Merge pull request #2 from CWXDEV/main

Added more types, some are unfinished, ill come back to these tomorrow
This commit is contained in:
clodanSPT
2025-01-06 18:26:02 +00:00
committed by GitHub
85 changed files with 4822 additions and 44 deletions
+3
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@@ -30,6 +30,9 @@ bld/
[Oo]bj/ [Oo]bj/
[Ll]og/ [Ll]og/
# Rider specific
.idea
# Visual Studio 2015/2017 cache/options directory # Visual Studio 2015/2017 cache/options directory
.vs/ .vs/
# Uncomment if you have tasks that create the project's static files in wwwroot # Uncomment if you have tasks that create the project's static files in wwwroot
-13
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@@ -1,13 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/.idea.server-csharp.iml
/modules.xml
/projectSettingsUpdater.xml
/contentModel.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
-4
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@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
-8
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@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>
-6
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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
+26
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@@ -0,0 +1,26 @@
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Callbacks;
public class BotCallbacks
{
public string GetBotLimit(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetBotDifficulty(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<BotBase>> GenerateBots(string url, GenerateBotsRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetBotCap()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,19 @@
namespace Core.Models.Spt.Callbacks;
public class BundleCallbacks
{
public object SendBundle(string sessionID, object req, object res, object body)
{
throw new NotImplementedException();
}
public string GetBundles(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public string GetBundle(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,24 @@
namespace Core.Models.Spt.Callbacks;
public class CustomizationCallbacks
{
public GetBodyResponseData<object> GetSuits(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<Suit>> GetTraderSuits(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse WearClothing(PmcData pmcData, WearClothingRequestData body, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse BuyClothing(PmcData pmcData, BuyClothingRequestData body, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,79 @@
namespace Core.Models.Spt.Callbacks;
public class DialogCallbacks
{
public GetBodyResponseData<GetFriendListDataResponse> GetFriendList(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> GetChatServerList(string url, GetChatServerListRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<DialogueInfo>> GetMailDialogList(string url, GetMailDialogListRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<GetMailDialogViewResponseData> GetMailDialogView(string url, GetMailDialogViewRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> GetMailDialogInfo(string url, GetMailDialogInfoRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> RemoveDialog(string url, RemoveDialogRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> PinDialog(string url, PinDialogRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> UnpinDialog(string url, PinDialogRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> SetRead(string url, SetDialogReadRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<GetAllAttachmentsResponse> GetAllAttachments(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> ListOutbox(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> ListInbox(string url, EmptyRequestData info, string sessionID)
{
}
public NullResponseData SendFriendRequest(string url, FriendRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<int> SendMessage(string url, SendMessageRequest info, string sessionID)
{
throw new NotImplementedException();
}
public bool Update()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,44 @@
namespace Core.Models.Spt.Callbacks;
public class GameCallbacks
{
public NullResponseData VersionValidata(string url, VersionValidaterequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> GameStart(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> GameLogout(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<GameConfigResponse> GetGameConfig(string url, GameEmptyCrcRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> GetServer(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> ValidateGameVersion(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> GameKeepalive(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetVersion(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,9 @@
namespace Core.Models.Spt.Callbacks;
public class HandbookCallbacks
{
public void Load()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,29 @@
namespace Core.Models.Spt.Callbacks;
public class HealthCallbacks
{
public SptProfile OnLoad(string sessionID)
{
throw new NotImplementedException();
}
public object SyncHealth(string url, SyncHealthRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public object OffraidEat(PmcData pmcData, OffraidEatRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public object OffraidHeal(PmcData pmcData, OffraidHealRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public object HealthTreatment(PmcData pmcData, HealthTreatmentRequestData info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,54 @@
namespace Core.Models.Spt.Callbacks;
public class HideoutCallbacks
{
public ItemEventRouterRepsonse Upgrade(PmcData pmcData, HideoutUpgraderequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse UpgradeComplete(PmcData pmcData, HideoutUpgradeCompleterequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse PutItemsInAreaSlots(PmcData pmcData, HideoutPutItemInRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse TakeItemsFromAreaSlots(PmcData pmcData, HideoutTakeItemOutRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse ToggleArea(PmcData pmcData, HideoutToggleAreaRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse SingleProductionStart(PmcData pmcData, HideoutSingleProductionStartRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse ScavCaseProductionStart(PmcData pmcData, HideoutScavCaseStartRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse ContinuousProductionStart(PmcData pmcData, HideoutContinuousProductionRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterRepsonse TakeProduction(PmcData pmcData, HideoutTakeProductionRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public bool Update(int timeSinceLastRun)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,19 @@
namespace Core.Models.Spt.Callbacks;
public class HttpCallbacks
{
public void Load()
{
throw new NotImplementedException();
}
public void SendImage(string sessionID, object req, object resp, object body)
{
throw new NotImplementedException();
}
public string GetImage()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,24 @@
namespace Core.Models.Spt.Callbacks;
public class InsuranceCallbacks
{
public SptProfile OnLoad(string sessionID)
{
throw new NotImplementedException();
}
public object GetInsuranceCost(string url, GetInsuranceCostRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public object Insure(PmcData pmcData, InsureRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public bool Update(int secondsSinceLastRun)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,84 @@
namespace Core.Models.Spt.Callbacks;
public class InventoryCallbacks
{
public ItemEventRouterResponse MoveItem(PmcData pmcData, InventoryMoveRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse RemoveItem(PmcData pmcData, InventoryRemoveRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse SplitItem(PmcData pmcData, InventorySplitRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse MergeItem(PmcData pmcData, InventoryMergeRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse TransferItem(PmcData pmcData, InventoryTransferRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse SwapItem(PmcData pmcData, InventorySwapRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse FoldItem(PmcData pmcData, InventoryFoldRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse ToggleItem(PmcData pmcData, InventoryToggleRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse TagItem(PmcData pmcData, InventoryTagRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse BindItem(PmcData pmcData, InventoryBindRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse ExamineItem(PmcData pmcData, InventoryExamineRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse ReadEncyclopedia(PmcData pmcData, InventoryReadEncyclopediaRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse SortInventory(PmcData pmcData, InventorySortRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse CreateMapMarker(PmcData pmcData, InventoryCreateMarkerRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse DeleteMapMarker(PmcData pmcData, InventoryDeleteMarkerRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse EditMapMarker(PmcData pmcData, InventoryEditMarkerRequestData info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,9 @@
namespace Core.Models.Spt.Callbacks;
public class ItemEventCallbacks
{
public GetBodyResponseData<ItemEventRouterResponse> HandleEvents(string url, ItemEventRouterRequest info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,69 @@
namespace Core.Models.Spt.Callbacks;
public class LauncherCallbacks
{
public string Connect()
{
throw new NotImplementedException();
}
public string Login(string url, LoginRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string Register(string url, RegisterData info, string sessionID)
{
throw new NotImplementedException();
}
public string Get(string url, LoginRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string ChangeUsername(string url, ChangeRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string ChangePassword(string url, ChangeRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string Wipe(string url, RegisterData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetMiniProfile(string url, GetMiniProfileRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetAllMiniProfiles(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public string GetServerVersion()
{
throw new NotImplementedException();
}
public string Ping(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public string RemoveProfile(string url, RemoveProfileData info, string sessionID)
{
throw new NotImplementedException();
}
public string GetCompatibleTarkovVersion()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,16 @@
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Callbacks;
public class LocationCallbacks
{
public GetBodyResponseData<LocationsGenerateAllResponse> GetLocationData(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<LocationBase> GetLocation(string url, GetLocationRequestData info, string sessionID)
{
throw new NotImplementedException();
}
}
+24
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@@ -0,0 +1,24 @@
namespace Core.Models.Spt.Callbacks;
public class ModCallbacks
{
public void Load()
{
throw new NotImplementedException();
}
public void SendBundle(string sessionID, object req, object resp, object body)
{
throw new NotImplementedException();
}
public string GetBundles(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public string GetBundle(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,19 @@
namespace Core.Models.Spt.Callbacks;
public class NoteCallbacks
{
public ItemEventRouterResponse AddNote(PmcData pmcData, NoteActionData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse EditNote(PmcData pmcData, NoteActionData info, string sessionID)
{
throw new NotImplementedException();
}
public ItemEventRouterResponse DeleteNote(PmcData pmcData, NoteActionData info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,35 @@
namespace Core.Models.Spt.Callbacks;
public class NotifierCallbacks
{
/**
* If we don't have anything to send, it's ok to not send anything back
* because notification requests can be long-polling. In fact, we SHOULD wait
* until we actually have something to send because otherwise we'd spam the client
* and the client would abort the connection due to spam.
*/
public void SendNotification(string sessionID, object req, object resp, object data)
{
throw new NotImplementedException();
}
public GetBodyResponseData<List<object>> GetNotifier(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<NotifierChannel> CreateNotifierChannel(string url, EmptyRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public GetBodyResponseData<object> SelectProfile(string url, UIDRequestData info, string sessionID)
{
throw new NotImplementedException();
}
public string Notify(string url, object info, string sessionID)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class PresetBuildCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class PresetCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class ProfileCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class QuestCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class RagfairCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class RepairCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class SaveCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class TradeCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class TraderCallbacks
{
}
@@ -0,0 +1,6 @@
namespace Core.Models.Spt.Callbacks;
public class WeatherCallbacks
{
}
+128
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@@ -0,0 +1,128 @@
using System.Collections.Generic;
using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public class AirdropConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-airdrop";
[JsonPropertyName("airdropTypeWeightings")]
public Dictionary<SptAirdropTypeEnum, double> AirdropTypeWeightings { get; set; }
/// <summary>
/// What rewards will the loot crate contain, keyed by drop type e.g. mixed/weaponArmor/foodMedical/barter
/// </summary>
[JsonPropertyName("loot")]
public Dictionary<string, AirdropLoot> Loot { get; set; }
[JsonPropertyName("customAirdropMapping")]
public Dictionary<string, SptAirdropTypeEnum> CustomAirdropMapping { get; set; }
}
/// <summary>
