBarricade());
            }
            internal bool IsBehindBarricade() => CanSeeTarget(CurrentTarget) && IsBarricade();
            private bool IsBarricade() {
                SetAimDirection((CurrentTarget.transform.position - transform.position).normalized);
                RaycastHit[] hits = Physics.RaycastAll(eyes.HeadRay());
                GamePhysics.Sort(hits);
                return hits.Select(x => x.GetEntity() as Barricade).Any(x => x != null && _barricades.Contains(x.ShortPrefabName) && Vector3.Distance(transform.position, x.transform.position) < DistanceToTarget);
            }
            private void ThrownGrenade(Vector3 target) {
                Item item = inventory.containerBelt.itemList.FirstOrDefault(x => x.info.shortname == "grenade.f1" || x.info.shortname == "grenade.beancan" || x.info.shortname == "grenade.molotov" || x.info.shortname == "grenade.flashbang");
                if (item != null) {
                    GrenadeWeapon weapon = item.GetHeldEntity() as GrenadeWeapon;
                    if (weapon != null) {
                        Brain.Navigator.Stop();
                        SetAimDirection((target - transform.position).normalized);
                        weapon.ServerThrow(target);
                        _isReloadGrenade = true;
                        Invoke(FinishReloadGrenade, 10f);
                    }
                }
            }
            internal void ThrownSmoke() {
                if (!_isReloadSmoke) {
                    Item item = inventory.containerBelt.itemList.FirstOrDefault(x => x.info.shortname == "grenade.smoke");
                    if (item != null) {
                        GrenadeWeapon weapon = item.GetHeldEntity() as GrenadeWeapon;
                        if (weapon != null) {
                            weapon.ServerThrow(transform.position);
                            _isReloadSmoke = true;
                            Invoke(FinishReloadSmoke, 30f);
                        }
                    }
                }
            }
#endregion Grenades
#region Run Away Water
            internal bool IsRunAwayWater = false;
            private bool CanRunAwayWater() {
                if (!Config.CanRunAwayWater || IsRunAwayWater) return false;
                if (CurrentTarget == null) {
                    if (transform.position.y < -0.25f) return true;
                    else return false;
                }
                if (transform.position.y > -0.25f || TerrainMeta.HeightMap.GetHeight(CurrentTarget.transform.position) > -0.25f) return false;
                if (CurrentWeapon is BaseProjectile && DistanceToTarget < EngagementRange()) return false;
                if (CurrentWeapon is BaseMelee && DistanceToTarget < CurrentWeapon.effectiveRange) return false;
                return true;
            }
            private void RunAwayWater() {
                IsRunAwayWater = true;
                CurrentTarget = null;
                Invoke(FinishRunAwayWater, 20f);
            }
            private void FinishRunAwayWater() => IsRunAwayWater = false;
#endregion Run Away Water
#region Raid
            internal bool IsReloadC4 = false;
            internal bool IsReloadRocketLauncher = false;
            internal bool IsFireRocketLauncher = false;
            internal bool IsFireC4 = false;
            private Coroutine _fireC4Coroutine = null;
            private Coroutine _fireRocketLauncherCoroutine = null;
            internal BaseCombatEntity Turret = null;
            internal BaseCombatEntity FirstTarget = null;
            internal BuildingPrivlidge MainCupboard = null;
            internal HashSet<BoxStorage> Boxes = new HashSet<BoxStorage>();
            internal HashSet<BuildingPrivlidge> Cupboards = new HashSet<BuildingPrivlidge>();
            internal HashSet<BuildingBlock> Foundations = new HashSet<BuildingBlock>();
            internal BaseCombatEntity CurrentRaidTarget = null;
            internal void AddTargetRaid(BuildingPrivlidge cupboard) {
                Cupboards = GetCupboards(cupboard);
                Boxes = GetBoxes(Cupboards);
                HashSet<BuildingBlock> allBlocks = GetBlocks(Cupboards);
                Foundations = allBlocks.Where(x => x.ShortPrefabName.Contains("foundation"));
                Vector3 centerHome = GetCenterHomePos(allBlocks);
                MainCupboard = Cupboards.Min(x => Vector3.Distance(x.transform.position, centerHome));
                Cupboards.Remove(MainCupboard);
            }
            internal void AddTargetRaidMelee(BuildingPrivlidge cupboard) {
