C#:
using Facepunch;
using Network;
using Oxide.Core;
using Oxide.Core.Configuration;
using Oxide.Core.Plugins;
using Oxide.Game.Rust.Cui;
using Rust;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Oxide.Plugins {
[Info("RadHouse", "VooDoo fix by UIP88", "1.2.71")]
[Description("Small plugin create RadHouse event on server")]
class RadHouse : RustPlugin {
#region SomeParameters and plugin's load
static RadHouse instance;
[PluginReference]
Plugin RustMap;
[PluginReference]
Plugin Map;
[PluginReference]
Plugin LustyMap;
private List<ZoneList> RadiationZones = new List<ZoneList>();
private static readonly int playerLayer = LayerMask.GetMask("Player (Server)");
private static readonly Collider[] colBuffer = Vis.colBuffer;
private ZoneList RadHouseZone;
private BaseEntity LootBox;
public List<BaseEntity> BaseEntityList = new List<BaseEntity>();
public List<ulong> PlayerAuth = new List<ulong>();
private DateTime DateOfWipe;
private string DateOfWipeStr;
public bool CanLoot = false;
public bool NowLooted = false;
public Timer mytimer;
public Timer mytimer2;
public Timer mytimer3;
public Timer mytimer4;
public Timer mytimer5;
public int timercallbackdelay = 0;
#region CFG var's
public class Amount {
public object ShortName;
public object Min;
public object Max;
}
public class DataStorage {
public Dictionary<string, Amount>[] Common = new Dictionary<string, Amount>[] {
new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 3000, Max = 10000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 5000, Max = 9000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 1000, Max = 5000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 2500, Max = 10000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 100, Max = 500
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 5000, Max = 15000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 9000, Max = 20000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 2500, Max = 10000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 5000, Max = 15000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 250, Max = 900
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 50, Max = 150
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 8000, Max = 25000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 15000, Max = 32000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 5000, Max = 15000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 7000, Max = 23000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 350, Max = 1200
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 150, Max = 400
}
, ["Sulfur"] = new Amount() {
ShortName = "sulfur", Min = 1000, Max = 3500
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 15000, Max = 35000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 40000, Max = 70000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 10000, Max = 25000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 20000, Max = 40000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 500, Max = 1500
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 250, Max = 600
}
, ["Sulfur"] = new Amount() {
ShortName = "sulfur", Min = 2500, Max = 6000
}
, ["GunPow"] = new Amount() {
ShortName = "gunpowder", Min = 1000, Max = 3000
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 25000, Max = 50000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 50000, Max = 80000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 15000, Max = 35000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 30000, Max = 50000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 750, Max = 1750
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 350, Max = 700
