Files
MSCO/OilCheck.cs
MrMahoandClaude Opus 5.5 0a9da7bc9c oilcheck console command: show every oil leak source (2.10.6)
Engine leak values, oilpan bolts incl. drain plug, oil filter item (items.txt).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:41:08 +02:00

118 lines
5.6 KiB
C#

using System.Collections.Generic;
using System.Globalization;
using HutongGames.PlayMaker;
using UnityEngine;
namespace MSCO
{
/// <summary>
/// Konsole "oilcheck": woher läuft Öl aus? Das Spiel kennt fünf Quellen - die Motor-FSM rechnet LeakOilpan,
/// LeakOilfilter, LeakHeadgasket und LeakRockerCover aus den Teilen aus, dazu die Ablassschraube der Ölwanne
/// (Stufe 0-5 = offen, Objekt "Oil" aktiv). Der Ölfilter ist ein gekauftes Teil und steht in items.txt
/// (Installed/Tightness) - fehlt die Datei im Spielstand eines Servers, fehlt auch der Filter.
/// </summary>
public static class OilCheck
{
static readonly string[] PartWords = { "oilpan", "oilfilter", "oil filter", "headgasket", "rocker", "valvecover", "drain" };
public static List<string> Report()
{
var lines = new List<string>();
if (!MenuHelper.InGame) { lines.Add("Only in the game."); return lines; }
var fsms = Object.FindObjectsOfType<PlayMakerFSM>();
// 1. Leck-Werte der Motor-FSM
bool leakFsm = false;
foreach (PlayMakerFSM f in fsms)
{
if (f == null || f.FsmVariables.FindFsmFloat("LeakOilfilter") == null) continue;
leakFsm = true;
var parts = new List<string>();
foreach (FsmFloat v in f.FsmVariables.FloatVariables)
if (v != null && v.Name.StartsWith("Leak")) parts.Add(v.Name + "=" + Num(v.Value));
lines.Add("Engine leaks (" + f.gameObject.name + "/" + f.FsmName + ", state " + f.ActiveStateName + "): " + string.Join(" ", parts.ToArray()));
}
if (!leakFsm) lines.Add("Engine leak values: not found (engine not assembled?)");
// 2. Teile in der Database (eingebaut, festgeschraubt, kaputt, Ölstand)
foreach (PlayMakerFSM f in Resources.FindObjectsOfTypeAll<PlayMakerFSM>())
{
if (f == null || f.FsmName != "Data" || f.gameObject.hideFlags != HideFlags.None) continue;
if (f.transform.root.name != "Database" || !Matches(f.gameObject.name)) continue;
lines.Add(" " + f.gameObject.name + ": " + Values(f.FsmVariables, "Installed", "Bolted", "Damaged", "Tightness", "Oil", "Wear"));
}
// 3. Schrauben der Ölwanne (die Ablassschraube schaltet das Leck "Oil")
foreach (PlayMakerFSM f in fsms)
{
if (f == null || f.FsmName != "Screw") continue;
string path = FsmSync.PathOf(f.transform);
if (path.ToLower().IndexOf("oilpan", System.StringComparison.Ordinal) < 0) continue;
FsmInt stage = f.FsmVariables.FindFsmInt("Stage");
lines.Add(" bolt " + Short(path) + ": stage " + (stage != null ? stage.Value.ToString() : "?") + (Switches(f) ? " (drain plug - 0-5 = open)" : ""));
}
foreach (GameObject go in Object.FindObjectsOfType<GameObject>())
if (go.name == "Oil" && go.transform.parent != null && FsmSync.PathOf(go.transform).ToLower().Contains("oilpan"))
lines.Add(" drain leak object " + Short(FsmSync.PathOf(go.transform)) + " is ACTIVE (oil runs out of the drain plug)");
// 4. Ölfilter als Gegenstand (items.txt)
int filters = 0;
foreach (PlayMakerFSM f in fsms)
{
if (f == null || !f.gameObject.name.StartsWith("oil filter")) continue;
if (f.FsmVariables.FindFsmBool("Installed") == null && f.FsmVariables.FindFsmFloat("Tightness") == null) continue;
filters++;
lines.Add(" item " + f.gameObject.name + " (" + f.FsmName + ", under " + f.transform.root.name + "): "
+ Values(f.FsmVariables, "Installed", "Tightness", "Consumed", "Dirt"));
}
if (filters == 0) lines.Add(" no oil filter item in the world - if the server's save has no items.txt, bought parts are missing");
return lines;
}
static bool Matches(string name)
{
string n = name.ToLower();
foreach (string w in PartWords) if (n.Contains(w)) return true;
return false;
}
static bool Switches(PlayMakerFSM f)
{
try
{
foreach (FsmState s in f.FsmStates)
{
if (!s.ActionsLoaded) s.LoadActions();
if (s.Actions == null) continue;
foreach (FsmStateAction a in s.Actions) if (a != null && a.GetType().Name == "ActivateGameObject") return true;
}
}
catch { }
return false;
}
static string Values(FsmVariables vars, params string[] names)
{
var parts = new List<string>();
foreach (string n in names)
{
FsmBool b = vars.FindFsmBool(n);
if (b != null) { parts.Add(n + "=" + b.Value); continue; }
FsmFloat f = vars.FindFsmFloat(n);
if (f != null) { parts.Add(n + "=" + Num(f.Value)); continue; }
FsmInt i = vars.FindFsmInt(n);
if (i != null) parts.Add(n + "=" + i.Value);
}
return parts.Count == 0 ? "-" : string.Join(" ", parts.ToArray());
}
static string Num(float v) { return v.ToString("0.###", CultureInfo.InvariantCulture); }
static string Short(string path)
{
string[] s = path.Split('|');
return s.Length <= 3 ? path : "…|" + string.Join("|", s, s.Length - 3, 3);
}
}
}