/// Chance map will have an airdrop occur out of 100 - locations not included count as 0%
/// </summary>
public class AirdropChancePercent
{
[JsonPropertyName("bigmap")]
public double Bigmap { get; set; }
[JsonPropertyName("woods")]
public double Woods { get; set; }
[JsonPropertyName("lighthouse")]
public double Lighthouse { get; set; }
[JsonPropertyName("shoreline")]
public double Shoreline { get; set; }
[JsonPropertyName("interchange")]
public double Interchange { get; set; }
[JsonPropertyName("reserve")]
public double Reserve { get; set; }
[JsonPropertyName("tarkovStreets")]
public double TarkovStreets { get; set; }
[JsonPropertyName("sandbox")]
public double Sandbox { get; set; }
}
/// <summary>
/// Loot inside crate
/// </summary>
public class AirdropLoot
{
[JsonPropertyName("Icon")]
public AirdropTypeEnum Icon { get; set; }
/// <summary>
/// Min/max of weapons inside crate
/// </summary>
[JsonPropertyName("weaponPresetCount")]
public MinMax? WeaponPresetCount { get; set; }
/// <summary>
/// Min/max of armors (head/chest/rig) inside crate
/// </summary>
[JsonPropertyName("armorPresetCount")]
public MinMax? ArmorPresetCount { get; set; }
/// <summary>
/// Min/max of items inside crate
/// </summary>
[JsonPropertyName("itemCount")]
public MinMax ItemCount { get; set; }
/// <summary>
/// Min/max of sealed weapon boxes inside crate
/// </summary>
[JsonPropertyName("weaponCrateCount")]
public MinMax WeaponCrateCount { get; set; }
/// <summary>
/// Items to never allow - tpls
/// </summary>
[JsonPropertyName("itemBlacklist")]
public List<string> ItemBlacklist { get; set; }
/// <summary>
/// Item type (parentId) to allow inside crate
/// </summary>
[JsonPropertyName("itemTypeWhitelist")]
public List<string> ItemTypeWhitelist { get; set; }
/// <summary>
/// Item type/ item tpls to limit count of inside crate - key: item base type: value: max count
/// </summary>
[JsonPropertyName("itemLimits")]
public Dictionary<string, double> ItemLimits { get; set; }
/// <summary>
/// Items to limit stack size of key: item tpl value: min/max stack size
/// </summary>
[JsonPropertyName("itemStackLimits")]
public Dictionary<string, MinMax> ItemStackLimits { get; set; }
/// <summary>
/// Armor levels to allow inside crate e.g. [4,5,6]
/// </summary>
[JsonPropertyName("armorLevelWhitelist")]
public List<int>? ArmorLevelWhitelist { get; set; }
/// <summary>
/// Should boss items be added to airdrop crate
/// </summary>
[JsonPropertyName("allowBossItems")]
public bool AllowBossItems { get; set; }
[JsonPropertyName("useForcedLoot")]
public bool? UseForcedLoot { get; set; }
[JsonPropertyName("forcedLoot")]
public Dictionary<string, MinMax>? ForcedLoot { get; set; }
}
+30
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@@ -0,0 +1,30 @@
namespace Core.Models.Spt.Config;
using System.Text.Json.Serialization;
public class BackupConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-backup";
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("maxBackups")]
public int MaxBackups { get; set; }
[JsonPropertyName("directory")]
public string Directory { get; set; }
[JsonPropertyName("backupInterval")]
public BackupConfigInterval BackupInterval { get; set; }
}
public class BackupConfigInterval
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("intervalMinutes")]
public int IntervalMinutes { get; set; }
}
+18
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@@ -0,0 +1,18 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; }
}
public class RunIntervalValues
{
[JsonPropertyName("inRaid")]
public int InRaid { get; set; }
[JsonPropertyName("outOfRaid")]
public int OutOfRaid { get; set; }
}
+525
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@@ -0,0 +1,525 @@
using System.Collections.Generic;
using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Config;
public class BotConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-bot";
/** How many variants of each bot should be generated on raid start */
[JsonPropertyName("presetBatch")]
public PresetBatch PresetBatch { get; set; }
/** Bot roles that should not have PMC types (pmcBEAR/pmcUSEC) added as enemies to */
[JsonPropertyName("botsToNotAddPMCsAsEnemiesTo")]
public List<string> BotsToNotAddPMCsAsEnemiesTo { get; set; }
/** What bot types should be classified as bosses */
[JsonPropertyName("bosses")]
public List<string> Bosses { get; set; }
/** Control weapon/armor durability min/max values for each bot type */
[JsonPropertyName("durability")]
public BotDurability Durability { get; set; }
/** Controls the percentage values of randomization item resources */
[JsonPropertyName("lootItemResourceRandomization")]
public Dictionary<string, RandomisedResourceDetails> LootItemResourceRandomization { get; set; }
/** Control what bots are added to a bots revenge list key: bottype, value: bottypes to revenge on seeing their death */
[JsonPropertyName("revenge")]
public Dictionary<string, List<string>> Revenge { get; set; }
/** Control how many items are allowed to spawn on a bot
* key: bottype, value: <key: itemTpl: value: max item count> */
[JsonPropertyName("itemSpawnLimits")]
public Dictionary<string, Dictionary<string, int>> ItemSpawnLimits { get; set; }
/** Blacklist/whitelist items on a bot */
[JsonPropertyName("equipment")]
public Dictionary<string, EquipmentFilters> Equipment { get; set; }
/** Show a bots botType value after their name */
[JsonPropertyName("showTypeInNickname")]
public bool ShowTypeInNickname { get; set; }
/** What ai brain should a normal scav use per map */
[JsonPropertyName("assaultBrainType")]
public Dictionary<string, Dictionary<string, int>> AssaultBrainType { get; set; }
/** What ai brain should a player scav use per map */
[JsonPropertyName("playerScavBrainType")]
public Dictionary<string, Dictionary<string, int>> PlayerScavBrainType { get; set; }
/** Max number of bots that can be spawned in a raid at any one time */
[JsonPropertyName("maxBotCap")]
public Dictionary<string, int> MaxBotCap { get; set; }
/** Chance scav has fake pscav name e.g. Scav name (player name) */
[JsonPropertyName("chanceAssaultScavHasPlayerScavName")]
public int ChanceAssaultScavHasPlayerScavName { get; set; }
/** How many stacks of secret ammo should a bot have in its bot secure container */
[JsonPropertyName("secureContainerAmmoStackCount")]
public int SecureContainerAmmoStackCount { get; set; }
/** Bot roles in this array will be given a dog tag on generation */
[JsonPropertyName("botRolesWithDogTags")]
public List<string> BotRolesWithDogTags { get; set; }
/** Settings to control the items that get added into wallets on bots */
[JsonPropertyName("walletLoot")]
public WalletLootSettings WalletLoot { get; set; }
/** Currency weights, Keyed by botrole / currency */
[JsonPropertyName("currencyStackSize")]
public Dictionary<string, Dictionary<string, Dictionary<string, int>>> CurrencyStackSize { get; set; }
/** Tpls for low profile gas blocks */
[JsonPropertyName("lowProfileGasBlockTpls")]
public List<string> LowProfileGasBlockTpls { get; set; }
/** What bottypes should be excluded from having loot generated on them (backpack/pocket/vest) does not disable food/drink/special/ */
[JsonPropertyName("disableLootOnBotTypes")]
public List<string> DisableLootOnBotTypes { get; set; }
[JsonPropertyName("assaultToBossConversion")]
public AssaultToBossConversion AssaultToBossConversion { get; set; }
/** Max length a bots name can be */
[JsonPropertyName("botNameLengthLimit")]
public int BotNameLengthLimit { get; set; }
/** Bot roles that must have a unique name when generated vs other bots in raid */
[JsonPropertyName("botRolesThatMustHaveUniqueName")]
public List<string> BotRolesThatMustHaveUniqueName { get; set; }
}
public class AssaultToBossConversion
{
[JsonPropertyName("bossConvertEnabled")]
public bool BossConvertEnabled { get; set; }
[JsonPropertyName("bossesToConvertToWeights")]
public Dictionary<string, int> BossesToConvertToWeights { get; set; }
[JsonPropertyName("bossConvertMinMax")]
public Dictionary<string, MinMax> BossConvertMinMax { get; set; }
}
/** Number of bots to generate and store in cache on raid start per bot type */
public class PresetBatch
{
[JsonPropertyName("assault")]
public int Assault { get; set; }
[JsonPropertyName("bossBully")]
public int BossBully { get; set; }
[JsonPropertyName("bossGluhar")]
public int BossGluhar { get; set; }
[JsonPropertyName("bossKilla")]
public int BossKilla { get; set; }
[JsonPropertyName("bossKojaniy")]
public int BossKojaniy { get; set; }
[JsonPropertyName("bossSanitar")]
public int BossSanitar { get; set; }
[JsonPropertyName("bossTagilla")]
public int BossTagilla { get; set; }
[JsonPropertyName("bossKnight")]
public int BossKnight { get; set; }
[JsonPropertyName("bossTest")]
public int BossTest { get; set; }
[JsonPropertyName("cursedAssault")]
public int CursedAssault { get; set; }
[JsonPropertyName("followerBully")]
public int FollowerBully { get; set; }
[JsonPropertyName("followerGluharAssault")]
public int FollowerGluharAssault { get; set; }
[JsonPropertyName("followerGluharScout")]
public int FollowerGluharScout { get; set; }
[JsonPropertyName("followerGluharSecurity")]
public int FollowerGluharSecurity { get; set; }
[JsonPropertyName("followerGluharSnipe")]
public int FollowerGluharSnipe { get; set; }
[JsonPropertyName("followerKojaniy")]
public int FollowerKojaniy { get; set; }
[JsonPropertyName("followerSanitar")]
public int FollowerSanitar { get; set; }
[JsonPropertyName("followerTagilla")]
public int FollowerTagilla { get; set; }
[JsonPropertyName("followerBirdEye")]
public int FollowerBirdEye { get; set; }
[JsonPropertyName("followerBigPipe")]
public int FollowerBigPipe { get; set; }
[JsonPropertyName("followerTest")]
public int FollowerTest { get; set; }
[JsonPropertyName("followerBoar")]
public int FollowerBoar { get; set; }
[JsonPropertyName("marksman")]
public int Marksman { get; set; }
[JsonPropertyName("pmcBot")]
public int PmcBot { get; set; }
[JsonPropertyName("sectantPriest")]
public int SectantPriest { get; set; }
[JsonPropertyName("sectantWarrior")]
public int SectantWarrior { get; set; }
[JsonPropertyName("gifter")]
public int Gifter { get; set; }
[JsonPropertyName("test")]
public int Test { get; set; }
[JsonPropertyName("exUsec")]
public int ExUsec { get; set; }
[JsonPropertyName("arenaFighterEvent")]
public int ArenaFighterEvent { get; set; }
[JsonPropertyName("arenaFighter")]
public int ArenaFighter { get; set; }
[JsonPropertyName("crazyAssaultEvent")]
public int CrazyAssaultEvent { get; set; }
[JsonPropertyName("bossBoar")]
public int BossBoar { get; set; }
[JsonPropertyName("bossBoarSniper")]
public int BossBoarSniper { get; set; }
[JsonPropertyName("pmcUSEC")]
public int PmcUSEC { get; set; }
[JsonPropertyName("pmcBEAR")]
public int PmcBEAR { get; set; }
}
public class WalletLootSettings
{
/// <summary>
/// Chance wallets have loot in them
/// </summary>
[JsonPropertyName("chancePercent")]
public float ChancePercent { get; set; }
[JsonPropertyName("itemCount")]
public MinMax ItemCount { get; set; }
[JsonPropertyName("stackSizeWeight")]
public Dictionary<string, float> StackSizeWeight { get; set; }
[JsonPropertyName("currencyWeight")]
public Dictionary<string, float> CurrencyWeight { get; set; }
/// <summary>
/// What wallets will have money in them
/// </summary>
[JsonPropertyName("walletTplPool")]
public List<string> WalletTplPool { get; set; }
}
public class EquipmentFilters
{
/// <summary>
/// Limits for mod types per weapon .e.g. scopes
/// </summary>
[JsonPropertyName("weaponModLimits")]
public ModLimits WeaponModLimits { get; set; }
/// <summary>
/// Whitelist for weapon sight types allowed per gun
/// </summary>
[JsonPropertyName("weaponSightWhitelist")]
public Dictionary<string, List<string>> WeaponSightWhitelist { get; set; }
/// <summary>
/// Chance face shield is down/active
/// </summary>
[JsonPropertyName("faceShieldIsActiveChancePercent")]
public float? FaceShieldIsActiveChancePercent { get; set; }
/// <summary>
/// Chance gun flashlight is active during the day
/// </summary>
[JsonPropertyName("lightIsActiveDayChancePercent")]
public float? LightIsActiveDayChancePercent { get; set; }
/// <summary>
/// Chance gun flashlight is active during the night
/// </summary>
[JsonPropertyName("lightIsActiveNightChancePercent")]
public float? LightIsActiveNightChancePercent { get; set; }
/// <summary>
/// Chance gun laser is active during the day
/// </summary>
[JsonPropertyName("laserIsActiveChancePercent")]
public float? LaserIsActiveChancePercent { get; set; }
/// <summary>
/// Chance NODS are down/active during the day
/// </summary>
[JsonPropertyName("NvgIsActiveChanceDayPercent")]
public float? NvgIsActiveChanceDayPercent { get; set; }
/// <summary>
/// Chance NODS are down/active during the night
/// </summary>
[JsonPropertyName("nvgIsActiveChanceNightPercent")]
public float? NvgIsActiveChanceNightPercent { get; set; }
[JsonPropertyName("forceOnlyArmoredRigWhenNoArmor")]
public bool? ForceOnlyArmoredRigWhenNoArmor { get; set; }
/// <summary>
/// Should plates be filtered by level
/// </summary>
[JsonPropertyName("filterPlatesByLevel")]
public bool? FilterPlatesByLevel { get; set; }
/// <summary>
/// What additional slot ids should be seen as required when choosing a mod to add to a weapon
/// </summary>
[JsonPropertyName("weaponSlotIdsToMakeRequired")]
public List<string>? WeaponSlotIdsToMakeRequired { get; set; }
/// <summary>
/// Adjust weighting/chances of items on bot by level of bot
/// </summary>
[JsonPropertyName("randomisation")]
public List<RandomisationDetails> Randomisation { get; set; }
/// <summary>
/// Blacklist equipment by level of bot
/// </summary>
[JsonPropertyName("blacklist")]
public List<EquipmentFilterDetails> Blacklist { get; set; }
/// <summary>
/// Whitelist equipment by level of bot
/// </summary>
[JsonPropertyName("whitelist")]
public List<EquipmentFilterDetails> Whitelist { get; set; }
/// <summary>
/// Adjust equipment/ammo
/// </summary>
[JsonPropertyName("weightingAdjustmentsByBotLevel")]
public List<WeightingAdjustmentDetails> WeightingAdjustmentsByBotLevel { get; set; }
/// <summary>
/// Same as weightingAdjustments but based on player level instead of bot level
/// </summary>
[JsonPropertyName("weightingAdjustmentsByPlayerLevel")]
public List<WeightingAdjustmentDetails>? WeightingAdjustmentsByPlayerLevel { get; set; }
/// <summary>
/// Should the stock mod be forced to spawn on bot
/// </summary>