}
, ["Sulfur"] = new Amount() {
ShortName = "sulfur", Min = 3500, Max = 7000
}
, ["GunPow"] = new Amount() {
ShortName = "gunpowder", Min = 2000, Max = 5000
}
, ["Explosives"] = new Amount() {
ShortName = "explosives", Min = 70, Max = 150
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 35000, Max = 70000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 70000, Max = 100000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 20000, Max = 40000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 40000, Max = 60000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 1000, Max = 2000
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 500, Max = 900
}
, ["Sulfur"] = new Amount() {
ShortName = "sulfur", Min = 5000, Max = 10000
}
, ["GunPow"] = new Amount() {
ShortName = "gunpowder", Min = 4000, Max = 7000
}
, ["Explosives"] = new Amount() {
ShortName = "explosives", Min = 100, Max = 250
}
}
, new Dictionary<string, Amount>() {
["Wood"]
= new Amount() {
ShortName = "wood", Min = 50000, Max = 90000
}
, ["Stone"] = new Amount() {
ShortName = "stones", Min = 90000, Max = 130000
}
, ["Metall"] = new Amount() {
ShortName = "metal.fragments", Min = 25000, Max = 47000
}
, ["Charcoal"] = new Amount() {
ShortName = "charcoal", Min = 50000, Max = 70000
}
, ["Fuel"] = new Amount() {
ShortName = "lowgradefuel", Min = 1300, Max = 2500
}
, ["HQMetall"] = new Amount() {
ShortName = "metal.refined", Min = 700, Max = 1200
}
, ["Sulfur"] = new Amount() {
ShortName = "sulfur", Min = 10000, Max = 20000
}
, ["GunPow"] = new Amount() {
ShortName = "gunpowder", Min = 7000, Max = 15000
}
, ["Explosives"] = new Amount() {
ShortName = "explosives", Min = 250, Max = 400
}
}
}
;
public Dictionary<string, Amount>[] Rare = new Dictionary<string, Amount>[] {
new Dictionary<string, Amount>() {
["WoodGates"]
= new Amount() {
ShortName = "gates.external.high.wood", Min = 1, Max = 1
}
, ["WoodWall"] = new Amount() {
ShortName = "wall.external.high", Min = 2, Max = 3
}
, ["MetallBarricade"] = new Amount() {
ShortName = "barricade.metal", Min = 2, Max = 3
}
}
, new Dictionary<string, Amount>() {
["StoneWall"]
= new Amount() {
ShortName = "wall.external.high.stone", Min = 2, Max = 3
}
, ["StoneGate"] = new Amount() {
ShortName = "gates.external.high.stone", Min = 1, Max = 1
}
, ["P250"] = new Amount() {
ShortName = "pistol.semiauto", Min = 1, Max = 1
}
, ["Python"] = new Amount() {
ShortName = "pistol.python", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["GunPow"]
= new Amount() {
ShortName = "gunpowder", Min = 500, Max = 2000
}
, ["Explosives"] = new Amount() {
ShortName = "explosives", Min = 10, Max = 40
}
, ["Smg"] = new Amount() {
ShortName = "smg.2", Min = 1, Max = 1
}
, ["SmgMp5"] = new Amount() {
ShortName = "smg.mp5", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["Explosives"]
= new Amount() {
ShortName = "explosives", Min = 40, Max = 100
}
, ["Thompson"] = new Amount() {
ShortName = "smg.thompson", Min = 1, Max = 1
}
, ["Bolt"] = new Amount() {
ShortName = "rifle.bolt", Min = 1, Max = 1
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 4, Max = 11
}
}
, new Dictionary<string, Amount>() {
["AmmoRifle"]
= new Amount() {
ShortName = "ammo.rifle", Min = 90, Max = 150
}
, ["Bolt"] = new Amount() {
ShortName = "rifle.bolt", Min = 1, Max = 1
}
, ["LR300"] = new Amount() {
ShortName = "rifle.lr300", Min = 1, Max = 1
}
, ["Ak"] = new Amount() {
ShortName = "rifle.ak", Min = 1, Max = 1
}
, ["Mask"] = new Amount() {
ShortName = "metal.facemask", Min = 1, Max = 1
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 8, Max = 17
}
}
, new Dictionary<string, Amount>() {
["AmmoRifle"]
