This commit is contained in:
CWX
2025-01-18 19:54:37 +00:00
4 changed files with 319 additions and 1 deletions
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using Core.Annotations;
using Core.Models.Enums;
using Core.Models.Spt.Config;
using Core.Servers;
namespace ExampleMods.Mods
{
[Injectable]
public class EditConfigs
{
private readonly ConfigServer _configServer;
private readonly BotConfig _botConfig;
private readonly HideoutConfig _hideoutConfig;
private readonly WeatherConfig _weatherConfig;
private readonly AirdropConfig _airdropConfig;
private readonly PmcChatResponse _pmcChatResponseConfig;
private readonly QuestConfig _questConfig;
private readonly PmcConfig _pmcConfig;
// We access configs via ConfigServer
public EditConfigs(
ConfigServer configServer)
{
_configServer = configServer;
// We get the bot config by calling GetConfig and passing the configs 'type' within the diamond brackets
_botConfig = _configServer.GetConfig<BotConfig>();
_hideoutConfig = _configServer.GetConfig<HideoutConfig>();
_weatherConfig = _configServer.GetConfig<WeatherConfig>();
_airdropConfig = _configServer.GetConfig<AirdropConfig>();
_pmcChatResponseConfig = _configServer.GetConfig<PmcChatResponse>();
_questConfig = _configServer.GetConfig<QuestConfig>();
_pmcConfig = _configServer.GetConfig<PmcConfig>();
Run();
}
public void Run()
{
// Let's edit the weather config to make the season winter
_weatherConfig.OverrideSeason = Season.WINTER;
// Let's edit the hideout config to Make all crafts take 60 seconds
_hideoutConfig.OverrideCraftTimeSeconds = 60;
// Let's edit the hideout config to Make all upgrades take 60 seconds
_hideoutConfig.OverrideBuildTimeSeconds = 60;
// Let's edit the airdrop config to Make weapon/armor drops really common
_airdropConfig.AirdropTypeWeightings[SptAirdropTypeEnum.weaponArmor] = 999;
// Let's edit the airdrop config to Make weapon/armor drops always have 3 sealed weapon crates
var weaponCrateMinMax = _airdropConfig.Loot["weaponArmor"].WeaponCrateCount;
weaponCrateMinMax.Min = 3;
weaponCrateMinMax.Max = 3;
// Let's make PMCs always mail you when they kill you
_pmcChatResponseConfig.Killer.ResponseChancePercent = 100;
// Let's make quest rewards sent to you via mail last for over a week if you have an unheard profile
_questConfig.MailRedeemTimeHours["unheard_edition"] = 168;
// Let's make the interchange bot cap huge
_botConfig.MaxBotCap["interchange"] = 50;
// Let's disable loot on scavs
_botConfig.DisableLootOnBotTypes.Add("assault");
// Let's make the conversion rate of scavs to pmcs 100% on factory day
var factory4DayConversionSettings = _pmcConfig.ConvertIntoPmcChance["factory4_day"];
var assaultConversionSettings = factory4DayConversionSettings["assault"];
assaultConversionSettings.Min = 100;
assaultConversionSettings.Max = 100;
}
}
}
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using Core.Annotations;
using Core.Models.Eft.Hideout;
using Core.Models.Enums;
using Core.Models.Utils;
using Core.Services;
namespace ExampleMods.Mods
{
[Injectable]
public class EditDatabaseValues
{
private readonly DatabaseService _databaseService;
public EditDatabaseValues(
DatabaseService databaseService)
{
_databaseService = databaseService;
Run();
}
public void Run()
{
// When SPT starts, it stores all the data found in (SPT_Data\Server\database) in memory
// We can use the '_databaseService' we injected to access this data, this includes files from EFT and SPT
// Lets edit some globals settings to make the game easier
EditGlobals();
// Lets edit the BTR to have the christmas tarcola skin
EditBtr();
// Let's edit the hideout so it's easier to upgrade the lavatory
EditHideout();
// Lets edit the default scav to
EditScavSettings();
// Lets edit Customs
EditCustoms();
}
private void EditGlobals()
{
// Let's edit settings in the GLOBALS file (database/globals.json)
var globals = _databaseService.GetGlobals();
// Let's edit the scav cooldown to be 1 second
globals.Configuration.SavagePlayCooldown = 1;
// Now lets try editing the ragfair unlock level, lets get the ragfair settings first
var ragfairSettings = globals.Configuration.RagFair;
// Lets set the level you need to be to access flea to be 1
ragfairSettings.MinUserLevel = 1;
// Now lets increase the number of offers you can have listed at one time
// The max is stored in a list, different flea ratings give different offer amounts
// We loop over all the settings, setting all of them to be 20
foreach (var offerCountSettings in ragfairSettings.MaxActiveOfferCount)
{
offerCountSettings.Count = 20;
}
}
private void EditBtr()
{
// BTR setting can be found in the GLOBALS file too
var globals = _databaseService.GetGlobals();
// We get the BTR settings from globals first
var btrSettings = globals.Configuration.BTRSettings;
// Let's get the settings for woods specifically, we use 'tryGetValue' for this, the settings will be stored in 'woodsBtrSettings'
btrSettings.MapsConfigs.TryGetValue("Woods", out var woodsBtrSettings);
// Lets set the BTR to use the christmas skin
woodsBtrSettings.BtrSkin = "Tarcola";
}
private void EditHideout()
{
// Hideout data can be found in (SPT_Data\Server\database\hideout)
Core.Models.Spt.Hideout.Hideout hideout = _databaseService.GetHideout();
// We want the areas, they're stored in a list
List<HideoutArea>? hideoutAreas = hideout.Areas;