[JsonPropertyName("forceStock")]
public bool? ForceStock { get; set; }
[JsonPropertyName("armorPlateWeighting")]
public List<ArmorPlateWeights>? ArmorPlateWeighting { get; set; }
[JsonPropertyName("forceRigWhenNoVest")]
public bool? ForceRigWhenNoVest { get; set; }
}
public class ModLimits
{
/// <summary>
/// How many scopes are allowed on a weapon - hard coded to work with OPTIC_SCOPE, ASSAULT_SCOPE, COLLIMATOR, COMPACT_COLLIMATOR
/// </summary>
[JsonPropertyName("scopeLimit")]
public int? ScopeLimit { get; set; }
/// <summary>
/// How many lasers or lights are allowed on a weapon - hard coded to work with TACTICAL_COMBO, and FLASHLIGHT
/// </summary>
[JsonPropertyName("lightLaserLimit")]
public int? LightLaserLimit { get; set; }
}
public class RandomisationDetails
{
/// <summary>
/// Between what levels do these randomisation setting apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
[JsonPropertyName("generation")]
public Dictionary<string, GenerationData>? Generation { get; set; }
/// <summary>
/// Mod slots that should be fully randomised -ignores mods from bottype.json and instead creates a pool using items.json
/// </summary>
[JsonPropertyName("randomisedWeaponModSlots")]
public List<string>? RandomisedWeaponModSlots { get; set; }
/// <summary>
/// Armor slots that should be randomised e.g. 'Headwear, Armband'
/// </summary>
[JsonPropertyName("randomisedArmorSlots")]
public List<string>? RandomisedArmorSlots { get; set; }
/// <summary>
/// Equipment chances
/// </summary>
[JsonPropertyName("equipment")]
public Dictionary<string, float>? Equipment { get; set; }
/// <summary>
/// Weapon mod chances
/// </summary>
[JsonPropertyName("weaponMods")]
public Dictionary<string, float>? WeaponMods { get; set; }
/// <summary>
/// Equipment mod chances
/// </summary>
[JsonPropertyName("equipmentMods")]
public Dictionary<string, float>? EquipmentMods { get; set; }
[JsonPropertyName("nighttimeChanges")]
public NighttimeChanges? NighttimeChanges { get; set; }
/// <summary>
/// Key = weapon tpl, value = min size of magazine allowed
/// </summary>
[JsonPropertyName("minimumMagazineSize")]
public Dictionary<string, float>? MinimumMagazineSize { get; set; }
}
public class NighttimeChanges
{
/// <summary>
/// Applies changes to values stored in equipmentMods
/// </summary>
[JsonPropertyName("equipmentModsModifiers")]
public Dictionary<string, float> EquipmentModsModifiers { get; set; }
//public Dictionary<string, float> WeaponModsModifiers { get; set; } //TODO
}
public class EquipmentFilterDetails
{
/// <summary>
/// Between what levels do these equipment filter setting apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
/// <summary>
/// Key: mod slot name e.g. mod_magazine, value: item tpls
/// </summary>
[JsonPropertyName("equipment")]
public Dictionary<string, List<string>>? Equipment { get; set; }
/// <summary>
/// Key: equipment slot name e.g. FirstPrimaryWeapon, value: item tpls
/// </summary>
[JsonPropertyName("gear")]
public Dictionary<string, List<string>>? Gear { get; set; }
/// <summary>
/// Key: cartridge type e.g. Caliber23x75, value: item tpls
/// </summary>
[JsonPropertyName("cartridge")]
public Dictionary<string, List<string>>? Cartridge { get; set; }
}
public class WeightingAdjustmentDetails
{
/// <summary>
/// Between what levels do these weight settings apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
/// <summary>
/// Key: ammo type e.g. Caliber556x45NATO, value: item tpl + weight
/// </summary>
[JsonPropertyName("ammo")]
public AdjustmentDetails? Ammo { get; set; }
/// <summary>
/// Key: equipment slot e.g. TacticalVest, value: item tpl + weight
/// </summary>
[JsonPropertyName("equipment")]
public AdjustmentDetails? Equipment { get; set; }
/// <summary>
/// Key: clothing slot e.g. feet, value: item tpl + weight
/// </summary>
[JsonPropertyName("clothing")]
public AdjustmentDetails? Clothing { get; set; }
}
public class AdjustmentDetails
{
[JsonPropertyName("add")]
public Dictionary<string, Dictionary<string, float>> Add { get; set; }
[JsonPropertyName("edit")]
public Dictionary<string, Dictionary<string, float>> Edit { get; set; }
}
public class ArmorPlateWeights : Dictionary<string, object>
{
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
}
public class RandomisedResourceDetails
{
[JsonPropertyName("food")]
public RandomisedResourceValues Food { get; set; }
[JsonPropertyName("meds")]
public RandomisedResourceValues Meds { get; set; }
}
public class RandomisedResourceValues
{
/// <summary>
/// Minimum percent of item to randomized between min and max resource
/// </summary>
[JsonPropertyName("resourcePercent")]
public float ResourcePercent { get; set; }
/// <summary>
/// Chance for randomization to not occur
/// </summary>
[JsonPropertyName("chanceMaxResourcePercent")]
public float ChanceMaxResourcePercent { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class BotDurability
{
[JsonPropertyName("default")]
public DefaultDurability Default { get; set; }
[JsonPropertyName("pmc")]
public PmcDurability Pmc { get; set; }
[JsonPropertyName("boss")]
public BotDurability Boss { get; set; }
[JsonPropertyName("follower")]
public BotDurability Follower { get; set; }
[JsonPropertyName("assault")]
public BotDurability Assault { get; set; }
[JsonPropertyName("cursedassault")]
public BotDurability CursedAssault { get; set; }
[JsonPropertyName("marksman")]
public BotDurability Marksman { get; set; }
[JsonPropertyName("pmcbot")]
public BotDurability PmcBot { get; set; }
[JsonPropertyName("arenafighterevent")]
public BotDurability ArenaFighterEvent { get; set; }
[JsonPropertyName("arenafighter")]
public BotDurability ArenaFighter { get; set; }
[JsonPropertyName("crazyassaultevent")]
public BotDurability CrazyAssaultEvent { get; set; }
[JsonPropertyName("exusec")]
public BotDurability Exusec { get; set; }
[JsonPropertyName("gifter")]
public BotDurability Gifter { get; set; }
[JsonPropertyName("sectantpriest")]
public BotDurability SectantPriest { get; set; }
[JsonPropertyName("sectantwarrior")]
public BotDurability SectantWarrior { get; set; }
}
/** Durability values to be used when a more specific bot type can't be found */
public class DefaultDurability
{
[JsonPropertyName("armor")]
public ArmorDurability Armor { get; set; }
[JsonPropertyName("weapon")]
public WeaponDurability Weapon { get; set; }
}
public class PmcDurability
{
[JsonPropertyName("armor")]
public PmcDurabilityArmor Armor { get; set; }
[JsonPropertyName("weapon")]
public WeaponDurability Weapon { get; set; }
}
public class PmcDurabilityArmor
{
[JsonPropertyName("lowestMaxPercent")]
public double LowestMaxPercent { get; set; }
[JsonPropertyName("highestMaxPercent")]
public double HighestMaxPercent { get; set; }
[JsonPropertyName("maxDelta")]
public double MaxDelta { get; set; }
[JsonPropertyName("minDelta")]
public double MinDelta { get; set; }
}
public class ArmorDurability
{
[JsonPropertyName("maxDelta")]
public double MaxDelta { get; set; }
[JsonPropertyName("minDelta")]
public double MinDelta { get; set; }
[JsonPropertyName("minLimitPercent")]
public double MinLimitPercent { get; set; }
}
public class WeaponDurability
{
[JsonPropertyName("lowestMax")]
public double LowestMax { get; set; }
[JsonPropertyName("highestMax")]
public double HighestMax { get; set; }
[JsonPropertyName("maxDelta")]
public double MaxDelta { get; set; }
[JsonPropertyName("minDelta")]
public double MinDelta { get; set; }
[JsonPropertyName("minLimitPercent")]
public double MinLimitPercent { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class CoreConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-core";
[JsonPropertyName("sptVersion")]
public string SptVersion { get; set; }
[JsonPropertyName("projectName")]
public string ProjectName { get; set; }
[JsonPropertyName("compatibleTarkovVersion")]
public string CompatibleTarkovVersion { get; set; }
[JsonPropertyName("serverName")]
public string ServerName { get; set; }
[JsonPropertyName("profileSaveIntervalSeconds")]
public int ProfileSaveIntervalInSeconds { get; set; }
[JsonPropertyName("sptFriendNickname")]
public string SptFriendNickname { get; set; }
[JsonPropertyName("allowProfileWipe")]
public bool AllowProfileWipe { get; set; }
[JsonPropertyName("bsgLogging")]
public BsgLogging BsgLogging { get; set; }
[JsonPropertyName("release")]
public Release Release { get; set; }
[JsonPropertyName("fixes")]
public GameFixes Fixes { get; set; }
[JsonPropertyName("survey")]
public SurveyResponseData Survey { get; set; }
[JsonPropertyName("features")]
public ServerFeatures Features { get; set; }
/** Commit hash build server was created from */
[JsonPropertyName("commit")]
public string? Commit { get; set; }
/** Timestamp of server build */
[JsonPropertyName("buildTime")]
public string? BuildTime { get; set; }
/** Server locale keys that will be added to the bottom of the startup watermark */
[JsonPropertyName("customWatermarkLocaleKeys")]
public List<string>? CustomWatermarkLocaleKeys { get; set; }
}
public class BsgLogging
{
/**
* verbosity of what to log, yes I know this is backwards, but its how nlog deals with ordinals.
* complain to them about it! In all cases, better exceptions will be logged.
* WARNING: trace-info logging will quickly create log files in the megabytes.
* 0 - trace
* 1 - debug
* 2 - info
* 3 - warn
* 4 - error
* 5 - fatal
* 6 - off
*/
[JsonPropertyName("verbosity")]
public int Verbosity { get; set; }
// Should we send the logging to the server
[JsonPropertyName("sendToServer")]
public bool SendToServer { get; set; }
}
public class Release
{
// Disclaimer outlining the intended usage of bleeding edge
[JsonPropertyName("betaDisclaimerText")]
public string? BetaDisclaimerText { get; set; }
// Text logged when users agreed to terms
[JsonPropertyName("betaDisclaimerAcceptText")]
public string BetaDisclaimerAcceptText { get; set; }
// Server mods loaded message
[JsonPropertyName("serverModsLoadedText")]
public string ServerModsLoadedText { get; set; }
// Server mods loaded debug message text
[JsonPropertyName("serverModsLoadedDebugText")]
public string ServerModsLoadedDebugText { get; set; }
// Client mods loaded message
[JsonPropertyName("clientModsLoadedText")]
public string ClientModsLoadedText { get; set; }
// Client mods loaded debug message text
[JsonPropertyName("clientModsLoadedDebugText")]
public string ClientModsLoadedDebugText { get; set; }
// Illegal plugins log message
[JsonPropertyName("illegalPluginsLoadedText")]
public string IllegalPluginsLoadedText { get; set; }
// Illegal plugins exception
[JsonPropertyName("illegalPluginsExceptionText")]
public string IllegalPluginsExceptionText { get; set; }
// Summary of release changes
[JsonPropertyName("releaseSummaryText")]
public string? ReleaseSummaryText { get; set; }
// Enables the cool watermark in-game
[JsonPropertyName("isBeta")]
public bool? IsBeta { get; set; }
// Whether mods are enabled
[JsonPropertyName("isModdable")]
public bool? IsModdable { get; set; }
// Are mods loaded on the server?
[JsonPropertyName("isModded")]
public bool IsModded { get; set; }
// How long before the messagebox times out and closes the game
[JsonPropertyName("betaDisclaimerTimeoutDelay")]
public int BetaDisclaimerTimeoutDelay { get; set; }
}
public class GameFixes
{
/** Shotguns use a different value than normal guns causing huge pellet dispersion */
[JsonPropertyName("fixShotgunDispersion")]
public bool FixShotgunDispersion { get; set; }
/** Remove items added by mods when the mod no longer exists - can fix dead profiles stuck at game load */
[JsonPropertyName("removeModItemsFromProfile")]
public bool RemoveModItemsFromProfile { get; set; }
/** Remove invalid traders from profile - trader data can be leftover when player removes trader mod */
[JsonPropertyName("removeInvalidTradersFromProfile")]
public bool RemoveInvalidTradersFromProfile { get; set; }
/** Fix issues that cause the game to not start due to inventory item issues */
[JsonPropertyName("fixProfileBreakingInventoryItemIssues")]
public bool FixProfileBreakingInventoryItemIssues { get; set; }
}
public class ServerFeatures
{
/* Controls whether or not the server attempts to download mod dependencies not included in the server's executable */
[JsonPropertyName("autoInstallModDependencies")]
public bool AutoInstallModDependencies { get; set; }
[JsonPropertyName("compressProfile")]
public bool CompressProfile { get; set; }
[JsonPropertyName("chatbotFeatures")]
public ChatbotFeatures ChatbotFeatures { get; set; }
/** Keyed to profile type e.g. "Standard" or "SPT Developer" */
[JsonPropertyName("createNewProfileTypesBlacklist")]
public List<string> CreateNewProfileTypesBlacklist { get; set; }
}
public class ChatbotFeatures
{
[JsonPropertyName("sptFriendEnabled")]
public bool SptFriendEnabled { get; set; }
[JsonPropertyName("sptFriendGiftsEnabled")]
public bool SptFriendGiftsEnabled { get; set; }
[JsonPropertyName("commandoEnabled")]
public bool CommandoEnabled { get; set; }
[JsonPropertyName("commandoFeatures")]
public CommandoFeatures CommandoFeatures { get; set; }
[JsonPropertyName("commandUseLimits")]
public Dictionary<string, int> CommandUseLimits { get; set; }
[JsonPropertyName("ids")]
public Dictionary<string, string> Ids { get; set; }
}
public class CommandoFeatures
{
[JsonPropertyName("giveCommandEnabled")]
public bool GiveCommandEnabled { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Eft.Common.Tables;
using Core.Models.Spt.Dialog;
namespace Core.Models.Spt.Config;
public class Gift
{
/// <summary>
/// Items to send to player
/// </summary>
[JsonPropertyName("items")]
public List<Item> Items { get; set; }
/// <summary>
/// Who is sending the gift to player
/// </summary>
[JsonPropertyName("sender")]
public GiftSenderType Sender { get; set; }
/// <summary>
/// Optional - supply a users id to send from, not necessary when sending from SYSTEM or TRADER
/// </summary>
[JsonPropertyName("senderId")]
public string? SenderId { get; set; }
[JsonPropertyName("senderDetails")]
public UserDialogInfo SenderDetails { get; set; }
/// <summary>
/// Optional - supply a trader type to send from, not necessary when sending from SYSTEM or USER
/// </summary>
[JsonPropertyName("trader")]
public Traders? Trader { get; set; }
[JsonPropertyName("messageText")]
public string MessageText { get; set; }
/// <summary>
/// Optional - if sending text from the client locale file
/// </summary>
[JsonPropertyName("localeTextId")]