                Foundations = GetBlocks(GetCupboards(cupboard)).Where(x => x.ShortPrefabName.Contains("foundation"));
            }
            internal void AddTurret(BaseCombatEntity turret) {
                if (!Turret.IsExists() || Vector3.Distance(transform.position, turret.transform.position) < Vector3.Distance(transform.position, Turret.transform.position)) {
                    Turret = turret;
                    BuildingBlock block = GetNearEntity<BuildingBlock>(Turret.transform.position, 0.1f, 1 << 21);
                    CurrentRaidTarget = block.IsExists() ? block : Turret;
                }
            }
            private static T GetNearEntity<T>(Vector3 position, float radius, int layerMask) where T : BaseCombatEntity {
                List<T> list = new List<T>();
                Vis.Entities(position, radius, list, layerMask);
                return list.Count == 0 ? null : list.Min(s => Vector3.Distance(position, s.transform.position));
            }
            private static List<T> GetEntities<T>(Vector3 position, float radius, int layerMask) where T : BaseCombatEntity {
                List<T> list = new List<T>();
                Vis.Entities(position, radius, list, layerMask);
                return list.Count == 0 ? null : list;
            }
            private static Vector3 GetCenterHomePos(HashSet<BuildingBlock> blocks) {
                float Xmin = blocks.Min(x => x.transform.position.x).transform.position.x;
                float Xmax = blocks.Max(x => x.transform.position.x).transform.position.x;
                float Ymin = blocks.Min(x => x.transform.position.y).transform.position.y;
                float Ymax = blocks.Max(x => x.transform.position.y).transform.position.y;
                float Zmin = blocks.Min(x => x.transform.position.z).transform.position.z;
                float Zmax = blocks.Max(x => x.transform.position.z).transform.position.z;
                return new Vector3((Xmin + Xmax) / 2, (Ymin + Ymax) / 2, (Zmin + Zmax) / 2);
            }
            private static HashSet<BuildingPrivlidge> GetCupboards(BuildingPrivlidge cupboard) {
                HashSet<ulong> ids = cupboard.authorizedPlayers.Select(x => x.userid).ToHashSet();
                return GetEntities<BuildingPrivlidge>(cupboard.transform.position, 100f, 1 << 8).Where(x => x.authorizedPlayers.Any(y => ids.Contains(y.userid))).ToHashSet();
            }
            private static HashSet<BuildingBlock> GetBlocks(HashSet<BuildingPrivlidge> cupboards) => cupboards.SelectMany(x => x.GetBuilding().buildingBlocks);
            private static HashSet<BoxStorage> GetBoxes(HashSet<BuildingPrivlidge> cupboards) => cupboards.SelectMany(x => x.GetBuilding().decayEntities.OfType<BoxStorage>());
            internal BaseCombatEntity GetRaidTarget() {
                BaseCombatEntity result = GetRaidMainTarget();
                if (result == null) return null;
                BaseCombatEntity targetPath = GetTargetPath(result);
                return targetPath != null ? targetPath : result;
            }
            internal BaseCombatEntity GetRaidTargetMelee() {
                if (Foundations.Count == 0) return null;
                foreach (BuildingBlock block in Foundations.Where(x => !x.IsExists())) Foundations.Remove(block);
                if (Foundations.Count == 0) return null;
                BaseCombatEntity result = Foundations.Min(x => Vector3.Distance(transform.position, x.transform.position));
                NavMeshHit navMeshHit;
                if (NavMesh.SamplePosition(result.transform.position, out navMeshHit, 3f, NavAgent.areaMask)) {
                    NavMeshPath path = new NavMeshPath();
                    if (NavMesh.CalculatePath(transform.position, navMeshHit.position, NavAgent.areaMask, path) && path.status != NavMeshPathStatus.PathComplete) result = GetNearEntity<BaseCombatEntity>(path.corners.Last(), 3f, 1 << 8 | 1 << 21);
                }
                return result;
            }
            private BaseCombatEntity GetRaidMainTarget() {
                if (Turret.IsExists()) {
                    BuildingBlock block = GetNearEntity<BuildingBlock>(Turret.transform.position, 0.1f, 1 << 21);
                    return block.IsExists() ? block : Turret;
                }
                if (FirstTarget.IsExists()) return FirstTarget;
                if (MainCupboard.IsExists()) return MainCupboard;
                if (Boxes.Count > 0) {
                    foreach (BoxStorage storage in Boxes.Where(x => !x.IsExists())) Boxes.Remove(storage);
