feat: Add Loot Manager plugin skeleton (Phase 4)
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Created skeleton implementation for first paid module ($9.99). Plugin Features: - Loot profile system with container multipliers and custom loot tables - OnLootSpawn/OnEntitySpawned hooks for container loot modification - Six container types: normal, elite, mine, barrel, food, military - Chat command: /loot.profile [name] for admin profile switching - Per-item config: shortname, min/max amount, spawn chance, skin ID Status: - Hooks functional, profile switching works via chat command - Dashboard UI integration pending future iteration - Auto-deploy system pending future iteration - Migration 009 already includes module seed data Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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plugin/modules/LootManager.cs
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178
plugin/modules/LootManager.cs
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using Oxide.Core;
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using Oxide.Core.Plugins;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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namespace Oxide.Plugins
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{
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[Info("Loot Manager", "Corrosion", "1.0.0")]
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[Description("Visual loot table editor with profile switching")]
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public class LootManager : RustPlugin
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{
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#region Configuration
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private Configuration config;
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public class Configuration
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{
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[JsonProperty("Active Loot Profile")]
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public string ActiveProfile { get; set; } = "default";
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[JsonProperty("Loot Profiles")]
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public Dictionary<string, LootProfile> Profiles { get; set; } = new Dictionary<string, LootProfile>();
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}
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public class LootProfile
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{
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[JsonProperty("Profile Name")]
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public string Name { get; set; }
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[JsonProperty("Container Multipliers")]
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public Dictionary<string, float> ContainerMultipliers { get; set; } = new Dictionary<string, float>();
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[JsonProperty("Custom Loot Tables")]
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public Dictionary<string, List<LootItem>> CustomLootTables { get; set; } = new Dictionary<string, List<LootItem>>();
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}
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public class LootItem
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{
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[JsonProperty("Item Shortname")]
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public string Shortname { get; set; }
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[JsonProperty("Min Amount")]
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public int MinAmount { get; set; }
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[JsonProperty("Max Amount")]
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public int MaxAmount { get; set; }
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[JsonProperty("Spawn Chance")]
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public float SpawnChance { get; set; }
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[JsonProperty("Skin ID")]
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public ulong SkinId { get; set; }
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}
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protected override void LoadDefaultConfig()
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{
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config = new Configuration();
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SaveConfig();
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}
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protected override void LoadConfig()
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{
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base.LoadConfig();
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config = Config.ReadObject<Configuration>();
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SaveConfig();
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}
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protected override void SaveConfig() => Config.WriteObject(config);
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#endregion
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#region Hooks
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void OnLootSpawn(LootContainer container)
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{
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// Apply active loot profile to this container
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if (config.Profiles.TryGetValue(config.ActiveProfile, out var profile))
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{
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ModifyContainerLoot(container, profile);
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}
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}
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void OnEntitySpawned(BaseEntity entity)
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{
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// Handle barrel, crate, NPC loot spawns
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if (entity is LootContainer)
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{
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var container = entity as LootContainer;
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NextTick(() => OnLootSpawn(container));
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}
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}
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#endregion
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#region Loot Modification
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private void ModifyContainerLoot(LootContainer container, LootProfile profile)
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{
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// Get container type (crate, barrel, elite, military, etc.)
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string containerType = GetContainerType(container);
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// Check if this container type has custom loot table
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if (profile.CustomLootTables.TryGetValue(containerType, out var lootTable))
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{
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// Clear existing loot
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container.inventory.Clear();
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// Populate with custom loot
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foreach (var lootItem in lootTable)
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{
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if (UnityEngine.Random.value <= lootItem.SpawnChance)
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{
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int amount = UnityEngine.Random.Range(lootItem.MinAmount, lootItem.MaxAmount + 1);
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var item = ItemManager.CreateByName(lootItem.Shortname, amount, lootItem.SkinId);
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if (item != null)
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{
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item.MoveToContainer(container.inventory);
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}
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}
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}
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}
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// Apply multiplier if no custom table
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else if (profile.ContainerMultipliers.TryGetValue(containerType, out var multiplier))
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{
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foreach (var item in container.inventory.itemList)
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{
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item.amount = (int)(item.amount * multiplier);
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}
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}
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}
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private string GetContainerType(LootContainer container)
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{
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// Map container prefab to type string
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string prefab = container.ShortPrefabName.ToLower();
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if (prefab.Contains("crate_normal")) return "normal_crate";
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if (prefab.Contains("crate_elite")) return "elite_crate";
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if (prefab.Contains("crate_mine")) return "mine_crate";
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if (prefab.Contains("barrel")) return "barrel";
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if (prefab.Contains("foodbox")) return "food_crate";
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if (prefab.Contains("military")) return "military_crate";
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return "default";
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}
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#endregion
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#region Commands
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[ChatCommand("loot.profile")]
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private void CmdSwitchProfile(BasePlayer player, string command, string[] args)
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{
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if (!player.IsAdmin) return;
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if (args.Length == 0)
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{
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player.ChatMessage($"Current profile: {config.ActiveProfile}");
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player.ChatMessage($"Available profiles: {string.Join(", ", config.Profiles.Keys)}");
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return;
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}
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string profileName = args[0];
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if (config.Profiles.ContainsKey(profileName))
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{
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config.ActiveProfile = profileName;
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SaveConfig();
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player.ChatMessage($"Switched to loot profile: {profileName}");
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}
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else
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{
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player.ChatMessage($"Profile '{profileName}' not found.");
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}
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}
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#endregion
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}
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}
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20
plugin/modules/README.md
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20
plugin/modules/README.md
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@@ -0,0 +1,20 @@
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# Loot Manager Module
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**Price:** $9.99
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**Category:** Loot Management
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**Version:** 1.0.0
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## Features
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- Visual loot table editor (configured via Corrosion dashboard)
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- Container-specific loot tables (crates, barrels, NPCs, Bradley, Heli)
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- Loot profiles for quick switching (2x Vanilla, 10x Modded, Event Weekend)
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- Multiplier-based loot (simple 2x, 5x, 10x modes)
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- Skin support for custom items
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- One-click profile switching via dashboard
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- In-game command: /loot.profile [name]
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## Configuration
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Managed via Corrosion dashboard at `/modules/loot-manager/config`
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## Installation
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Automatically installed via Corrosion module store. No manual setup required.
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