public string? LocaleTextId { get; set; }
/// <summary>
/// Optional - Used by Seasonal events to send on specific day
/// </summary>
[JsonPropertyName("timestampToSend")]
public long? TimestampToSend { get; set; }
[JsonPropertyName("associatedEvent")]
public SeasonalEventType AssociatedEvent { get; set; }
[JsonPropertyName("collectionTimeHours")]
public int CollectionTimeHours { get; set; }
/// <summary>
/// Optional, can be used to change profile settings like level/skills
/// </summary>
[JsonPropertyName("profileChangeEvents")]
public List<ProfileChangeEvent>? ProfileChangeEvents { get; set; }
[JsonPropertyName("maxToSendPlayer")]
public int? MaxToSendPlayer { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class HealthConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-health";
[JsonPropertyName("healthMultipliers")]
public HealthMultipliers HealthMultipliers { get; set; }
[JsonPropertyName("save")]
public HealthSave Save { get; set; }
}
public class HealthMultipliers
{
[JsonPropertyName("death")]
public double Death { get; set; }
[JsonPropertyName("blacked")]
public double Blacked { get; set; }
}
public class HealthSave
{
[JsonPropertyName("health")]
public bool Health { get; set; }
[JsonPropertyName("effects")]
public bool Effects { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public class HideoutConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-hideout";
/// <summary>
/// How many seconds should pass before hideout crafts / fuel usage is checked and processed
/// </summary>
[JsonPropertyName("runIntervalSeconds")]
public int RunIntervalSeconds { get; set; }
/// <summary>
/// Default values used to hydrate `RunIntervalSeconds` with
/// </summary>
[JsonPropertyName("runIntervalValues")]
public RunIntervalValues RunIntervalValues { get; set; }
[JsonPropertyName("hoursForSkillCrafting")]
public int HoursForSkillCrafting { get; set; }
[JsonPropertyName("expCraftAmount")]
public int ExpCraftAmount { get; set; }
[JsonPropertyName("overrideCraftTimeSeconds")]
public int OverrideCraftTimeSeconds { get; set; }
[JsonPropertyName("overrideBuildTimeSeconds")]
public int OverrideBuildTimeSeconds { get; set; }
/// <summary>
/// Only process a profile's hideout crafts when it has been active in the last x minutes
/// </summary>
[JsonPropertyName("updateProfileHideoutWhenActiveWithinMinutes")]
public int UpdateProfileHideoutWhenActiveWithinMinutes { get; set; }
[JsonPropertyName("cultistCircle")]
public CultistCircleSettings CultistCircle { get; set; }
}
public class CultistCircleSettings
{
[JsonPropertyName("maxRewardItemCount")]
public int MaxRewardItemCount { get; set; }
[JsonPropertyName("maxAttemptsToPickRewardsWithinBudget")]
public int MaxAttemptsToPickRewardsWithinBudget { get; set; }
[JsonPropertyName("rewardPriceMultiplerMinMax")]
public MinMax RewardPriceMultiplerMinMax { get; set; }
/// <summary>
/// The odds that meeting the highest threshold gives you a bonus to crafting time
/// </summary>
[JsonPropertyName("bonusAmountMultiplier")]
public double BonusAmountMultiplier { get; set; }
[JsonPropertyName("bonusChanceMultiplier")]
public double BonusChanceMultiplier { get; set; }
/// <summary>
/// What is considered a "high-value" item
/// </summary>
[JsonPropertyName("highValueThresholdRub")]
public int HighValueThresholdRub { get; set; }
/// <summary>
/// Hideout/task reward crafts have a unique craft time
/// </summary>
[JsonPropertyName("hideoutTaskRewardTimeSeconds")]
public int HideoutTaskRewardTimeSeconds { get; set; }
/// <summary>
/// Rouble amount player needs to sacrifice to get chance of hideout/task rewards
/// </summary>
[JsonPropertyName("hideoutCraftSacrificeThresholdRub")]
public int HideoutCraftSacrificeThresholdRub { get; set; }
[JsonPropertyName("craftTimeThreshholds")]
public List<CraftTimeThreshhold> CraftTimeThreshholds { get; set; }
/// <summary>
/// -1 means no override, value in seconds
/// </summary>
[JsonPropertyName("craftTimeOverride")]
public int CraftTimeOverride { get; set; }
/// <summary>
/// Specific reward pool when player sacrifices specific item(s)
/// </summary>
[JsonPropertyName("directRewards")]
public List<DirectRewardSettings> DirectRewards { get; set; }
/// <summary>
/// Overrides for reward stack sizes, keyed by item tpl
/// </summary>
[JsonPropertyName("directRewardStackSize")]
public Dictionary<string, MinMax> DirectRewardStackSize { get; set; }
/// <summary>
/// Item tpls to exclude from the reward pool
/// </summary>
[JsonPropertyName("rewardItemBlacklist")]
public List<string> RewardItemBlacklist { get; set; }
/// <summary>
/// Item tpls to include in the reward pool
/// </summary>
[JsonPropertyName("additionalRewardItemPool")]
public List<string> AdditionalRewardItemPool { get; set; }
[JsonPropertyName("currencyRewards")]
public Dictionary<string, MinMax> CurrencyRewards { get; set; }
}
public class CraftTimeThreshhold : MinMax
{
[JsonPropertyName("craftTimeSeconds")]
public int CraftTimeSeconds { get; set; }
}
public class DirectRewardSettings
{
[JsonPropertyName("reward")]
public List<string> Reward { get; set; }
[JsonPropertyName("requiredItems")]
public List<string> RequiredItems { get; set; }
[JsonPropertyName("craftTimeSeconds")]
public int CraftTimeSeconds { get; set; }
/// <summary>
/// Is the reward a one time reward or can it be given multiple times
/// </summary>
[JsonPropertyName("repeatable")]
public bool Repeatable { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class HttpConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-http";
/// <summary>
/// Address used by webserver
/// </summary>
[JsonPropertyName("ip")]
public string Ip { get; set; }
[JsonPropertyName("port")]
public int Port { get; set; }
/// <summary>
/// Address used by game client to connect to
/// </summary>
[JsonPropertyName("backendIp")]
public string BackendIp { get; set; }
[JsonPropertyName("backendPort")]
public string BackendPort { get; set; }
[JsonPropertyName("webSocketPingDelayMs")]
public int WebSocketPingDelayMs { get; set; }
[JsonPropertyName("logRequests")]
public bool LogRequests { get; set; }
/// <summary>
/// e.g. "SPT_Data/Server/images/traders/579dc571d53a0658a154fbec.png": "SPT_Data/Server/images/traders/NewTraderImage.png"
/// </summary>
[JsonPropertyName("serverImagePathOverride")]
public Dictionary<string, string> ServerImagePathOverride { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class InRaidConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-inraid";
/** Overrides to apply to the pre-raid settings screen */
[JsonPropertyName("raidMenuSettings")]
public RaidMenuSettings RaidMenuSettings { get; set; }
/** What effects should be saved post-raid */
[JsonPropertyName("save")]
public RaidSave Save { get; set; }
/** Names of car extracts */
[JsonPropertyName("carExtracts")]
public List<string> CarExtracts { get; set; }
/** Names of coop extracts */
[JsonPropertyName("coopExtracts")]
public List<string> CoopExtracts { get; set; }
/** Fence rep gain from a single car extract */
[JsonPropertyName("carExtractBaseStandingGain")]
public double CarExtractBaseStandingGain { get; set; }
/** Fence rep gain from a single coop extract */
[JsonPropertyName("coopExtractBaseStandingGain")]
public double CoopExtractBaseStandingGain { get; set; }
/** Fence rep gain when successfully extracting as pscav */
[JsonPropertyName("scavExtractStandingGain")]
public double ScavExtractStandingGain { get; set; }
/** The likelihood of PMC eliminating a minimum of 2 scavs while you engage them as a pscav. */
[JsonPropertyName("pmcKillProbabilityForScavGain")]
public double PmcKillProbabilityForScavGain { get; set; }
/** On death should items in your secure keep their Find in raid status regardless of how you finished the raid */
[JsonPropertyName("keepFiRSecureContainerOnDeath")]
public bool KeepFiRSecureContainerOnDeath { get; set; }
/** If enabled always keep found in raid status on items */
[JsonPropertyName("alwaysKeepFoundInRaidonRaidEnd")]
public bool AlwaysKeepFoundInRaidOnRaidEnd { get; set; }
/** Percentage chance a player scav hot is hostile to the player when scavving */
[JsonPropertyName("playerScavHostileChancePercent")]
public double PlayerScavHostileChancePercent { get; set; }
}
public class RaidMenuSettings
{
[JsonPropertyName("aiAmount")]
public string AiAmount { get; set; }
[JsonPropertyName("aiDifficulty")]
public string AiDifficulty { get; set; }
[JsonPropertyName("bossEnabled")]
public bool BossEnabled { get; set; }
[JsonPropertyName("scavWars")]
public bool ScavWars { get; set; }
[JsonPropertyName("taggedAndCursed")]
public bool TaggedAndCursed { get; set; }
[JsonPropertyName("enablePve")]
public bool EnablePve { get; set; }
[JsonPropertyName("randomWeather")]
public bool RandomWeather { get; set; }
[JsonPropertyName("randomTime")]
public bool RandomTime { get; set; }
}
public class RaidSave
{
/** Should loot gained from raid be saved */
[JsonPropertyName("loot")]
public bool Loot { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class InsuranceConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-insurance";
/// <summary>
/// Chance item is returned as insurance, keyed by trader id
/// </summary>
[JsonPropertyName("returnChancePercent")]
public Dictionary<string, double> ReturnChancePercent { get; set; }
/// <summary>
/// Item slots that should never be returned as insurance
/// </summary>
[JsonPropertyName("blacklistedEquipment")]
public List<string> BlacklistedEquipment { get; set; }
/// <summary>
/// Some slots should always be removed, e.g. 'cartridges'
/// </summary>
[JsonPropertyName("slotIdsToAlwaysRemove")]
public List<string> SlotIdsToAlwaysRemove { get; set; }
/// <summary>
/// Override to control how quickly insurance is processed/returned in seconds
/// </summary>
[JsonPropertyName("returnTimeOverrideSeconds")]
public double ReturnTimeOverrideSeconds { get; set; }
/// <summary>
/// Override to control how long insurance returns stay in mail before expiring - in seconds
/// </summary>
[JsonPropertyName("storageTimeOverrideSeconds")]
public double StorageTimeOverrideSeconds { get; set; }
/// <summary>
/// How often server should process insurance in seconds
/// </summary>
[JsonPropertyName("runIntervalSeconds")]
public double RunIntervalSeconds { get; set; }
// Lowest rouble price for an attachment to be allowed to be taken
[JsonPropertyName("minAttachmentRoublePriceToBeTaken")]
public double MinAttachmentRoublePriceToBeTaken { get; set; }
// Chance out of 100% no attachments from a parent are taken
[JsonPropertyName("chanceNoAttachmentsTakenPercent")]
public double ChanceNoAttachmentsTakenPercent { get; set; }
[JsonPropertyName("simulateItemsBeingTaken")]
public bool SimulateItemsBeingTaken { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public class InventoryConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-inventory";
/** Should new items purchased by flagged as found in raid */
[JsonPropertyName("newItemsMarkedFound")]
public bool NewItemsMarkedFound { get; set; }
[JsonPropertyName("randomLootContainers")]
public Dictionary<string, RewardDetails> RandomLootContainers { get; set; }
[JsonPropertyName("sealedAirdropContainer")]
public SealedAirdropContainerSettings SealedAirdropContainer { get; set; }
/** Contains item tpls that the server should consider money and treat the same as roubles/euros/dollars */
[JsonPropertyName("customMoneyTpls")]
public List<string> CustomMoneyTpls { get; set; }
/** Multipliers for skill gain when inside menus, NOT in-game */
[JsonPropertyName("skillGainMultiplers")]
public Dictionary<string, double> SkillGainMultipliers { get; set; }
/** Container Tpls that should be deprioritised when choosing where to take money from for payments */
[JsonPropertyName("deprioritisedMoneyContainers")]
public List<string> DeprioritisedMoneyContainers { get; set; }
}
public class RewardDetails
{
[JsonPropertyName("rewardCount")]
public int RewardCount { get; set; }
[JsonPropertyName("foundInRaid")]
public bool FoundInRaid { get; set; }
[JsonPropertyName("rewardTplPool")]
public Dictionary<string, int>? RewardTplPool { get; set; }
[JsonPropertyName("rewardTypePool")]
public List<string>? RewardTypePool { get; set; }
}
public class SealedAirdropContainerSettings
{
[JsonPropertyName("weaponRewardWeight")]
public Dictionary<string, double> WeaponRewardWeight { get; set; }
[JsonPropertyName("defaultPresetsOnly")]
public bool DefaultPresetsOnly { get; set; }
/** Should contents be flagged as found in raid when opened */
[JsonPropertyName("foundInRaid")]
public bool FoundInRaid { get; set; }
[JsonPropertyName("weaponModRewardLimits")]
public Dictionary<string, MinMax> WeaponModRewardLimits { get; set; }
[JsonPropertyName("rewardTypeLimits")]
public Dictionary<string, MinMax> RewardTypeLimits { get; set; }
[JsonPropertyName("ammoBoxWhitelist")]
public List<string> AmmoBoxWhitelist { get; set; }
[JsonPropertyName("allowBossItems")]
public bool AllowBossItems { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class ItemConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-item";
/** Items that should be globally blacklisted */
[JsonPropertyName("blacklist")]
public List<string> Blacklist { get; set; }
/** Items that should not be lootable from any location */
[JsonPropertyName("lootableItemBlacklist")]
public List<string> LootableItemBlacklist { get; set; }
/** items that should not be given as rewards */
[JsonPropertyName("rewardItemBlacklist")]
public List<string> RewardItemBlacklist { get; set; }
/** Item base types that should not be given as rewards */
[JsonPropertyName("rewardItemTypeBlacklist")]
public List<string> RewardItemTypeBlacklist { get; set; }
/** Items that can only be found on bosses */
[JsonPropertyName("bossItems")]
public List<string> BossItems { get; set; }
[JsonPropertyName("handbookPriceOverride")]
public Dictionary<string, HandbookPriceOverride> HandbookPriceOverride { get; set; }
/** Presets to add to the globals.json `ItemPresets` dictionary on server start */
[JsonPropertyName("customItemGlobalPresets")]
public List<Preset> CustomItemGlobalPresets { get; set; }
}
public class HandbookPriceOverride
{
/** Price in roubles */
[JsonPropertyName("price")]
public decimal Price { get; set; }
/** NOT parentId from items.json, but handbook.json */
[JsonPropertyName("parentId")]
public string ParentId { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class LocaleConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-locale";