= new Amount() {
ShortName = "ammo.rifle", Min = 60, Max = 120
}
, ["Bolt"] = new Amount() {
ShortName = "rifle.bolt", Min = 1, Max = 1
}
, ["LR300"] = new Amount() {
ShortName = "rifle.lr300", Min = 1, Max = 1
}
, ["Ak"] = new Amount() {
ShortName = "rifle.ak", Min = 1, Max = 1
}
, ["C4"] = new Amount() {
ShortName = "explosive.timed", Min = 2, Max = 4
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 6, Max = 13
}
}
, new Dictionary<string, Amount>() {
["AmmoRifle"]
= new Amount() {
ShortName = "ammo.rifle", Min = 150, Max = 240
}
, ["Bolt"] = new Amount() {
ShortName = "rifle.bolt", Min = 1, Max = 1
}
, ["LR300"] = new Amount() {
ShortName = "rifle.lr300", Min = 1, Max = 1
}
, ["Ak"] = new Amount() {
ShortName = "rifle.ak", Min = 1, Max = 1
}
, ["Launcher"] = new Amount() {
ShortName = "rocket.launcher", Min = 1, Max = 1
}
, ["M249"] = new Amount() {
ShortName = "lmg.m249", Min = 1, Max = 1
}
}
}
;
public Dictionary<string, Amount>[] Top = new Dictionary<string, Amount>[] {
new Dictionary<string, Amount>() {
["DoorHQ"]
= new Amount() {
ShortName = "door.hinged.toptier", Min = 1, Max = 1
}
, ["DdoorHQ"] = new Amount() {
ShortName = "door.double.hinged.toptier", Min = 1, Max = 2
}
, ["p250"] = new Amount() {
ShortName = "pistol.semiauto", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["Pomp"]
= new Amount() {
ShortName = "shotgun.pump", Min = 1, Max = 1
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 1, Max = 4
}
, ["m92"] = new Amount() {
ShortName = "pistol.m92", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["Thompson"]
= new Amount() {
ShortName = "smg.thompson", Min = 1, Max = 1
}
, ["Ak"] = new Amount() {
ShortName = "rifle.ak", Min = 1, Max = 1
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 3, Max = 9
}
}
, new Dictionary<string, Amount>() {
["C4"]
= new Amount() {
ShortName = "explosive.timed", Min = 1, Max = 3
}
, ["LR300"] = new Amount() {
ShortName = "rifle.lr300", Min = 1, Max = 1
}
, ["Plate"] = new Amount() {
ShortName = "metal.plate.torso", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["C4"]
= new Amount() {
ShortName = "explosive.timed", Min = 3, Max = 5
}
, ["Launcher"] = new Amount() {
ShortName = "rocket.launcher", Min = 1, Max = 1
}
, ["M249"] = new Amount() {
ShortName = "lmg.m249", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["C4"]
= new Amount() {
ShortName = "explosive.timed", Min = 7, Max = 10
}
, ["LauncherRocket"] = new Amount() {
ShortName = "ammo.rocket.basic", Min = 4, Max = 11
}
, ["M249"] = new Amount() {
ShortName = "lmg.m249", Min = 1, Max = 1
}
}
, new Dictionary<string, Amount>() {
["C4"]
= new Amount() {
ShortName = "explosive.timed", Min = 10, Max = 15
}
, ["LauncherRocket"] = new Amount() {
ShortName = "ammo.rocket.basic", Min = 15, Max = 35
}
, ["B4"] = new Amount() {
ShortName = "explosive.satchel", Min = 19, Max = 31
}
}
}
;
public Dictionary<string, float>[] RadiationRadius = new Dictionary<string, float>[] {
new Dictionary<string, float>() {
["Радиус радиации в первый день"]
= 10, ["Радиус радиации во второй день"] = 12, ["Радиус радиации в третий день"] = 14, ["Радиус радиации в четвертый день"] = 16, ["Радиус радиации в пятый день"] = 18, ["Радиус радиации в шестой день"] = 20, ["Радиус радиации в седьмой день"] = 20,
}
}
;
public Dictionary<string, float>[] RadiationIntensity = new Dictionary<string, float>[] {
new Dictionary<string, float>() {
["Радиация в первый день"]
= 10, ["Радиация во второй день"] = 15, ["Радиация в третий день"] = 20, ["Радиация в четвертый день"] = 25, ["Радиация в пятый день"] = 30, ["Радиация в шестой день"] = 35, ["Радиация в седьмой день"] = 40,
}
}
;
public DataStorage() {