// We find the toilet, we use 'firstOrDefault', if we cant find the lavatory, 'lavatoryArea' will be null
HideoutArea? lavatoryArea = hideoutAreas.FirstOrDefault(area => area.Type == HideoutAreas.LAVATORY);
// Now we have the toilet, we can find the requirements to craft, all data is stored by stage
var toiletStages = lavatoryArea.Stages;
// Stages are stored in a dictionary, a dictionary has a 'key' and a 'value'
// In this case, the 'key' is the upgrade stage, e.g. "1", or "2"
// We reference to each stage as a 'stageKvP' this means 'Key value Pair', every key has a value (key = stage number, value = data for that stage)
foreach (var stageKvP in toiletStages)
{
// while we're here, we can make the stages craft really fast (60 seconds)
stageKvP.Value.ConstructionTime = 60;
// Let's get the stage requirements, they're a list
var stageRequirements = stageKvP.Value.Requirements;
// We empty the requirements out, now it can be built straight away
stageRequirements.Clear();
}
}
private void EditScavSettings()
{
var bots = _databaseService.GetBots();
// Same as the above example, we use 'TryGetValue' to get the 'assault' bot (assault is the internal name for scavs)
bots.Types.TryGetValue("assault", out var assaultBot);
// Let's make the chance to get a good backpack really high
assaultBot.BotInventory.Equipment.TryGetValue(EquipmentSlots.Backpack, out Dictionary<string, double> backPacks);
// We access the backpacks dictionary by key directly using square brackets, we use ItemTpl to get the items ID
// Alternately, we could have typed backPacks["59e763f286f7742ee57895da"] and done the same thing, ItemTpl makes it easier to read
backPacks[ItemTpl.BACKPACK_PILGRIM_TOURIST] = 999999;
// Now lets make them always have an M4A1
assaultBot.BotInventory.Equipment.TryGetValue(EquipmentSlots.FirstPrimaryWeapon, out Dictionary<string, double> primaryWeapons);
// We edit the weight value (pick chance) that is already there to be massive, making the item more likely to be picked
primaryWeapons[ItemTpl.ASSAULTRIFLE_COLT_M4A1_556X45_ASSAULT_RIFLE] = 999999;
// Now lets make them always have the first name of Gary
// We start by removing all the existing names
assaultBot.FirstNames.Clear();
// We add the new name Gary, very menacing
assaultBot.FirstNames.Add("Gary");
}
private void EditCustoms()
{
// Let's get all the maps (called locations)
var locations = _databaseService.GetLocations();
// Customs is called 'bigmap' in eft
var customs = locations.Bigmap;
// Lets get the exits and make them all 100% chance to appear
var exits = customs.Base.Exits;
// They're stored as a list so we can loop over them
foreach (var exit in exits)
{
// I can't remember which one is used, you'd assume ChancePVE is used in pve, but this is BSG we're dealing with
// So we set both
exit.Chance = 100;
exit.ChancePVE = 100;
}
// Lets try editing the airdrops on customs to be better
var airdropSettings = customs.Base.AirdropParameters;
// They're stored in an array but there's only one bunch of settings, it means we have to get the first item from the list,
// An alternate way to access the first item is done by using square brackets with the 'index' of the item we want,
// indexes start at 0 so we want to type "[0]" to access the first item in the list,
var actualAirdropSettings = airdropSettings.First();
// Make it spawn 100%
actualAirdropSettings.PlaneAirdropChance = 1; // Number between 0 and 1
// Make it spawn as early as start of raid
actualAirdropSettings.PlaneAirdropStartMin = 1;
// Let's make bosses spawn 100% of the time
// We get all the bosses, they're stored in a list
var bosses = customs.Base.BossLocationSpawn;
// Let's get Reshala, we use "FirstOrDefault" and look for the first boss with the name "bossBully"
var reshala = bosses.FirstOrDefault(boss => boss.BossName == "bossBully");
// Set him to 100%
reshala.BossChance = 100;
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Core.Annotations;
using Core.Models.Logging;
using Core.Models.Utils;
namespace ExampleMods.Mods
{
[Injectable]
public class Logging
{
private readonly ISptLogger<Logging> _logger;
// Constructor - Inject a 'ISptLogger' with your mods Class in the diamond brackets
public Logging(
ISptLogger<Logging> logger)
{
// Save the logger we're injecting into a private variable that is scoped to this class (only this class has access to it)
_logger = logger;
// Not 100% necessary but let's split our code out into a method to make it easier to read
Run();
}
public void Run()
{
// We can access the logger to assigned in the constructor here
_logger.Success("This is a success message");
_logger.Warning("This is a warning message");
_logger.Error("This is an error message");
_logger.Info("This is an info message");
_logger.Critical("this is a critical message");
// Logging with colors requires you to 'pass' the text color and background color
_logger.LogWithColor("This is a message with custom colors", LogTextColor.Red, LogBackgroundColor.Black);
_logger.Debug("This is a debug message that gets written to the log file, not the console");
}
}
}
@@ -16,7 +16,7 @@ public class WatermarkOverride(
{
public override void Initialize()
{
Console.WriteLine("This is a watermark mod override!");
_logger.Success("This is a watermark mod override!");
base.Initialize();
}