                    if (Boxes.Count > 0) return Boxes.Min(x => Vector3.Distance(transform.position, x.transform.position));
                }
                if (Cupboards.Count > 0) {
                    foreach (BuildingPrivlidge cupboard in Cupboards.Where(x => !x.IsExists())) Cupboards.Remove(cupboard);
                    if (Cupboards.Count > 0) return Cupboards.Min(x => Vector3.Distance(transform.position, x.transform.position));
                }
                if (Foundations.Count > 0) {
                    foreach (BuildingBlock block in Foundations.Where(x => !x.IsExists())) Foundations.Remove(block);
                    if (Foundations.Count > 0) return Foundations.Min(x => Vector3.Distance(transform.position, x.transform.position));
                }
                return null;
            }
            private BaseCombatEntity GetTargetPath(BaseCombatEntity target) {
                NavMeshHit navMeshHit;
                int attempts = 0;
                while (attempts < 20) {
                    if (target == null) return null;
                    attempts++;
                    float targetHeight = TerrainMeta.HeightMap.GetHeight(target.transform.position);
                    if (target.transform.position.y - targetHeight > 15f) {
                        List<BuildingBlock> blocks = GetEntities<BuildingBlock>(new Vector3(target.transform.position.x, targetHeight, target.transform.position.z), 30f, 1 << 21);
                        if (blocks != null) target = blocks.Min(s => Vector3.Distance(s.transform.position, transform.position));
                        else return null;
                    }
                    if (NavMesh.SamplePosition(target.transform.position, out navMeshHit, 30f, NavAgent.areaMask)) {
                        NavMeshPath path = new NavMeshPath();
                        if (NavMesh.CalculatePath(transform.position, navMeshHit.position, NavAgent.areaMask, path)) return path.status == NavMeshPathStatus.PathComplete ? target : GetNearEntity<BaseCombatEntity>(path.corners.Last(), 5f, 1 << 8 | 1 << 21);
                    }
                    float x1 = UnityEngine.Random.Range(target.transform.position.x - 30f - 5f, target.transform.position.x - 30f);
                    float x2 = UnityEngine.Random.Range(target.transform.position.x + 30f, target.transform.position.x + 30f + 5f);
                    float z1 = UnityEngine.Random.Range(target.transform.position.z - 30f - 5f, target.transform.position.z - 30f);
                    float z2 = UnityEngine.Random.Range(target.transform.position.z + 30f, target.transform.position.z + 30f + 5f);
                    Vector3 vector1 = new Vector3(x1, 500f, z1);
                    vector1.y = TerrainMeta.HeightMap.GetHeight(vector1);
                    Vector3 vector2 = new Vector3(x2, 500f, z1);
                    vector2.y = TerrainMeta.HeightMap.GetHeight(vector2);
                    Vector3 vector3 = new Vector3(x1, 500f, z2);
                    vector3.y = TerrainMeta.HeightMap.GetHeight(vector3);
                    Vector3 vector4 = new Vector3(x2, 500f, z2);
                    vector4.y = TerrainMeta.HeightMap.GetHeight(vector4);
                    HashSet<Vector3> list = new HashSet<Vector3> {
                        vector1, vector2, vector3, vector4
                    }
                    ;
                    target = GetNearEntity<BaseCombatEntity>(list.Min(x => Vector3.Distance(transform.position, x)), 5f, 1 << 8 | 1 << 21);
                }
                return null;
            }
            internal bool StartExplosion(BaseCombatEntity target) {
                if (target == null) return false;
                if (CanThrownC4(target)) {
                    _fireC4Coroutine = ServerMgr.Instance.StartCoroutine(ThrownC4(target));
                    return true;
                }
                if (CanRaidRocketLauncher(target)) {
                    ThrownSmoke();
                    _fireRocketLauncherCoroutine = ServerMgr.Instance.StartCoroutine(ProcessFireRocketLauncher(target));
                    return true;
                }
                return false;
            }
            private bool CanRaidRocketLauncher(BaseCombatEntity target) => !IsReloadRocketLauncher && !IsFireRocketLauncher && inventory.containerBelt.itemList.Any(x => x.info.shortname == "rocket.launcher") && !_isEquiping && !_isHealing && Vector3.Distance(transform.position, target.transform.position) < 30f;