/** e.g. ru/en/cn/fr etc, or 'system', will take computer locale setting */
[JsonPropertyName("gameLocale")]
public string GameLocale { get; set; }
/** e.g. ru/en/cn/fr etc, or 'system', will take computer locale setting */
[JsonPropertyName("serverLocale")]
public string ServerLocale { get; set; }
/** Languages server can be translated into */
[JsonPropertyName("serverSupportedLocales")]
public List<string> ServerSupportedLocales { get; set; }
[JsonPropertyName("fallbacks")]
public Dictionary<string, string> Fallbacks { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Config;
public class LocationConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-location";
/// <summary>
/// Rogues are classified as bosses and spawn immediately, this can result in no scavs spawning, delay rogues spawning to allow scavs to spawn first
/// </summary>
[JsonPropertyName("rogueLighthouseSpawnTimeSettings")]
public RogueLighthouseSpawnTimeSettings RogueLighthouseSpawnTimeSettings { get; set; }
/// <summary>
/// When a map has hit max alive bots, any wave that should spawn will be reduced to 1 bot in size and placed in a spawn queue, this splits waves into smaller sizes to reduce the impact of this behaviour
/// </summary>
[JsonPropertyName("splitWaveIntoSingleSpawnsSettings")]
public SplitWaveSettings SplitWaveIntoSingleSpawnsSettings { get; set; }
[JsonPropertyName("looseLootMultiplier")]
public LootMultiplier LooseLootMultiplier { get; set; }
[JsonPropertyName("staticLootMultiplier")]
public LootMultiplier StaticLootMultiplier { get; set; }
/// <summary>
/// Custom bot waves to add to a locations base json on game start if addCustomBotWavesToMaps is true
/// </summary>
[JsonPropertyName("customWaves")]
public CustomWaves CustomWaves { get; set; }
/// <summary>
/// Open zones to add to map
/// </summary>
[JsonPropertyName("openZones")]
public Dictionary<string, List<string>> OpenZones { get; set; }
/// <summary>
/// Key = map id, value = item tpls that should only have one forced loot spawn position
/// </summary>
[JsonPropertyName("forcedLootSingleSpawnById")]
public Dictionary<string, List<string>> ForcedLootSingleSpawnById { get; set; }
/// <summary>
/// How many attempts should be taken to fit an item into a container before giving up
/// </summary>
[JsonPropertyName("fitLootIntoContainerAttempts")]
public int FitLootIntoContainerAttempts { get; set; }
/// <summary>
/// Add all possible zones to each maps `OpenZones` property
/// </summary>
[JsonPropertyName("addOpenZonesToAllMaps")]
public bool AddOpenZonesToAllMaps { get; set; }
/// <summary>
/// Allow addition of custom bot waves designed by SPT to be added to maps - defined in configs/location.json.customWaves
/// </summary>
[JsonPropertyName("addCustomBotWavesToMaps")]
public bool AddCustomBotWavesToMaps { get; set; }
/// <summary>
/// Should the limits defined inside botTypeLimits to be applied to locations on game start
/// </summary>
[JsonPropertyName("enableBotTypeLimits")]
public bool EnableBotTypeLimits { get; set; }
/// <summary>
/// Add limits to a locations base.MinMaxBots array if enableBotTypeLimits is true
/// </summary>
[JsonPropertyName("botTypeLimits")]
public Dictionary<string, List<BotTypeLimit>> BotTypeLimits { get; set; }
/// <summary>
/// Container randomisation settings
/// </summary>
[JsonPropertyName("containerRandomisationSettings")]
public ContainerRandomisationSettings ContainerRandomisationSettings { get; set; }
/// <summary>
/// How full must a random loose magazine be %
/// </summary>
[JsonPropertyName("minFillLooseMagazinePercent")]
public int MinFillLooseMagazinePercent { get; set; }
/// <summary>
/// How full must a random static magazine be %
/// </summary>
[JsonPropertyName("minFillStaticMagazinePercent")]
public int MinFillStaticMagazinePercent { get; set; }
[JsonPropertyName("allowDuplicateItemsInStaticContainers")]
public bool AllowDuplicateItemsInStaticContainers { get; set; }
/// <summary>
/// Chance loose magazines have ammo in them TODO - rename to dynamicMagazineLootHasAmmoChancePercent
/// </summary>
[JsonPropertyName("magazineLootHasAmmoChancePercent")]
public int MagazineLootHasAmmoChancePercent { get; set; }
/// <summary>
/// Chance static magazines have ammo in them
/// </summary>
[JsonPropertyName("staticMagazineLootHasAmmoChancePercent")]
public int StaticMagazineLootHasAmmoChancePercent { get; set; }
/// <summary>
/// Key: map, value: loose loot ids to ignore
/// </summary>
[JsonPropertyName("looseLootBlacklist")]
public Dictionary<string, List<string>> LooseLootBlacklist { get; set; }
/// <summary>
/// Key: map, value: settings to control how long scav raids are
/// </summary>
[JsonPropertyName("scavRaidTimeSettings")]
public ScavRaidTimeSettings ScavRaidTimeSettings { get; set; }
/// <summary>
/// Settings to adjust mods for lootable equipment in raid
/// </summary>
[JsonPropertyName("equipmentLootSettings")]
public EquipmentLootSettings EquipmentLootSettings { get; set; }
/// <summary>
/// Min percentage to set raider spawns at, -1 makes no changes
/// </summary>
[JsonPropertyName("reserveRaiderSpawnChanceOverrides")]
public ReserveRaiderSpawnChanceOverrides ReserveRaiderSpawnChanceOverrides { get; set; }
/// <summary>
/// Map ids players cannot visit
/// </summary>
[JsonPropertyName("nonMaps")]
public List<string> NonMaps { get; set; }
}
public class ReserveRaiderSpawnChanceOverrides
{
[JsonPropertyName("nonTriggered")]
public int NonTriggered { get; set; }
[JsonPropertyName("triggered")]
public int Triggered { get; set; }
}
public class EquipmentLootSettings
{
// Percentage chance item will be added to equipment
[JsonPropertyName("modSpawnChancePercent")]
public Dictionary<string, int> ModSpawnChancePercent { get; set; }
}
public class FixEmptyBotWavesSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("ignoreMaps")]
public List<string> IgnoreMaps { get; set; }
}
public class RogueLighthouseSpawnTimeSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("waitTimeSeconds")]
public int WaitTimeSeconds { get; set; }
}
public class SplitWaveSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("ignoreMaps")]
public List<string> IgnoreMaps { get; set; }
[JsonPropertyName("waveSizeThreshold")]
public int WaveSizeThreshold { get; set; }
}
public class CustomWaves
{
/** Bosses spawn on raid start */
[JsonPropertyName("boss")]
public Dictionary<string, List<BossLocationSpawn>> Boss { get; set; }
[JsonPropertyName("normal")]
public Dictionary<string, List<Wave>> Normal { get; set; }
}
public class BotTypeLimit : MinMax
{
[JsonPropertyName("type")]
public string Type { get; set; }
}
/** Multiplier to apply to the loot count for a given map */
public class LootMultiplier
{
[JsonPropertyName("bigmap")]
public int BigMap { get; set; }
[JsonPropertyName("develop")]
public int Develop { get; set; }
[JsonPropertyName("factory4_day")]
public int Factory4Day { get; set; }
[JsonPropertyName("factory4_night")]
public int Factory4Night { get; set; }
[JsonPropertyName("interchange")]
public int Interchange { get; set; }
[JsonPropertyName("laboratory")]
public int Laboratory { get; set; }
[JsonPropertyName("rezervbase")]
public int RezervBase { get; set; }
[JsonPropertyName("shoreline")]
public int Shoreline { get; set; }
[JsonPropertyName("woods")]
public int Woods { get; set; }
[JsonPropertyName("hideout")]
public int Hideout { get; set; }
[JsonPropertyName("lighthouse")]
public int Lighthouse { get; set; }
[JsonPropertyName("privatearea")]
public int PrivateArea { get; set; }
[JsonPropertyName("suburbs")]
public int Suburbs { get; set; }
[JsonPropertyName("tarkovstreets")]
public int TarkovStreets { get; set; }
[JsonPropertyName("terminal")]
public int Terminal { get; set; }
[JsonPropertyName("town")]
public int Town { get; set; }
[JsonPropertyName("sandbox")]
public int Sandbox { get; set; }
}
public class ContainerRandomisationSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
/** What maps can use the container randomisation feature */
[JsonPropertyName("maps")]
public Dictionary<string, bool> Maps { get; set; }
/** Some container types don't work when randomised */
[JsonPropertyName("containerTypesToNotRandomise")]
public List<string> ContainerTypesToNotRandomise { get; set; }
[JsonPropertyName("containerGroupMinSizeMultiplier")]
public double ContainerGroupMinSizeMultiplier { get; set; }
[JsonPropertyName("containerGroupMaxSizeMultiplier")]
public double ContainerGroupMaxSizeMultiplier { get; set; }
}
public class ScavRaidTimeSettings
{
[JsonPropertyName("settings")]
public ScavRaidTimeConfigSettings Settings { get; set; }
[JsonPropertyName("maps")]
public Dictionary<string, ScavRaidTimeLocationSettings> Maps { get; set; }
}
public class ScavRaidTimeConfigSettings
{
[JsonPropertyName("trainArrivalDelayObservedSeconds")]
public int TrainArrivalDelayObservedSeconds { get; set; }
}
public class ScavRaidTimeLocationSettings
{
/** Should loot be reduced by same percent length of raid is reduced by */
[JsonPropertyName("reduceLootByPercent")]
public bool ReduceLootByPercent { get; set; }
/** Smallest % of container loot that should be spawned */
[JsonPropertyName("minStaticLootPercent")]
public double MinStaticLootPercent { get; set; }
/** Smallest % of loose loot that should be spawned */
[JsonPropertyName("minDynamicLootPercent")]
public double MinDynamicLootPercent { get; set; }
/** Chance raid time is reduced */
[JsonPropertyName("reducedChancePercent")]
public double ReducedChancePercent { get; set; }
/** How much should raid time be reduced - weighted */
[JsonPropertyName("reductionPercentWeights")]
public Dictionary<string, double> ReductionPercentWeights { get; set; }
/** Should bot waves be removed / spawn times be adjusted */
[JsonPropertyName("adjustWaves")]
public bool AdjustWaves { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Config;
public class LootConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-loot";
/** Spawn positions to add into a map, key=mapid */
[JsonPropertyName("looseLoot")]
public Dictionary<string, Spawnpoint[]> LooseLoot { get; set; }
/** Loose loot probability adjustments to apply on game start */
[JsonPropertyName("looseLootSpawnPointAdjustments")]
public Dictionary<string, Dictionary<string, double>> LooseLootSpawnPointAdjustments { get; set; }
}
@@ -0,0 +1,63 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class LostOnDeathConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-lostondeath";
/** What equipment in each slot should be lost on death */
[JsonPropertyName("equipment")]
public LostEquipment Equipment { get; set; }
/** Should special slot items be removed from quest inventory on death e.g. wifi camera/markers */
[JsonPropertyName("specialSlotItems")]
public bool SpecialSlotItems { get; set; }
/** Should quest items be removed from quest inventory on death */
[JsonPropertyName("questItems")]
public bool QuestItems { get; set; }
}
public class LostEquipment
{
[JsonPropertyName("ArmBand")]
public bool ArmBand { get; set; }
[JsonPropertyName("Headwear")]
public bool Headwear { get; set; }
[JsonPropertyName("Earpiece")]
public bool Earpiece { get; set; }
[JsonPropertyName("FaceCover")]
public bool FaceCover { get; set; }
[JsonPropertyName("ArmorVest")]
public bool ArmorVest { get; set; }
[JsonPropertyName("Eyewear")]
public bool Eyewear { get; set; }
[JsonPropertyName("TacticalVest")]
public bool TacticalVest { get; set; }
[JsonPropertyName("PocketItems")]
public bool PocketItems { get; set; }
[JsonPropertyName("Backpack")]
public bool Backpack { get; set; }
[JsonPropertyName("Holster")]
public bool Holster { get; set; }
[JsonPropertyName("FirstPrimaryWeapon")]
public bool FirstPrimaryWeapon { get; set; }
[JsonPropertyName("SecondPrimaryWeapon")]
public bool SecondPrimaryWeapon { get; set; }
[JsonPropertyName("Scabbard")]
public bool Scabbard { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class MatchConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-match";
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
}
@@ -0,0 +1,61 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Config;
public class PlayerScavConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-playerscav";
[JsonPropertyName("karmaLevel")]
public Dictionary<string, KarmaLevel> KarmaLevel { get; set; }
}
public class KarmaLevel
{
[JsonPropertyName("botTypeForLoot")]
public string BotTypeForLoot { get; set; }
[JsonPropertyName("modifiers")]
public Modifiers Modifiers { get; set; }
[JsonPropertyName("itemLimits")]
public ItemLimits ItemLimits { get; set; }
[JsonPropertyName("equipmentBlacklist")]
public Dictionary<string, string[]> EquipmentBlacklist { get; set; }
[JsonPropertyName("lootItemsToAddChancePercent")]
public Dictionary<string, double> LootItemsToAddChancePercent { get; set; }
}
public class Modifiers
{
[JsonPropertyName("equipment")]
public Dictionary<string, double> Equipment { get; set; }
[JsonPropertyName("mod")]
public Dictionary<string, double> Mod { get; set; }
}
public class ItemLimits
{
[JsonPropertyName("healing")]
public GenerationData Healing { get; set; }
[JsonPropertyName("drugs")]
public GenerationData Drugs { get; set; }
[JsonPropertyName("stims")]
public GenerationData Stims { get; set; }
[JsonPropertyName("looseLoot")]
public GenerationData LooseLoot { get; set; }
[JsonPropertyName("magazines")]
public GenerationData Magazines { get; set; }
[JsonPropertyName("grenades")]
public GenerationData Grenades { get; set; }
}
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using System.Text.Json.Serialization;
namespace Core.Models.Spt.Config;
public class PmcChatResponse : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-pmcchatresponse";
[JsonPropertyName("victim")]
public ResponseSettings Victim { get; set; }
[JsonPropertyName("killer")]
public ResponseSettings Killer { get; set; }
}
public class ResponseSettings
{
[JsonPropertyName("responseChancePercent")]
public double ResponseChancePercent { get; set; }
[JsonPropertyName("responseTypeWeights")]
public Dictionary<string, double> ResponseTypeWeights { get; set; }
[JsonPropertyName("stripCapitalisationChancePercent")]
public double StripCapitalisationChancePercent { get; set; }
[JsonPropertyName("allCapsChancePercent")]
public double AllCapsChancePercent { get; set; }
[JsonPropertyName("appendBroToMessageEndChancePercent")]
public double AppendBroToMessageEndChancePercent { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Eft.Common;