}
}
DataStorage data;
private DynamicConfigFile RadData;
public bool GuiOn = true;
public string AnchorMinCfg = "0.3445 0.16075";
public string AnchorMaxCfg = "0.6405 0.20075";
public string ColorCfg = "1 1 1 0.1";
public string TextGUI = "Radiation House:";
public bool RadiationTrue = false;
public string ChatPrefix = "<color=#ffe100>Radiation House:</color>";
public int TimerSpawnHouse = 3600;
public int TimerDestroyHouse = 60;
public int TimerLoot = 300;
public int TimeToRemove = 300;
public int GradeNum = 1;
public int MinPlayers = 15;
public bool NativeMap = true;
public float NativeMapAlpha = 0.5f;
public string NativeMapColor = "#ce422b";
public string NativeTitle = "RadHouse";
public float NativeMapRadius = 1.0f;
public int HealthNPC = 200;
public bool EnabledNPC = true;
public int AmountNPC = 5;
public bool LootNPC = true;
#endregion
protected override void LoadDefaultConfig() {
PrintWarning("Создание нового файла конфигурации...");
Config.Clear();
}
private void LoadConfigValues() {
DateOfWipe = DateTime.Now;
DateOfWipeStr = DateOfWipe.ToString();
GetConfig("[Стандартная карта]", "Создавать радиус (круг) на стандартной карте", ref NativeMap);
GetConfig("[Стандартная карта]", "Радиус круга на стандартной карте", ref NativeMapRadius);
if (NativeMapRadius > 9) NativeMapRadius = 1.0f;
GetConfig("[Стандартная карта]", "Цвет круга на стандартной карте (#hex)", ref NativeMapColor);
GetConfig("[Стандартная карта]", "Прозрачность круга на стандартной карте", ref NativeMapAlpha);
GetConfig("[Стандартная карта]", "Описание маркера", ref NativeTitle);
GetConfig("[GUI]", "Включить GUI", ref GuiOn);
GetConfig("[GUI]", "Anchor Min", ref AnchorMinCfg);
GetConfig("[GUI]", "Anchor Max", ref AnchorMaxCfg);
GetConfig("[GUI]", "Цвет фона", ref ColorCfg);
GetConfig("[GUI]", "Текст в GUI окне", ref TextGUI);
GetConfig("[Основное]", "Дата вайпа", ref DateOfWipeStr);
GetConfig("[Основное]", "Префикс чата", ref ChatPrefix);
GetConfig("[Основное]", "Минимальный онлайн для запуска ивента", ref MinPlayers);
GetConfig("[Основное]", "Материал дома (0 - солома, 4 - мвк)", ref GradeNum);
GetConfig("[Основное]", "Время спавна дома", ref TimerSpawnHouse);
GetConfig("[Основное]", "Задержка перед лутанием ящика", ref TimerLoot);
GetConfig("[Основное]", "Задержка перед удалением дома", ref TimerDestroyHouse);
GetConfig("[Основное]", "Время удаления дома если в течение N секунд никто не авторизовался в шкафу", ref TimeToRemove);
GetConfig("[Радиация]", "Отключить стандартную радиацию", ref RadiationTrue);
GetConfig("[NPC]", "Включить создание NPC возле радиационного дома", ref EnabledNPC);
GetConfig("[NPC]", "Какой размер здоровья устанавливать NPC", ref HealthNPC);
GetConfig("[NPC]", "Количество созданых NPC", ref AmountNPC);
GetConfig("[NPC]", "Удалять тело и рюкзак NPC после его смерти", ref LootNPC);
SaveConfig();
}
private void GetConfig<T>(string menu, string Key, ref T var) {
if (Config[menu, Key] != null) {
var = (T)Convert.ChangeType(Config[menu, Key], typeof(T));
}
Config[menu, Key] = var;
}
void OnServerInitialized() {
instance = this;
RadData = Interface.Oxide.DataFileSystem.GetFile("RadHouseLoot");
LoadData();
LoadConfigValues();
mytimer4 = timer.Once(TimerSpawnHouse, () => {
if (mytimer4 != null) mytimer4.Destroy();
try {
if (BaseEntityList.Count > 0) {
DestroyRadHouse();
}
CreateRadHouse(false);
}
catch (Exception ex) {
Puts(ex.ToString());
}
}
);
}
void LoadData() {
try {
data = Interface.GetMod().DataFileSystem.ReadObject<DataStorage>("RadHouseLoot");
}
catch {
data = new DataStorage();
}
}
void Unload() {
if (BaseEntityList != null) DestroyRadHouse();
if (mytimer != null) timer.Destroy(ref mytimer);