            private IEnumerator ProcessFireRocketLauncher(BaseCombatEntity target) {
                IsFireRocketLauncher = true;
                EquipRocketLauncher();
                if (!IsMounted()) SetDucked(true);
                Brain.Navigator.Stop();
                Brain.Navigator.SetFacingDirectionEntity(target);
                yield return CoroutineEx.waitForSeconds(1.5f);
                if (target.IsExists()) {
                    if (target.ShortPrefabName.Contains("foundation")) {
                        Brain.Navigator.ClearFacingDirectionOverride();
                        SetAimDirection((target.transform.position - new Vector3(0f, 1.5f, 0f) - transform.position).normalized);
                    }
                    FireRocketLauncher();
                    IsReloadRocketLauncher = true;
                    Invoke(FinishReloadRocketLauncher, 6f);
                }
                IsFireRocketLauncher = false;
                EquipWeapon();
                Brain.Navigator.ClearFacingDirectionOverride();
                if (!IsMounted()) SetDucked(false);
            }
            private void EquipRocketLauncher() {
                Item item = inventory.containerBelt.itemList.FirstOrDefault(x => x.info.shortname == "rocket.launcher");
                CurrentWeapon = null;
                UpdateActiveItem(item.uid);
            }
            private void FireRocketLauncher() {
                RaycastHit raycastHit;
                SignalBroadcast(Signal.Attack, string.Empty);
                Vector3 vector3 = IsMounted() ? eyes.position + new Vector3(0f, 0.5f, 0f) : eyes.position;
                Vector3 modifiedAimConeDirection = AimConeUtil.GetModifiedAimConeDirection(2.25f, eyes.BodyForward());
                float single = 1f;
                if (Physics.Raycast(vector3, modifiedAimConeDirection, out raycastHit, single, 1236478737)) single = raycastHit.distance - 0.1f;
                TimedExplosive rocket = GameManager.server.CreateEntity("assets/prefabs/ammo/rocket/rocket_basic.prefab", vector3 + modifiedAimConeDirection * single) as TimedExplosive;
                rocket.creatorEntity = this;
                ServerProjectile serverProjectile = rocket.GetComponent<ServerProjectile>();
                serverProjectile.InitializeVelocity(GetInheritedProjectileVelocity(modifiedAimConeDirection) + modifiedAimConeDirection * serverProjectile.speed * 2f);
                rocket.Spawn();
            }
            private void FinishReloadRocketLauncher() => IsReloadRocketLauncher = false;
            private bool CanThrownC4(BaseCombatEntity target) => !IsReloadC4 && !IsFireC4 && inventory.containerBelt.itemList.Any(x => x.info.shortname == "explosive.timed") && Vector3.Distance(transform.position, target.transform.position) < 5f;
            private IEnumerator ThrownC4(BaseCombatEntity target) {
                Item item = inventory.containerBelt.itemList.FirstOrDefault(x => x.info.shortname == "explosive.timed");
                IsFireC4 = true;
                Brain.Navigator.Stop();
                Brain.Navigator.SetFacingDirectionEntity(target);
                yield return CoroutineEx.waitForSeconds(1.5f);
                if (target.IsExists()) {
                    (item.GetHeldEntity() as ThrownWeapon).ServerThrow(target.transform.position);
                    IsReloadC4 = true;
                    Invoke(FinishReloadC4, 15f);
                }
                IsFireC4 = false;
                Brain.Navigator.ClearFacingDirectionOverride();
            }
            private void FinishReloadC4() => IsReloadC4 = false;
            private static bool IsTeam(BasePlayer player, ulong targetId) {
                if (player == null || targetId == 0) return false;
                if (player.userID == targetId) return true;
                if (player.currentTeam != 0) {
                    RelationshipManager.PlayerTeam playerTeam = RelationshipManager.ServerInstance.FindTeam(player.currentTeam);
                    if (playerTeam == null) return false;
                    if (playerTeam.members.Contains(targetId)) return true;
                }
                if (_ins.plugins.Exists("Friends") && (bool)_ins.Friends.Call("AreFriends", player.userID, targetId)) return true;
                if (_ins.plugins.Exists("Clans") && _ins.Clans.Author == "k1lly0u" && (bool)_ins.Clans.Call("IsMemberOrAlly", player.UserIDString, targetId.ToString())) return true;
                return false;
            }
#endregion Raid
#region Guard
            private Vector3 _beforeGuardHomePosition = Vector3.zero;