using Core.Models.Enums;
namespace Core.Models.Spt.Config;
public class PmcConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-pmc";
/** What game version should the PMC have */
[JsonPropertyName("gameVersionWeight")]
public Dictionary<string, double> GameVersionWeight { get; set; }
/** What account type should the PMC have */
[JsonPropertyName("accountTypeWeight")]
public Dictionary<MemberCategory, double> AccountTypeWeight { get; set; }
/** Global whitelist/blacklist of vest loot for PMCs */
[JsonPropertyName("vestLoot")]
public SlotLootSettings VestLoot { get; set; }
/** Global whitelist/blacklist of pocket loot for PMCs */
[JsonPropertyName("pocketLoot")]
public SlotLootSettings PocketLoot { get; set; }
/** Global whitelist/blacklist of backpack loot for PMCs */
[JsonPropertyName("backpackLoot")]
public SlotLootSettings BackpackLoot { get; set; }
[JsonPropertyName("globalLootBlacklist")]
public List<string> GlobalLootBlacklist { get; set; }
/** Use difficulty defined in config/bot.json/difficulty instead of chosen difficulty dropdown value */
[JsonPropertyName("useDifficultyOverride")]
public bool UseDifficultyOverride { get; set; }
/** Difficulty override e.g. "AsOnline/Hard" */
[JsonPropertyName("difficulty")]
public string Difficulty { get; set; }
/** Chance out of 100 to have a complete gun in backpack */
[JsonPropertyName("looseWeaponInBackpackChancePercent")]
public double LooseWeaponInBackpackChancePercent { get; set; }
/** Chance out of 100 to have an enhancement applied to PMC weapon */
[JsonPropertyName("weaponHasEnhancementChancePercent")]
public double WeaponHasEnhancementChancePercent { get; set; }
/** MinMax count of weapons to have in backpack */
[JsonPropertyName("looseWeaponInBackpackLootMinMax")]
public MinMax LooseWeaponInBackpackLootMinMax { get; set; }
/** Percentage chance PMC will be USEC */
[JsonPropertyName("isUsec")]
public double IsUsec { get; set; }
/** WildSpawnType enum value USEC PMCs use */
[JsonPropertyName("usecType")]
public string UsecType { get; set; }
/** WildSpawnType enum value BEAR PMCs use */
[JsonPropertyName("bearType")]
public string BearType { get; set; }
/** What 'brain' does a PMC use, keyed by map and side (USEC/BEAR) key: map location, value: type for usec/bear */
[JsonPropertyName("pmcType")]
public Dictionary<string, Dictionary<string, Dictionary<string, double>>> PmcType { get; set; }
[JsonPropertyName("maxBackpackLootTotalRub")]
public List<IMinMaxLootValue> MaxBackpackLootTotalRub { get; set; }
[JsonPropertyName("maxPocketLootTotalRub")]
public double MaxPocketLootTotalRub { get; set; }
[JsonPropertyName("maxVestLootTotalRub")]
public double MaxVestLootTotalRub { get; set; }
/** Percentage chance a bot from a wave is converted into a PMC, first key = map, second key = bot wildspawn type (assault/exusec), value: min+max chance to be converted */
[JsonPropertyName("convertIntoPmcChance")]
public Dictionary<string, Dictionary<string, MinMax>> ConvertIntoPmcChance { get; set; }
/** How many levels above player level can a PMC be */
[JsonPropertyName("botRelativeLevelDeltaMax")]
public double BotRelativeLevelDeltaMax { get; set; }
/** How many levels below player level can a PMC be */
[JsonPropertyName("botRelativeLevelDeltaMin")]
public double BotRelativeLevelDeltaMin { get; set; }
/** Force a number of healing items into PMCs secure container to ensure they can heal */
[JsonPropertyName("forceHealingItemsIntoSecure")]
public bool ForceHealingItemsIntoSecure { get; set; }
[JsonPropertyName("hostilitySettings")]
public Dictionary<string, HostilitySettings> HostilitySettings { get; set; }
[JsonPropertyName("allPMCsHavePlayerNameWithRandomPrefixChance")]
public double AllPMCsHavePlayerNameWithRandomPrefixChance { get; set; }
[JsonPropertyName("locationSpecificPmcLevelOverride")]
public Dictionary<string, MinMax> LocationSpecificPmcLevelOverride { get; set; }
/** Should secure container loot from usec.json/bear.json be added to pmc bots secure */
[JsonPropertyName("addSecureContainerLootFromBotConfig")]
public bool AddSecureContainerLootFromBotConfig { get; set; }
}
public class HostilitySettings
{
/** Bot roles that are 100% an enemy */
[JsonPropertyName("additionalEnemyTypes")]
public List<string>? AdditionalEnemyTypes { get; set; }
/** Objects that determine the % chance another bot type is an enemy */
[JsonPropertyName("chancedEnemies")]
public List<ChancedEnemy>? ChancedEnemies { get; set; }
[JsonPropertyName("bearEnemyChance")]
public double? BearEnemyChance { get; set; }
[JsonPropertyName("usecEnemyChance")]
public double? UsecEnemyChance { get; set; }
[JsonPropertyName("savageEnemyChance")]
public double? SavageEnemyChance { get; set; }
/** Bot roles that are 100% a friendly */
[JsonPropertyName("additionalFriendlyTypes")]
public List<string>? AdditionalFriendlyTypes { get; set; }
[JsonPropertyName("savagePlayerBehaviour")]
public string? SavagePlayerBehaviour { get; set; }
}
public class PmcTypes
{
[JsonPropertyName("usec")]
public string Usec { get; set; }
[JsonPropertyName("bear")]
public string Bear { get; set; }
}
public class SlotLootSettings
{
/** Item Type whitelist */
[JsonPropertyName("whitelist")]
public List<string> Whitelist { get; set; }
/** Item tpl blacklist */
[JsonPropertyName("blacklist")]
public List<string> Blacklist { get; set; }
}
public class IMinMaxLootValue : MinMax
{
[JsonPropertyName("value")]
public double Value { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Enums;
namespace Core.Models.Spt.Config;
public class QuestConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-quest";
// Hours to get/redeem items from quest mail keyed by profile type
[JsonPropertyName("mailRedeemTimeHours")]
public Dictionary<string, double> MailRedeemTimeHours { get; set; }
[JsonPropertyName("questTemplateIds")]
public PlayerTypeQuestIds QuestTemplateIds { get; set; }
/** Show non-seasonal quests be shown to player */
[JsonPropertyName("showNonSeasonalEventQuests")]
public bool ShowNonSeasonalEventQuests { get; set; }
[JsonPropertyName("eventQuests")]
public Dictionary<string, EventQuestData> EventQuests { get; set; }
[JsonPropertyName("repeatableQuests")]
public List<RepeatableQuestConfig> RepeatableQuests { get; set; }
[JsonPropertyName("locationIdMap")]
public Dictionary<string, string> LocationIdMap { get; set; }
[JsonPropertyName("bearOnlyQuests")]
public List<string> BearOnlyQuests { get; set; }
[JsonPropertyName("usecOnlyQuests")]
public List<string> UsecOnlyQuests { get; set; }
/** Quests that the keyed game version do not see/access */
[JsonPropertyName("profileBlacklist")]
public Dictionary<string, List<string>> ProfileBlacklist { get; set; }
/** key=questid, gameversions that can see/access quest */
[JsonPropertyName("profileWhitelist")]
public Dictionary<string, List<string>> ProfileWhitelist { get; set; }
}
public class PlayerTypeQuestIds
{
[JsonPropertyName("pmc")]
public QuestTypeIds Pmc { get; set; }
[JsonPropertyName("scav")]
public QuestTypeIds Scav { get; set; }
}
public class QuestTypeIds
{
[JsonPropertyName("Elimination")]
public string Elimination { get; set; }
[JsonPropertyName("Completion")]
public string Completion { get; set; }
[JsonPropertyName("Exploration")]
public string Exploration { get; set; }
}
public class EventQuestData
{
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("season")]
public SeasonalEventType Season { get; set; }
[JsonPropertyName("startTimestamp")]
public long StartTimestamp { get; set; }
[JsonPropertyName("endTimestamp")]
public long EndTimestamp { get; set; }
[JsonPropertyName("yearly")]
public bool Yearly { get; set; }
}
public class RepeatableQuestConfig
{
[JsonPropertyName("id")]
public string Id { get; set; }
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("side")]
public string Side { get; set; }
[JsonPropertyName("types")]
public List<string> Types { get; set; }
[JsonPropertyName("resetTime")]
public long ResetTime { get; set; }
[JsonPropertyName("numQuests")]
public int NumQuests { get; set; }
[JsonPropertyName("minPlayerLevel")]
public int MinPlayerLevel { get; set; }
[JsonPropertyName("rewardScaling")]
public RewardScaling RewardScaling { get; set; }
[JsonPropertyName("locations")]
public Dictionary<ELocationName, List<string>> Locations { get; set; }
[JsonPropertyName("traderWhitelist")]
public List<TraderWhitelist> TraderWhitelist { get; set; }
[JsonPropertyName("questConfig")]
public RepeatableQuestTypesConfig QuestConfig { get; set; }
/** Item base types to block when generating rewards */
[JsonPropertyName("rewardBaseTypeBlacklist")]
public List<string> RewardBaseTypeBlacklist { get; set; }
/** Item tplIds to ignore when generating rewards */
[JsonPropertyName("rewardBlacklist")]
public List<string> RewardBlacklist { get; set; }
[JsonPropertyName("rewardAmmoStackMinSize")]
public int RewardAmmoStackMinSize { get; set; }
[JsonPropertyName("freeChangesAvailable")]
public int FreeChangesAvailable { get; set; }
[JsonPropertyName("freeChanges")]
public int FreeChanges { get; set; }
[JsonPropertyName("keepDailyQuestTypeOnReplacement")]
public bool KeepDailyQuestTypeOnReplacement { get; set; }
}
public class RewardScaling
{
[JsonPropertyName("levels")]
public List<int> Levels { get; set; }
[JsonPropertyName("experience")]
public List<int> Experience { get; set; }
[JsonPropertyName("roubles")]
public List<int> Roubles { get; set; }
[JsonPropertyName("gpCoins")]
public List<int> GpCoins { get; set; }
[JsonPropertyName("items")]
public List<int> Items { get; set; }
[JsonPropertyName("reputation")]
public List<int> Reputation { get; set; }
[JsonPropertyName("rewardSpread")]
public int RewardSpread { get; set; }
[JsonPropertyName("skillRewardChance")]
public List<int> SkillRewardChance { get; set; }
[JsonPropertyName("skillPointReward")]
public List<int> SkillPointReward { get; set; }
}
public class TraderWhitelist
{
[JsonPropertyName("traderId")]
public string TraderId { get; set; }
[JsonPropertyName("questTypes")]
public List<string> QuestTypes { get; set; }
[JsonPropertyName("rewardBaseWhitelist")]
public List<string> RewardBaseWhitelist { get; set; }
[JsonPropertyName("rewardCanBeWeapon")]
public bool RewardCanBeWeapon { get; set; }
[JsonPropertyName("weaponRewardChancePercent")]
public double WeaponRewardChancePercent { get; set; }
}
public class RepeatableQuestTypesConfig
{
[JsonPropertyName("Exploration")]
public Exploration Exploration { get; set; }
[JsonPropertyName("Completion")]
public Completion Completion { get; set; }
[JsonPropertyName("Pickup")]
public Pickup Pickup { get; set; }
[JsonPropertyName("Elimination")]
public List<EliminationConfig> Elimination { get; set; }
}
public class Exploration : BaseQuestConfig
{
[JsonPropertyName("maxExtracts")]
public int MaximumExtracts { get; set; }
[JsonPropertyName("maxExtractsWithSpecificExit")]
public int MaximumExtractsWithSpecificExit { get; set; }
[JsonPropertyName("specificExits")]
public SpecificExits SpecificExits { get; set; }
}
public class SpecificExits
{
[JsonPropertyName("probability")]
public int Probability { get; set; }
[JsonPropertyName("passageRequirementWhitelist")]
public List<string> PassageRequirementWhitelist { get; set; }
}
public class Completion : BaseQuestConfig
{
[JsonPropertyName("minRequestedAmount")]
public int MinimumRequestedAmount { get; set; }
[JsonPropertyName("maxRequestedAmount")]
public int MaximumRequestedAmount { get; set; }
[JsonPropertyName("uniqueItemCount")]
public int UniqueItemCount { get; set; }
[JsonPropertyName("minRequestedBulletAmount")]
public int MinimumRequestedBulletAmount { get; set; }
[JsonPropertyName("maxRequestedBulletAmount")]
public int MaximumRequestedBulletAmount { get; set; }
[JsonPropertyName("useWhitelist")]
public bool UseWhitelist { get; set; }
[JsonPropertyName("useBlacklist")]
public bool UseBlacklist { get; set; }
}
public class Pickup : BaseQuestConfig
{
[JsonPropertyName("ItemTypeToFetchWithMaxCount")]
public List<PickupTypeWithMaxCount> ItemTypeToFetchWithMaxCount { get; set; }
}
public class PickupTypeWithMaxCount
{
[JsonPropertyName("itemType")]
public string ItemType { get; set; }
[JsonPropertyName("maxPickupCount")]
public int MaximumPickupCount { get; set; }
[JsonPropertyName("minPickupCount")]
public int MinimumPickupCount { get; set; }
}
public class EliminationConfig : BaseQuestConfig
{
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
[JsonPropertyName("targets")]
public List<Target> Targets { get; set; }
[JsonPropertyName("bodyPartProb")]
public double BodyPartProbability { get; set; }
[JsonPropertyName("bodyParts")]
public List<BodyPart> BodyParts { get; set; }
[JsonPropertyName("specificLocationProb")]
public double SpecificLocationProbability { get; set; }
[JsonPropertyName("distLocationBlacklist")]
public List<string> DistLocationBlacklist { get; set; }
[JsonPropertyName("distProb")]
public double DistanceProbability { get; set; }
[JsonPropertyName("maxDist")]
public double MaxDistance { get; set; }
[JsonPropertyName("minDist")]
public double MinDistance { get; set; }
[JsonPropertyName("maxKills")]
public int MaxKills { get; set; }
[JsonPropertyName("minKills")]
public int MinKills { get; set; }
[JsonPropertyName("minBossKills")]
public int MinBossKills { get; set; }
[JsonPropertyName("maxBossKills")]
public int MaxBossKills { get; set; }
[JsonPropertyName("minPmcKills")]
public int MinPmcKills { get; set; }
[JsonPropertyName("maxPmcKills")]
public int MaxPmcKills { get; set; }
[JsonPropertyName("weaponCategoryRequirementProb")]
public double WeaponCategoryRequirementProbability { get; set; }
[JsonPropertyName("weaponCategoryRequirements")]
public List<WeaponRequirement> WeaponCategoryRequirements { get; set; }
[JsonPropertyName("weaponRequirementProb")]
public double WeaponRequirementProbability { get; set; }
[JsonPropertyName("weaponRequirements")]
public List<WeaponRequirement> WeaponRequirements { get; set; }
}
public class BaseQuestConfig
{
[JsonPropertyName("possibleSkillRewards")]
public List<string> PossibleSkillRewards { get; set; }
}
public class Target : ProbabilityObject
{
[JsonPropertyName("data")]
public BossInfo Data { get; set; }
}
public class BossInfo
{
[JsonPropertyName("isBoss")]
public bool IsBoss { get; set; }
[JsonPropertyName("isPmc")]
public bool IsPmc { get; set; }
}
public class BodyPart : ProbabilityObject
{
[JsonPropertyName("data")]
public string[] Data { get; set; }
}
public class WeaponRequirement : ProbabilityObject
{