if (mytimer2 != null) timer.Destroy(ref mytimer2);
if (mytimer3 != null) timer.Destroy(ref mytimer3);
if (mytimer4 != null) timer.Destroy(ref mytimer4);
}
void OnNewSave(string filename) {
DateOfWipe = DateTime.Now;
string DateOfWipeStr = DateOfWipe.ToString();
Config["[Основное]", "Дата вайпа"] = DateOfWipeStr;
SaveConfig();
PrintWarning($"Обнаружен вайп.Дата установлена на {DateOfWipeStr}");
}
#endregion
#region CreateAndDestroyRadHouse
public object success;
[ConsoleCommand("rh")]
void CreateRadHouseConsoleCommand(ConsoleSystem.Arg arg) {
var player = arg.Player();
if (arg == null || arg.FullString.Length == 0 && arg.FullString != "start" && arg.FullString != "cancel") {
SendReply(player, $"{ChatPrefix} Используйте /rh start или /rh cancel");
return;
}
switch (arg.Args[0]) {
case "start" : SendReply(player, $"{ChatPrefix} Вы в ручную запустили ивент");
CreateRadHouse(true);
return;
case "cancel" : SendReply(player, $"{ChatPrefix} Ивент остановлен");
DestroyRadHouse();
return;
}
}
[ChatCommand("rh")]
void CreateRadHouseCommand(BasePlayer player, string cmd, string[] Args) {
if (player == null) return;
if (!player.IsAdmin) {
SendReply(player, $"{ChatPrefix} Команда доступна только администраторам");
return;
}
if (Args == null || Args.Length == 0 || Args[0] != "start" && Args[0] != "cancel") {
SendReply(player, $"{ChatPrefix} Используйте /rh start или /rh cancel");
return;
}
switch (Args[0]) {
case "start" : SendReply(player, $"{ChatPrefix} Вы в ручную запустили ивент");
CreateRadHouse(true);
return;
case "cancel" : SendReply(player, $"{ChatPrefix} Ивент остановлен");
DestroyRadHouse();
return;
}
}
private void OnServerRadiation() {
var allobjects = UnityEngine.Object.FindObjectsOfType<TriggerRadiation>();
for (int i = 0; i < allobjects.Length; i++) {
UnityEngine.Object.Destroy(allobjects[i]);
}
}
Vector3 RadPosition;
void CreateRadHouse(bool IsAdminCreate) {
if (!IsAdminCreate && BasePlayer.activePlayerList.Count < MinPlayers) {
PrintWarning("Не хватает игроков для запуска ивента");
mytimer4 = timer.Once(TimerSpawnHouse, () => {
if (mytimer4 != null) mytimer4.Destroy();
try {
if (BaseEntityList.Count > 0) {
DestroyRadHouse();
}
CreateRadHouse(false);
}
catch (Exception ex) {
Puts(ex.ToString());
}
}
);
return;
}
if (BaseEntityList.Count > 0) DestroyRadHouse();
Vector3 pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
success = CreateSpawnPosition();
pos = (Vector3)success;
RadPosition = pos;
pos.y = GetGroundPosition(pos);
pos.x = pos.x + 0f;
pos.y = pos.y + 1f;
pos.z = pos.z + 0f;
BaseEntity Foundation = GameManager.server.CreateEntity("assets/prefabs/building core/foundation/foundation.prefab", pos, new Quaternion(), true);
pos.x = pos.x - 1.5f;
BaseEntity Wall = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
Wall.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 1f;
pos.z = pos.z + 3f;
BaseEntity Foundation2 = GameManager.server.CreateEntity("assets/prefabs/building core/foundation/foundation.prefab", pos, new Quaternion(), true);
pos.x = pos.x - 1.5f;
BaseEntity Wall2 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
Wall2.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 4.5f;
pos.y = pos.y + 4f;
pos.z = pos.z + 3f;
BaseEntity Wall5 = GameManager.server.CreateEntity("assets/prefabs/building core/wall.window/wall.window.prefab", pos, new Quaternion(), true);
Wall5.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 4.5f;
pos.y = pos.y + 4f;
pos.z = pos.z + 0f;
BaseEntity Wall6 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
Wall6.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x - 1.5f;
pos.y = pos.y + 4f;
pos.z = pos.z + 0f;