            private BaseEntity _guardTarget = null;
            internal void AddTargetGuard(BaseEntity target) {
                _beforeGuardHomePosition = HomePosition;
                _guardTarget = target;
            }
#endregion Guard
#region Multiple Grenade Launcher
            internal bool IsReloadGrenadeLauncher = false;
            private int _countAmmoInGrenadeLauncher = 6;
            internal void FireGrenadeLauncher() {
                RaycastHit raycastHit;
                SignalBroadcast(Signal.Attack, string.Empty);
                Vector3 vector3 = IsMounted() ? eyes.position + new Vector3(0f, 0.5f, 0f) : eyes.position;
                Vector3 modifiedAimConeDirection = AimConeUtil.GetModifiedAimConeDirection(0.675f, eyes.BodyForward());
                float single = 1f;
                if (Physics.Raycast(vector3, modifiedAimConeDirection, out raycastHit, single, 1236478737)) single = raycastHit.distance - 0.1f;
                TimedExplosive grenade = GameManager.server.CreateEntity("assets/prefabs/ammo/40mmgrenade/40mm_grenade_he.prefab", vector3 + modifiedAimConeDirection * single) as TimedExplosive;
                grenade.creatorEntity = this;
                ServerProjectile serverProjectile = grenade.GetComponent<ServerProjectile>();
                serverProjectile.InitializeVelocity(GetInheritedProjectileVelocity(modifiedAimConeDirection) + modifiedAimConeDirection * serverProjectile.speed * 2f);
                grenade.Spawn();
                _countAmmoInGrenadeLauncher--;
                if (_countAmmoInGrenadeLauncher == 0) {
                    IsReloadGrenadeLauncher = true;
                    Invoke(FinishReloadGrenadeLauncher, 8f);
                }
            }
            private void FinishReloadGrenadeLauncher() {
                _countAmmoInGrenadeLauncher = 6;
                IsReloadGrenadeLauncher = false;
            }
#endregion Multiple Grenade Launcher
#region Flame Thrower
            internal bool IsReloadFlameThrower = false;
            internal void FireFlameThrower() {
                FlameThrower flameThrower = CurrentWeapon as FlameThrower;
                if (flameThrower == null || flameThrower.IsFlameOn()) return;
                if (flameThrower.ammo <= 0) {
                    IsReloadFlameThrower = true;
                    Invoke(FinishReloadFlameThrower, 4f);
                    return;
                }
                flameThrower.SetFlameState(true);
                Invoke(flameThrower.StopFlameState, 0.25f);
            }
            private void FinishReloadFlameThrower() {
                FlameThrower flameThrower = CurrentWeapon as FlameThrower;
                if (flameThrower == null) return;
                flameThrower.TopUpAmmo();
                IsReloadFlameThrower = false;
            }
#endregion Flame Thrower
#region Melee Weapon
            internal void UseMeleeWeapon(bool damage = true) {
                BaseMelee weapon = CurrentWeapon as BaseMelee;
                if (weapon.HasAttackCooldown()) return;
                weapon.StartAttackCooldown(weapon.repeatDelay * 2f);
                SignalBroadcast(Signal.Attack, string.Empty, null);
                if (weapon.swingEffect.isValid) Effect.server.Run(weapon.swingEffect.resourcePath, weapon.transform.position, Vector3.forward, net.connection, false);
                if (!damage) return;
                Vector3 vector31 = eyes.BodyForward();
                for (int i = 0; i < 2; i++) {
                    List<RaycastHit> list = Pool.GetList<RaycastHit>();
                    GamePhysics.TraceAll(new Ray(eyes.position - (vector31 * (i == 0 ? 0f : 0.2f)), vector31), (i == 0 ? 0f : weapon.attackRadius), list, weapon.effectiveRange + 0.2f, 1219701521, QueryTriggerInteraction.UseGlobal, null);
                    bool flag = false;
                    for (int j = 0; j < list.Count; j++) {
                        RaycastHit item = list[j];
                        BaseEntity entity = item.GetEntity();
                        if (entity != null && (entity == null || entity != this && !entity.EqualNetID(this)) && (entity == null || !entity.isClient) && entity.Categorize() == "player") {
                            float single = weapon.damageTypes.Sum(x => x.amount);
                            entity.OnAttacked(new HitI
// ... [Code preview truncated due to length. Full source in attached file] ...

Автор
15FPS
Скачиваний
0
Просмотры
1
Первый выпуск
Обновление
Оценка
0.00 звёзд 0 оценок

Другие ресурсы пользователя 15FPS

Сверху