[JsonPropertyName("data")]
public string[] Data { get; set; }
}
public class ProbabilityObject
{
[JsonPropertyName("key")]
public string Key { get; set; }
[JsonPropertyName("relativeProbability")]
public double RelativeProbability { get; set; }
[JsonPropertyName("data")]
public object Data { get; set; }
}
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using Core.Models.Common;
namespace Core.Models.Spt.Config;
using System.Text.Json.Serialization;
public class RagfairConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-ragfair";
/** How many seconds should pass before expired offers and processed + player offers checked if sold */
[JsonPropertyName("runIntervalSeconds")]
public int RunIntervalSeconds { get; set; }
/** Default values used to hydrate `runIntervalSeconds` with */
[JsonPropertyName("runIntervalValues")]
public RunIntervalValues RunIntervalValues { get; set; }
/** Player listing settings */
[JsonPropertyName("sell")]
public Sell Sell { get; set; }
/** Trader ids + should their assorts be listed on flea */
[JsonPropertyName("traders")]
public Dictionary<string, bool> Traders { get; set; }
[JsonPropertyName("dynamic")]
public Dynamic Dynamic { get; set; }
[JsonPropertyName("tieredFlea")]
public TieredFlea TieredFlea { get; set; }
}
public class Sell
{
/** Should a fee be deducted from player when listing an item for sale */
[JsonPropertyName("fees")]
public bool Fees { get; set; }
/** Settings to control chances of offer being sold */
[JsonPropertyName("chance")]
public Chance Chance { get; set; }
/** Settings to control how long it takes for a player offer to sell */
[JsonPropertyName("time")]
public MinMax Time { get; set; }
/** Seconds from clicking remove to remove offer from market */
[JsonPropertyName("expireSeconds")]
public int ExpireSeconds { get; set; }
}
public class Chance
{
/** Base chance percent to sell an item */
[JsonPropertyName("base")]
public int Base { get; set; }
/** Value to multiply the sell chance by */
[JsonPropertyName("sellMultiplier")]
public int SellMultiplier { get; set; }
/** Max possible sell chance % for a player listed offer */
[JsonPropertyName("maxSellChancePercent")]
public int MaxSellChancePercent { get; set; }
/** Min possible sell chance % for a player listed offer */
[JsonPropertyName("minSellChancePercent")]
public int MinSellChancePercent { get; set; }
}
public class Dynamic
{
[JsonPropertyName("purchasesAreFoundInRaid")]
// Should a purchased dynamic offers items be flagged as found in raid
public bool PurchasesAreFoundInRaid { get; set; }
[JsonPropertyName("useTraderPriceForOffersIfHigher")]
/** Use the highest trader price for an offer if its greater than the price in templates/prices.json */
public bool UseTraderPriceForOffersIfHigher { get; set; }
[JsonPropertyName("barter")]
/** Barter offer specific settings */
public BarterDetails Barter { get; set; }
[JsonPropertyName("pack")]
public PackDetails Pack { get; set; }
[JsonPropertyName("offerAdjustment")]
/** Dynamic offer price below handbook adjustment values */
public OfferAdjustment OfferAdjustment { get; set; }
[JsonPropertyName("expiredOfferThreshold")]
/** How many offers should expire before an offer regeneration occurs */
public int ExpiredOfferThreshold { get; set; }
[JsonPropertyName("offerItemCount")]
/** How many offers should be listed */
public MinMax OfferItemCount { get; set; }
[JsonPropertyName("priceRanges")]
/** How much should the price of an offer vary by (percent 0.8 = 80%, 1.2 = 120%) */
public PriceRanges PriceRanges { get; set; }
[JsonPropertyName("showDefaultPresetsOnly")]
/** Should default presets to listed only or should non-standard presets found in globals.json be listed too */
public bool ShowDefaultPresetsOnly { get; set; }
[JsonPropertyName("ignoreQualityPriceVarianceBlacklist")]
/** Tpls that should not use the variable price system when their quality is < 100% (lower dura/uses = lower price) */
public List<string> IgnoreQualityPriceVarianceBlacklist { get; set; }
[JsonPropertyName("endTimeSeconds")]
public MinMax EndTimeSeconds { get; set; }
[JsonPropertyName("condition")]
/** Settings to control the durability range of item items listed on flea */
public Condition Condition { get; set; }
[JsonPropertyName("stackablePercent")]
/** Size stackable items should be listed for in percent of max stack size */
public MinMax StackablePercent { get; set; }
[JsonPropertyName("nonStackableCount")]
/** Items that cannot be stacked can have multiples sold in one offer, what range of values can be listed */
public MinMax NonStackableCount { get; set; }
[JsonPropertyName("rating")]
/** Range of rating offers for items being listed */
public MinMax Rating { get; set; }
[JsonPropertyName("armor")]
/** Armor specific flea settings */
public ArmorSettings Armor { get; set; }
[JsonPropertyName("itemPriceMultiplier")]
/** A multipler to apply to individual tpls price just prior to item quality adjustment */
public Dictionary<string, double> ItemPriceMultiplier { get; set; }
[JsonPropertyName("currencies")]
/** Percentages to sell offers in each currency */
public Dictionary<string, double> Currencies { get; set; }
[JsonPropertyName("showAsSingleStack")]
/** Item tpls that should be forced to sell as a single item */
public List<string> ShowAsSingleStack { get; set; }
[JsonPropertyName("removeSeasonalItemsWhenNotInEvent")]
/** Should christmas/halloween items be removed from flea when not within the seasonal bounds */
public bool RemoveSeasonalItemsWhenNotInEvent { get; set; }
[JsonPropertyName("blacklist")]
/** Flea blacklist settings */
public RagfairBlacklist Blacklist { get; set; }
[JsonPropertyName("unreasonableModPrices")]
/** Dict of price limits keyed by item type */
public Dictionary<string, UnreasonableModPrices> UnreasonableModPrices { get; set; }
[JsonPropertyName("itemPriceOverrideRouble")]
/** Custom rouble prices for items to override values from prices.json */
public Dictionary<string, double> ItemPriceOverrideRouble { get; set; }
}
public class PriceRanges
{
[JsonPropertyName("default")]
public MinMax Default { get; set; }
[JsonPropertyName("preset")]
public MinMax Preset { get; set; }
[JsonPropertyName("pack")]
public MinMax Pack { get; set; }
}
public class BarterDetails
{
/** Percentage change an offer is listed as a barter */
[JsonPropertyName("chancePercent")]
public double ChancePercent { get; set; }
/** Min number of required items for a barter requirement */
[JsonPropertyName("itemCountMin")]
public int ItemCountMin { get; set; }
/** Max number of required items for a barter requirement */
[JsonPropertyName("itemCountMax")]
public int ItemCountMax { get; set; }
/** How much can the total price of requested items vary from the item offered */
[JsonPropertyName("priceRangeVariancePercent")]
public double PriceRangeVariancePercent { get; set; }
/** Min rouble price for an offer to be considered for turning into a barter */
[JsonPropertyName("minRoubleCostToBecomeBarter")]
public double MinRoubleCostToBecomeBarter { get; set; }
/** Should barter offers only single stack */
[JsonPropertyName("makeSingleStackOnly")]
public bool MakeSingleStackOnly { get; set; }
/** Item Tpls to never be turned into a barter */
[JsonPropertyName("itemTypeBlacklist")]
public List<string> ItemTypeBlacklist { get; set; }
}
public class PackDetails
{
/** Percentage change an offer is listed as a pack */
[JsonPropertyName("chancePercent")]
public double ChancePercent { get; set; }
/** Min number of required items for a pack */
[JsonPropertyName("itemCountMin")]
public int ItemCountMin { get; set; }
/** Max number of required items for a pack */
[JsonPropertyName("itemCountMax")]
public int ItemCountMax { get; set; }
/** item types to allow being a pack */
[JsonPropertyName("itemTypeWhitelist")]
public List<string> ItemTypeWhitelist { get; set; }
}
public class OfferAdjustment
{
/// <summary>
/// Shuld offer price be adjusted when below handbook price
/// </summary>
[JsonPropertyName("adjustPriceWhenBelowHandbookPrice")]
public bool AdjustPriceWhenBelowHandbookPrice { get; set; }
/// <summary>
/// How big a percentage difference does price need to vary from handbook to be considered for adjustment
/// </summary>
[JsonPropertyName("maxPriceDifferenceBelowHandbookPercent")]
public double MaxPriceDifferenceBelowHandbookPercent { get; set; }
/// <summary>
/// How much to multiply the handbook price to get the new price
/// </summary>
[JsonPropertyName("handbookPriceMultipier")]
public double HandbookPriceMultiplier { get; set; }
/// <summary>
/// What is the minimum rouble price to consider adjusting price of item
/// </summary>
[JsonPropertyName("priceThreshholdRub")]
public double PriceThresholdRub { get; set; }
}
public class Condition
{
/// <summary>
/// Percentage change durability is altered
/// </summary>
[JsonPropertyName("conditionChance")]
public double ConditionChance { get; set; }
[JsonPropertyName("current")]
public MinMax Current { get; set; }
[JsonPropertyName("max")]
public MinMax Max { get; set; }
}
public class RagfairBlacklist
{
/// <summary>
/// Damaged ammo packs
/// </summary>
[JsonPropertyName("damagedAmmoPacks")]
public bool DamagedAmmoPacks { get; set; }
/// <summary>
/// Custom blacklist for item Tpls
/// </summary>
[JsonPropertyName("custom")]
public List<string> Custom { get; set; }
/// <summary>
/// BSG blacklist a large number of items from flea, true = use blacklist
/// </summary>
[JsonPropertyName("enableBsgList")]
public bool EnableBsgList { get; set; }
/// <summary>
/// Should quest items be blacklisted from flea
/// </summary>
[JsonPropertyName("enableQuestList")]
public bool EnableQuestList { get; set; }
/// <summary>
/// Should trader items that are blacklisted by bsg be listed on flea
/// </summary>
[JsonPropertyName("traderItems")]
public bool TraderItems { get; set; }
/// <summary>
/// Maximum level an armor plate can be found in a flea-listed armor item
/// </summary>
[JsonPropertyName("armorPlate")]
public ArmorPlateBlacklistSettings ArmorPlate { get; set; }
/// <summary>
/// Should specific categories be blacklisted from the flea, true = use blacklist
/// </summary>
[JsonPropertyName("enableCustomItemCategoryList")]
public bool EnableCustomItemCategoryList { get; set; }
/// <summary>
/// Custom category blacklist for parent Ids
/// </summary>
[JsonPropertyName("customItemCategoryList")]
public List<string> CustomItemCategoryList { get; set; }
}
public class ArmorPlateBlacklistSettings
{
/// <summary>
/// Max level of plates an armor can have without being removed
/// </summary>
[JsonPropertyName("maxProtectionLevel")]
public int MaxProtectionLevel { get; set; }
/// <summary>
/// Item slots to NOT remove from items on flea
/// </summary>
[JsonPropertyName("ignoreSlots")]
public List<string> IgnoreSlots { get; set; }
}
public class UnreasonableModPrices
{
/// <summary>
/// Enable a system that adjusts very high ragfair prices to be below a max multiple of items the handbook values
/// </summary>
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
/// <summary>
/// Multipler to start adjusting item values from, e.g. a value of 10 means any value over 10x the handbook price gets adjusted
/// </summary>
[JsonPropertyName("handbookPriceOverMultiplier")]
public int HandbookPriceOverMultiplier { get; set; }
/// <summary>
/// The new multiplier for items found using above property, e.g. a value of 4 means set items price to 4x handbook price
/// </summary>
[JsonPropertyName("newPriceHandbookMultiplier")]
public int NewPriceHandbookMultiplier { get; set; }
}
public class ArmorSettings
{
/// <summary>
/// % chance / 100 that armor plates will be removed from an offer before listing
/// </summary>
[JsonPropertyName("removeRemovablePlateChance")]
public int RemoveRemovablePlateChance { get; set; }
/// <summary>
/// What slots are to be removed when removeRemovablePlateChance is true
/// </summary>
[JsonPropertyName("plateSlotIdToRemovePool")]
public List<string> PlateSlotIdToRemovePool { get; set; }
}
public class TieredFlea
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
/// <summary>
/// key: tpl, value: playerlevel
/// </summary>
[JsonPropertyName("unlocksTpl")]
public Dictionary<string, int> UnlocksTpl { get; set; }
/// <summary>
/// key: item type id, value: playerlevel
/// </summary>
[JsonPropertyName("unlocksType")]
public Dictionary<string, int> UnlocksType { get; set; }
public bool AmmoTiersEnabled { get; set; }
[JsonPropertyName("ammoTplUnlocks")]
public Dictionary<string, int> AmmoTplUnlocks { get; set; }
}
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using Core.Models.Common;
namespace Core.Models.Spt.Config;
using System.Text.Json.Serialization;
public class RepairConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-repair";
[JsonPropertyName("priceMultiplier")]
public double PriceMultiplier { get; set; }
[JsonPropertyName("applyRandomizeDurabilityLoss")]
public bool ApplyRandomizeDurabilityLoss { get; set; }
[JsonPropertyName("weaponSkillRepairGain")]
public double WeaponSkillRepairGain { get; set; }
[JsonPropertyName("armorKitSkillPointGainPerRepairPointMultiplier")]
public double ArmorKitSkillPointGainPerRepairPointMultiplier { get; set; }
/** INT gain multiplier per repaired item type */
[JsonPropertyName("repairKitIntellectGainMultiplier")]
public IntellectGainValues RepairKitIntellectGainMultiplier { get; set; }
// ** How much INT can be given to player per repair action */
[JsonPropertyName("maxIntellectGainPerRepair")]
public MaxIntellectGainValues MaxIntellectGainPerRepair { get; set; }
[JsonPropertyName("weaponTreatment")]
public WeaponTreatmentRepairValues WeaponTreatment { get; set; }
[JsonPropertyName("repairKit")]
public RepairKit RepairKit { get; set; }
}
public class IntellectGainValues
{
[JsonPropertyName("weapon")]
public double Weapon { get; set; }
[JsonPropertyName("armor")]
public double Armor { get; set; }
}
public class MaxIntellectGainValues
{
[JsonPropertyName("kit")]
public double Kit { get; set; }
[JsonPropertyName("trader")]
public double Trader { get; set; }
}
public class WeaponTreatmentRepairValues
{
/** The chance to gain more weapon maintenance skill */
[JsonPropertyName("critSuccessChance")]
public double CritSuccessChance { get; set; }
[JsonPropertyName("critSuccessAmount")]
public double CritSuccessAmount { get; set; }
/** The chance to gain less weapon maintenance skill */
[JsonPropertyName("critFailureChance")]