BaseEntity Wall7 = GameManager.server.CreateEntity("assets/prefabs/building core/wall.window/wall.window.prefab", pos, new Quaternion(), true);
Wall7.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x - 1.5f;
pos.y = pos.y + 4f;
pos.z = pos.z + 3f;
BaseEntity Wall8 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
Wall8.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 1f;
pos.z = pos.z + 0f;
BaseEntity Foundation3 = GameManager.server.CreateEntity("assets/prefabs/building core/foundation/foundation.prefab", pos, new Quaternion(), true);
pos.x = pos.x + 1.5f;
BaseEntity Wall3 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 1f;
pos.z = pos.z + 3f;
BaseEntity Foundation4 = GameManager.server.CreateEntity("assets/prefabs/building core/foundation/foundation.prefab", pos, new Quaternion(), true);
pos.x = pos.x + 1.5f;
BaseEntity Wall4 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
pos = (Vector3)success;
pos.z = pos.z - 1.5f;
pos.y = pos.y + 1f;
BaseEntity DoorWay = GameManager.server.CreateEntity("assets/prefabs/building core/wall.doorway/wall.doorway.prefab", pos, new Quaternion(), true);
DoorWay.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 1f;
pos.z = pos.z + 4.5f;
BaseEntity DoorWay2 = GameManager.server.CreateEntity("assets/prefabs/building core/wall.doorway/wall.doorway.prefab", pos, new Quaternion(), true);
DoorWay2.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
pos = (Vector3)success;
pos.z = pos.z - 1.5f;
pos.y = pos.y + 1f;
pos.x = pos.x + 3f;
BaseEntity WindowWall = GameManager.server.CreateEntity("assets/prefabs/building core/wall.window/wall.window.prefab", pos, new Quaternion(), true);
WindowWall.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 1f;
pos.z = pos.z + 4.5f;
BaseEntity WindowWall2 = GameManager.server.CreateEntity("assets/prefabs/building core/wall.window/wall.window.prefab", pos, new Quaternion(), true);
WindowWall2.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 4f;
pos.z = pos.z + 4.5f;
BaseEntity wall3 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
wall3.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 4f;
pos.z = pos.z + 4.5f;
BaseEntity wall4 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
wall4.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
pos = (Vector3)success;
pos.z = pos.z - 1.5f;
pos.y = pos.y + 4f;
pos.x = pos.x + 3f;
BaseEntity wall5 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
wall5.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
pos = (Vector3)success;
pos.z = pos.z - 1.5f;
pos.y = pos.y + 4f;
BaseEntity wall6 = GameManager.server.CreateEntity("assets/prefabs/building core/wall/wall.prefab", pos, new Quaternion(), true);
wall6.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 4f;
pos.z = pos.z + 0f;
BaseEntity Roof = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 1f;
pos.z = pos.z + 0f;
BaseEntity block = GameManager.server.CreateEntity("assets/prefabs/building core/stairs.l/block.stair.lshape.prefab", pos, new Quaternion(), true);
block.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 4f;
pos.z = pos.z + 3f;
BaseEntity Roof1 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof1.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 4f;
pos.z = pos.z + 3f;
BaseEntity Roof2 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof2.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 7f;
pos.z = pos.z + 0f;
BaseEntity Roof3 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof3.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 7f;
pos.z = pos.z + 0f;
BaseEntity Roof4 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof4.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 0f;
