fixed configs missing types
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@@ -0,0 +1,18 @@
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namespace Core.Models.Enums;
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public enum AirdropTypeEnum
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{
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Common,
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Supply,
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Medical,
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Weapon
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}
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public enum SptAirdropTypeEnum
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{
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mixed,
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barter,
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foodMedical,
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weaponArmor,
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radar
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}
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@@ -0,0 +1,8 @@
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namespace Core.Models.Enums;
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public enum GiftSenderType
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{
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System,
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Trader,
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User
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}
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@@ -0,0 +1,11 @@
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namespace Core.Models.Enums;
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public enum Season {
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SUMMER = 0,
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AUTUMN = 1,
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WINTER = 2,
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SPRING = 3,
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AUTUMN_LATE = 4,
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SPRING_EARLY = 5,
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STORM = 6,
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}
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@@ -0,0 +1,11 @@
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namespace Core.Models.Enums;
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public enum SeasonalEventType
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{
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None,
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Christmas,
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Halloween,
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NewYears,
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Promo,
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AprilFools
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}
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@@ -0,0 +1,12 @@
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namespace Core.Models.Enums;
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public enum WindDirection {
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EAST = 1,
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NORTH = 2,
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WEST = 3,
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SOUTH = 4,
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SE = 5,
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SW = 6,
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NW = 7,
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NE = 8,
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}
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Text.Json.Serialization;
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using Core.Models.Common;
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using Core.Models.Enums;
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namespace Core.Models.Spt.Config;
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@@ -1,4 +1,5 @@
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using System.Text.Json.Serialization;
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using Core.Models.Eft.Game;
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namespace Core.Models.Spt.Config;
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@@ -42,7 +42,7 @@ public class Gift
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/// Optional - supply a trader type to send from, not necessary when sending from SYSTEM or USER
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/// </summary>
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[JsonPropertyName("trader")]
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public Traders? Trader { get; set; }
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public string? Trader { get; set; }
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[JsonPropertyName("messageText")]
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public string MessageText { get; set; }
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@@ -1,4 +1,5 @@
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using System.Text.Json.Serialization;
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using Core.Models.Eft.Common;
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namespace Core.Models.Spt.Config;
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@@ -1,5 +1,6 @@
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using System.Text.Json.Serialization;
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using Core.Models.Eft.Common;
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using Core.Models.Enums;
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namespace Core.Models.Spt.Config;
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@@ -1,5 +1,6 @@
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using System.Text.Json.Serialization;
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using Core.Models.Common;
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using Core.Models.Spt.Services;
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namespace Core.Models.Spt.Config;
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@@ -1,5 +1,6 @@
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using System.Text.Json.Serialization;
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using Core.Models.Common;
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using Core.Models.Enums;
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namespace Core.Models.Spt.Config;
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@@ -0,0 +1,92 @@
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using System.Text.Json.Serialization;
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using Core.Models.Common;
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using Core.Models.Enums;
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namespace Core.Models.Spt.Services;
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public class LootRequest
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{
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/// <summary>
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/// Count of weapons to generate
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/// </summary>
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[JsonPropertyName("weaponPresetCount")]
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public MinMax WeaponPresetCount { get; set; }
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/// <summary>
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/// Count of armor to generate
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/// </summary>
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[JsonPropertyName("armorPresetCount")]
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public MinMax ArmorPresetCount { get; set; }
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/// <summary>
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/// Count of items to generate
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/// </summary>
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[JsonPropertyName("itemCount")]
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public MinMax ItemCount { get; set; }
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/// <summary>
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/// Count of sealed weapon crates to generate
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/// </summary>
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[JsonPropertyName("weaponCrateCount")]
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public MinMax WeaponCrateCount { get; set; }
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/// <summary>
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/// Item tpl blacklist to exclude
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/// </summary>
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[JsonPropertyName("itemBlacklist")]
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public List<string> ItemBlacklist { get; set; }
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/// <summary>
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/// Item tpl whitelist to pick from
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/// </summary>
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[JsonPropertyName("itemTypeWhitelist")]
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public List<string> ItemTypeWhitelist { get; set; }
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/// <summary>
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/// key: item base type: value: max count
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/// </summary>
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[JsonPropertyName("itemLimits")]
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public Dictionary<string, int> ItemLimits { get; set; }
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[JsonPropertyName("itemStackLimits")]
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public Dictionary<string, MinMax> ItemStackLimits { get; set; }
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/// <summary>
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/// Allowed armor plate levels 2/3/4/5/6 for armor generated
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/// </summary>
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[JsonPropertyName("armorLevelWhitelist")]
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public List<int> ArmorLevelWhitelist { get; set; }
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/// <summary>
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/// Should boss items be included in allowed items
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/// </summary>
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[JsonPropertyName("allowBossItems")]
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public bool AllowBossItems { get; set; }
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/// <summary>
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/// Should item.json item reward blacklist be used
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/// </summary>
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[JsonPropertyName("useRewardItemBlacklist")]
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public bool? UseRewardItemBlacklist { get; set; }
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/// <summary>
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/// Should forced loot be used instead of randomised loot
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/// </summary>
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[JsonPropertyName("useForcedLoot")]
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public bool? UseForcedLoot { get; set; }
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/// <summary>
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/// Item tpls + count of items to force include
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/// </summary>
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[JsonPropertyName("forcedLoot")]
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public Dictionary<string, MinMax> ForcedLoot { get; set; }
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}
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public class AirdropLootRequest : LootRequest
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{
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/// <summary>
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/// Airdrop icon used by client to show crate type
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/// </summary>
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[JsonPropertyName("icon")]
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public AirdropTypeEnum? Icon { get; set; }
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}
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