pos.y = pos.y + 7f;
pos.z = pos.z + 3f;
BaseEntity Roof5 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof5.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 3f;
pos.y = pos.y + 7f;
pos.z = pos.z + 3f;
BaseEntity Roof6 = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", pos, new Quaternion(), true);
Roof6.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
pos = (Vector3)success;
pos.x = pos.x + 2.0f;
pos.y = pos.y + 4.09f;
pos.z = pos.z + 4f;
BaseEntity CupBoard = GameManager.server.CreateEntity("assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab", pos, new Quaternion(), true);
CupBoard.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
pos = (Vector3)success;
pos.x = pos.x - 0.7f;
pos.y = pos.y + 4.09f;
pos.z = pos.z - 0f;
BaseEntity Bed = GameManager.server.CreateEntity("assets/prefabs/deployable/bed/bed_deployed.prefab", pos, new Quaternion(), true);
Bed.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
pos = (Vector3)success;
pos.x = pos.x - 0.85f;
pos.y = pos.y + 4.09f;
pos.z = pos.z + 3.45f;
BaseEntity Box = GameManager.server.CreateEntity("assets/prefabs/deployable/large wood storage/box.wooden.large.prefab", pos, new Quaternion(), true);
Box.skinID = 942917320;
Box.SetFlag(BaseEntity.Flags.Locked, true);
Box.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
// pos = (Vector3)success; pos.x = pos.x + 3; pos.y = pos.y - 0.5f; pos.z = pos.z + 7.5f;
// BaseEntity FSteps = GameManager.server.CreateEntity("assets/prefabs/building core/foundation.steps/foundation.steps.prefab", pos, new Quaternion(), true);
// FSteps.transform.localEulerAngles = new Vector3(0f, 90f, 0f);
// pos = (Vector3)success; pos.x = pos.x - 0f; pos.y = pos.y - 0.5f; pos.z = pos.z - 4.5f;
// BaseEntity FSteps2 = GameManager.server.CreateEntity("assets/prefabs/building core/foundation.steps/foundation.steps.prefab", pos, new Quaternion(), true);
// FSteps2.transform.localEulerAngles = new Vector3(0f, 270f, 0f);
LootBox = Box;
Foundation.Spawn();
Wall.Spawn();
Foundation2.Spawn();
Wall2.Spawn();
Foundation3.Spawn();
Wall3.Spawn();
Foundation4.Spawn();
Wall4.Spawn();
DoorWay.Spawn();
DoorWay2.Spawn();
WindowWall.Spawn();
WindowWall2.Spawn();
wall3.Spawn();
Roof.Spawn();
Roof1.Spawn();
Roof3.Spawn();
Roof4.Spawn();
Roof5.Spawn();
Roof6.Spawn();
block.Spawn();
Roof2.Spawn();
wall4.Spawn();
wall5.Spawn();
wall6.Spawn();
Wall5.Spawn();
Wall6.Spawn();
Wall7.Spawn();
Wall8.Spawn();
// FSteps.Spawn();
// FSteps2.Spawn();
CupBoard.Spawn();
Box.Spawn();
Bed.Spawn();
BaseEntityList.Add(Foundation);
BaseEntityList.Add(Roof);
BaseEntityList.Add(block);
BaseEntityList.Add(Roof1);
BaseEntityList.Add(Roof2);
BaseEntityList.Add(Roof3);
BaseEntityList.Add(Roof4);
BaseEntityList.Add(Roof5);
BaseEntityList.Add(Roof6);
BaseEntityList.Add(Foundation2);
BaseEntityList.Add(Foundation3);
BaseEntityList.Add(Foundation4);
BaseEntityList.Add(Wall);
BaseEntityList.Add(Wall2);
BaseEntityList.Add(Wall3);
BaseEntityList.Add(Wall4);
BaseEntityList.Add(Wall7);
BaseEntityList.Add(Wall8);
BaseEntityList.Add(Wall6);
BaseEntityList.Add(wall3);
BaseEntityList.Add(wall4);
BaseEntityList.Add(wall5);
BaseEntityList.Add(wall6);
BaseEntityList.Add(Wall5);
BaseEntityList.Add(DoorWay);
BaseEntityList.Add(DoorWay2);
BaseEntityList.Add(WindowWall);
BaseEntityList.Add(WindowWall2);
// BaseEntityList.Add(FSteps);
// BaseEntityList.Add(FSteps2);
BaseEntityList.Add(CupBoard);
BaseEntityList.Add(Box);
BaseEntityList.Add(Bed);
StorageContainer Container = Box.GetComponent<StorageContainer>();
CreateLoot(Container, Box);
var reply = 1;
if (reply == 0) {
}
;
var buildingID = BuildingManager.server.NewBuildingID();
try {
foreach (var entity in BaseEntityList) {
DecayEntity decayEntity = entity.GetComponentInParent<DecayEntity>();
decayEntity.AttachToBuilding(buildingID);
if (entity.name.Contains("assets/prefabs/deployable/large wood storage/box.wooden.large.prefab") && entity.name.Contains("assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab") && entity.name.Contains("assets/prefabs/building/wall.window.bars/wall.window.bars.metal.prefab")) break;
BuildingBlock buildingBlock = entity.GetComponent<BuildingBlock>();
buildingBlock.SetGrade((BuildingGrade.Enum)GradeNum);
buildingBlock.UpdateSkin();
buildingBlock.SetHealthToMax();
if (!entity.name.Contains("assets/prefabs/building core/foundation/foundation.prefab") && !entity.name.Contains("assets/prefabs/building core/foundation.steps/foundation.steps.prefab")) buildingBlock.grounded = true;
buildingBlock.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
}
}
catch {
}
Server.Broadcast($"{ChatPrefix} Радиактивный дом появился, координаты: {pos.ToString()}\nЕсли никто не успеет авторизоваться за {TimeToRemove} секунд, он пропадет");
mytimer5 = timer.Once(TimeToRemove, () => {
if (BaseEntityList.Count > 0) {
if (PlayerAuth.Count == 0) {
DestroyRadHouse();
Server.Broadcast($"{ChatPrefix} Радиактивный дом удалился, никто не успел авторизоваться в шкафу");
}
}
}
);
foreach (var player in BasePlayer.activePlayerList) {
CreateGui(player);
}
AddMapMarker();
if (NativeMap) CreatePrivateMap(pos);
CanLoot = false;
NowLooted = false;
timercallbackdelay = 0;
if (EnabledNPC) timer.In(1, () => {
SpawnBots(pos);
}
);
}
const string scientist = "assets/prefabs/npc/scientist/scientist.prefab";
private NPCPlayerApex InstantiateEntity(string type, Vector3 position) {
position.y = GetGroundPosition(position);
var gameObject = Instantiate.GameObject(GameManager.server.FindPrefab(type), position, new Quaternion());
gameObject.name = type;
SceneManager.MoveGameObjectToScene(gameObject, Rust.Server.EntityScene);
UnityEngine.Object.Destroy(gameObject.GetComponent<Spawnable>());
if (!gameObject.activeSelf) gameObject.SetActive(true);
NPCPlayerApex component = gameObject.GetComponent<NPCPlayerApex>();
return component;
}
void SpawnBots(Vector3 position) {
for (int i = 0; i < AmountNPC; i++) {
NPCPlayerApex entity = null;
entity = InstantiateEntity(scientist, RandomCircle(position, 10));
entity.enableSaving = false;
entity.Spawn();
entity.InitializeHealth(HealthNPC, HealthNPC);
entity.Stats.AggressionRange = entity.Stats.DeaggroRange = 150;
entity.CommunicationRadius = -1;
entity.displayName = "Radhouse Scientist Security";
Equip(entity);
NPCMonitor npcMonitor = entity.gameObject.AddComponent<NPCMonitor>();
npcMonitor.Initialize("2145");
BaseEntityList.Add(entity);
}
}
public HeldEntity GetFirstWeapon(BasePlayer player) {
foreach (Item item in player.inventory.containerBelt.itemList) {
if (item.CanBeHeld() && (item.info.category == ItemCategory.Weapon)) {
BaseProjectile projectile = item.GetHeldEntity() as BaseProjectile;
if (projectile != null) {
projectile.primaryMagazine.contents = projectile.primaryMagazine.capacity;
projectile.SendNetworkUpdateImmediate();
return item.GetHeldEntity() as HeldEntity;
}
}
}
return null;
}
private void Equip(BasePlayer player) {
HeldEntity weapon1 = GetFirstWeapon(player);
if (weapon1 != null) {
weapon1.SetHeld(true);
}
}
public class NPCMonitor : MonoBehaviour {
public NPCPlayerApex player {
get;
private set;
}
private List<Vector3> patrolPositions = new List<Vector3>();
private float npcRange;
private Vector3 homePosition;
private string zoneId
// ... [Code preview truncated due to length. Full source in attached file] ...