public double CritFailureChance { get; set; }
[JsonPropertyName("critFailureAmount")]
public double CritFailureAmount { get; set; }
/** The multiplier used for calculating weapon maintenance XP */
[JsonPropertyName("pointGainMultiplier")]
public double PointGainMultiplier { get; set; }
}
public class RepairKit
{
[JsonPropertyName("armor")]
public BonusSettings Armor { get; set; }
[JsonPropertyName("weapon")]
public BonusSettings Weapon { get; set; }
}
public class BonusSettings
{
[JsonPropertyName("rarityWeight")]
public Dictionary<string, double> RarityWeight { get; set; }
[JsonPropertyName("bonusTypeWeight")]
public Dictionary<string, double> BonusTypeWeight { get; set; }
[JsonPropertyName("common")]
public Dictionary<string, BonusValues> Common { get; set; }
[JsonPropertyName("rare")]
public Dictionary<string, BonusValues> Rare { get; set; }
}
public class BonusValues
{
[JsonPropertyName("valuesMinMax")]
public MinMax ValuesMinMax { get; set; }
/** What dura is buff active between (min max of current max) */
[JsonPropertyName("activeDurabilityPercentMinMax")]
public MinMax ActiveDurabilityPercentMinMax { get; set; }
}
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using Core.Models.Common;
namespace Core.Models.Spt.Config;
using System.Text.Json.Serialization;
public class ScavCaseConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-scavcase";
[JsonPropertyName("rewardItemValueRangeRub")]
public Dictionary<string, MinMax> RewardItemValueRangeRub { get; set; }
[JsonPropertyName("moneyRewards")]
public MoneyRewards MoneyRewards { get; set; }
[JsonPropertyName("ammoRewards")]
public AmmoRewards AmmoRewards { get; set; }
[JsonPropertyName("rewardItemParentBlacklist")]
public List<string> RewardItemParentBlacklist { get; set; }
[JsonPropertyName("rewardItemBlacklist")]
public List<string> RewardItemBlacklist { get; set; }
[JsonPropertyName("allowMultipleMoneyRewardsPerRarity")]
public bool AllowMultipleMoneyRewardsPerRarity { get; set; }
[JsonPropertyName("allowMultipleAmmoRewardsPerRarity")]
public bool AllowMultipleAmmoRewardsPerRarity { get; set; }
[JsonPropertyName("allowBossItemsAsRewards")]
public bool AllowBossItemsAsRewards { get; set; }
}
public class MoneyRewards
{
[JsonPropertyName("moneyRewardChancePercent")]
public int MoneyRewardChancePercent { get; set; }
[JsonPropertyName("rubCount")]
public MoneyLevels RubCount { get; set; }
[JsonPropertyName("usdCount")]
public MoneyLevels UsdCount { get; set; }
[JsonPropertyName("eurCount")]
public MoneyLevels EurCount { get; set; }
[JsonPropertyName("gpCount")]
public MoneyLevels GpCount { get; set; }
}
public class MoneyLevels
{
[JsonPropertyName("common")]
public MinMax Common { get; set; }
[JsonPropertyName("rare")]
public MinMax Rare { get; set; }
[JsonPropertyName("superrare")]
public MinMax SuperRare { get; set; }
}
public class AmmoRewards
{
[JsonPropertyName("ammoRewardChancePercent")]
public int AmmoRewardChancePercent { get; set; }
[JsonPropertyName("ammoRewardBlacklist")]
public Dictionary<string, List<string>> AmmoRewardBlacklist { get; set; }
[JsonPropertyName("ammoRewardValueRangeRub")]
public Dictionary<string, MinMax> AmmoRewardValueRangeRub { get; set; }
[JsonPropertyName("minStackSize")]
public int MinStackSize { get; set; }
}
@@ -0,0 +1,104 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Config;
public class SeasonalEventConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-seasonalevents";
[JsonPropertyName("enableSeasonalEventDetection")]
public bool EnableSeasonalEventDetection { get; set; }
/** event / botType / equipSlot / itemid */
[JsonPropertyName("eventGear")]
public Dictionary<string, Dictionary<string, Dictionary<string, Dictionary<string, int>>>> EventGear { get; set; }
/** event / bot type / equipSlot / itemid */
[JsonPropertyName("eventLoot")]
public Dictionary<string, Dictionary<string, Dictionary<string, Dictionary<string, int>>>> EventLoot { get; set; }
public List<SeasonalEvent> Events { get; set; }
[JsonPropertyName("eventBotMapping")]
public Dictionary<string, string> EventBotMapping { get; set; }
[JsonPropertyName("eventBossSpawns")]
public Dictionary<string, Dictionary<string, List<BossLocationSpawn>>> EventBossSpawns { get; set; }
[JsonPropertyName("eventWaves")]
public Dictionary<string, Dictionary<string, List<Wave>>> EventWaves { get; set; }
[JsonPropertyName("gifterSettings")]
public List<GifterSetting> GifterSettings { get; set; }
/** key = event, second key = map name */
[JsonPropertyName("hostilitySettingsForEvent")]
public Dictionary<string, Dictionary<string, List<AdditionalHostilitySettings>>> HostilitySettingsForEvent { get; set; }
/** Ids of containers on locations that only have christmas loot */
[JsonPropertyName("christmasContainerIds")]
public List<string> ChristmasContainerIds { get; set; }
/** Season - botType - location (body/feet/hands/head) */
[JsonPropertyName("botAppearanceChanges")]
public Dictionary<SeasonalEventType, Dictionary<string, Dictionary<string, Dictionary<string, int>>>> BotAppearanceChanges { get; set; }
}
public class SeasonalEvent
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("type")]
public SeasonalEventType Type { get; set; }
[JsonPropertyName("startDay")]
public int StartDay { get; set; }
[JsonPropertyName("startMonth")]
public int StartMonth { get; set; }
[JsonPropertyName("endDay")]
public int EndDay { get; set; }
[JsonPropertyName("endMonth")]
public int EndMonth { get; set; }
[JsonPropertyName("settings")]
public Dictionary<string, object> Settings { get; set; } // TODO: Type was Record<string, ISeasonalEventSettings | IZombieSettings>
}
public class SeasonalEventSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
}
public class ZombieSettings : SeasonalEventSettings
{
[JsonPropertyName("mapInfectionAmount")]
public Dictionary<string, int> MapInfectionAmount { get; set; }
[JsonPropertyName("disableBosses")]
public List<string> DisableBosses { get; set; }
[JsonPropertyName("disableWaves")]
public List<string> DisableWaves { get; set; }
}
public class GifterSetting
{
[JsonPropertyName("map")]
public string Map { get; set; }
[JsonPropertyName("zones")]
public string Zones { get; set; }
[JsonPropertyName("spawnChance")]
public int SpawnChance { get; set; }
}
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using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public class TraderConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-trader";
[JsonPropertyName("updateTime")]
public List<UpdateTime> UpdateTime { get; set; }
[JsonPropertyName("updateTimeDefault")]
public int UpdateTimeDefault { get; set; }
[JsonPropertyName("purchasesAreFoundInRaid")]
public bool PurchasesAreFoundInRaid { get; set; }
/** Should trader reset times be set based on server start time (false = bsg time - on the hour) */
[JsonPropertyName("tradersResetFromServerStart")]
public bool TradersResetFromServerStart { get; set; }
[JsonPropertyName("traderPriceMultipler")]
public double TraderPriceMultipler { get; set; }
[JsonPropertyName("fence")]
public FenceConfig Fence { get; set; }
[JsonPropertyName("moddedTraders")]
public ModdedTraders ModdedTraders { get; set; }
}
public class UpdateTime
{
[JsonPropertyName("traderId")]
public string TraderId { get; set; }
/** Seconds between trader resets */
[JsonPropertyName("seconds")]
public MinMax Seconds { get; set; }
}
public class FenceConfig
{
[JsonPropertyName("discountOptions")]
public DiscountOptions DiscountOptions { get; set; }
[JsonPropertyName("partialRefreshTimeSeconds")]
public int PartialRefreshTimeSeconds { get; set; }
[JsonPropertyName("partialRefreshChangePercent")]
public double PartialRefreshChangePercent { get; set; }
[JsonPropertyName("assortSize")]
public int AssortSize { get; set; }
[JsonPropertyName("weaponPresetMinMax")]
public MinMax WeaponPresetMinMax { get; set; }
[JsonPropertyName("equipmentPresetMinMax")]
public MinMax EquipmentPresetMinMax { get; set; }
[JsonPropertyName("itemPriceMult")]
public double ItemPriceMult { get; set; }
[JsonPropertyName("presetPriceMult")]
public double PresetPriceMult { get; set; }
[JsonPropertyName("armorMaxDurabilityPercentMinMax")]
public ItemDurabilityCurrentMax ArmorMaxDurabilityPercentMinMax { get; set; }
[JsonPropertyName("weaponDurabilityPercentMinMax")]
public ItemDurabilityCurrentMax WeaponDurabilityPercentMinMax { get; set; }
/** Keyed to plate protection level */
[JsonPropertyName("chancePlateExistsInArmorPercent")]
public Dictionary<string, double> ChancePlateExistsInArmorPercent { get; set; }
/** Key: item tpl */
[JsonPropertyName("itemStackSizeOverrideMinMax")]
public Dictionary<string, MinMax> ItemStackSizeOverrideMinMax { get; set; }
[JsonPropertyName("itemTypeLimits")]
public Dictionary<string, int> ItemTypeLimits { get; set; }
/** Prevent duplicate offers of items of specific categories by parentId */
[JsonPropertyName("preventDuplicateOffersOfCategory")]
public List<string> PreventDuplicateOffersOfCategory { get; set; }
[JsonPropertyName("regenerateAssortsOnRefresh")]
public bool RegenerateAssortsOnRefresh { get; set; }
/** Max rouble price before item is not listed on flea */
[JsonPropertyName("itemCategoryRoublePriceLimit")]
public Dictionary<string, double> ItemCategoryRoublePriceLimit { get; set; }
/** Each slotid with % to be removed prior to listing on fence */
[JsonPropertyName("presetSlotsToRemoveChancePercent")]
public Dictionary<string, double> PresetSlotsToRemoveChancePercent { get; set; }
/** Block seasonal items from appearing when season is inactive */
[JsonPropertyName("blacklistSeasonalItems")]
public bool BlacklistSeasonalItems { get; set; }
/** Max pen value allowed to be listed on flea - affects ammo + ammo boxes */
[JsonPropertyName("ammoMaxPenLimit")]
public double AmmoMaxPenLimit { get; set; }
[JsonPropertyName("blacklist")]
public List<string> Blacklist { get; set; }
[JsonPropertyName("coopExtractGift")]
public CoopExtractReward CoopExtractGift { get; set; }
[JsonPropertyName("btrDeliveryExpireHours")]
public int BtrDeliveryExpireHours { get; set; }
/** Smallest value player rep with fence can fall to */
[JsonPropertyName("playerRepMin")]
public double PlayerRepMin { get; set; }
/** Highest value player rep with fence can climb to */
[JsonPropertyName("playerRepMax")]
public double PlayerRepMax { get; set; }
}
public class ItemDurabilityCurrentMax
{
[JsonPropertyName("current")]
public MinMax Current { get; set; }
[JsonPropertyName("max")]
public MinMax Max { get; set; }
}
public class CoopExtractReward : LootRequest
{
[JsonPropertyName("sendGift")]
public bool SendGift { get; set; }
[JsonPropertyName("messageLocaleIds")]
public List<string> MessageLocaleIds { get; set; }
[JsonPropertyName("giftExpiryHours")]
public int GiftExpiryHours { get; set; }
}
public class DiscountOptions
{
[JsonPropertyName("assortSize")]
public int AssortSize { get; set; }
[JsonPropertyName("itemPriceMult")]
public double ItemPriceMult { get; set; }
[JsonPropertyName("presetPriceMult")]
public double PresetPriceMult { get; set; }
[JsonPropertyName("weaponPresetMinMax")]
public MinMax WeaponPresetMinMax { get; set; }
[JsonPropertyName("equipmentPresetMinMax")]
public MinMax EquipmentPresetMinMax { get; set; }
}
/** Custom trader data needed client side for things such as the clothing service */
public class ModdedTraders
{
/** Trader Ids to enable the clothing service for */
[JsonPropertyName("clothingService")]
public List<string> ClothingService { get; set; }
}
+105
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using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public class WeatherConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-weather";
[JsonPropertyName("acceleration")]
public double Acceleration { get; set; }
[JsonPropertyName("weather")]
public WeatherValues Weather { get; set; }
[JsonPropertyName("seasonDates")]
public List<SeasonDateTimes> SeasonDates { get; set; }
[JsonPropertyName("overrideSeason")]
public Season? OverrideSeason { get; set; }
}
public class SeasonDateTimes
{
[JsonPropertyName("seasonType")]
public Season SeasonType { get; set; }
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("startDay")]
public int StartDay { get; set; }
[JsonPropertyName("startMonth")]
public int StartMonth { get; set; }
[JsonPropertyName("endDay")]
public int EndDay { get; set; }
[JsonPropertyName("endMonth")]
public int EndMonth { get; set; }
}
public class WeatherValues
{
[JsonPropertyName("seasonValues")]
public Dictionary<string, SeasonalValues> SeasonValues { get; set; }
/** How many hours to generate weather data into the future */
[JsonPropertyName("generateWeatherAmountHours")]
public int GenerateWeatherAmountHours { get; set; }
/** Length of each weather period */
[JsonPropertyName("timePeriod")]
public WeatherSettings<int> TimePeriod { get; set; }
}
public class SeasonalValues
{
[JsonPropertyName("clouds")]
public WeatherSettings<string> Clouds { get; set; }
[JsonPropertyName("windSpeed")]
public WeatherSettings<double> WindSpeed { get; set; }
[JsonPropertyName("windDirection")]
public WeatherSettings<WindDirection> WindDirection { get; set; }
[JsonPropertyName("windGustiness")]
public MinMax WindGustiness { get; set; }
[JsonPropertyName("rain")]
public WeatherSettings<double> Rain { get; set; }
[JsonPropertyName("rainIntensity")]
public MinMax RainIntensity { get; set; }
[JsonPropertyName("fog")]
public WeatherSettings<string> Fog { get; set; }
[JsonPropertyName("temp")]
public TempDayNight Temp { get; set; }
[JsonPropertyName("pressure")]
public MinMax Pressure { get; set; }
}
public class TempDayNight
{
[JsonPropertyName("day")]
public MinMax Day { get; set; }
[JsonPropertyName("night")]
public MinMax Night { get; set; }
}
public class WeatherSettings<T>
{
[JsonPropertyName("values")]
public List<T> Values { get; set; }
[JsonPropertyName("weights")]
public List<double> Weights { get; set; }
}
@@ -0,0 +1,41 @@
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Controllers;
public class BotController
{
public int GetBotLimit(string type)
{
throw new NotImplementedException();
}
public object GetBotDifficulty(string type, string difficulty) // TODO: return type was: IBotCore | IDifficultyCategories
{
throw new NotImplementedException();
}
public bool IsBotPmc(string botRole)
{
throw new NotImplementedException();
}
public bool IsBotBoss(string botRole)
{
throw new NotImplementedException();
}
public bool IsBotFollower(string botRole)
{
throw new NotImplementedException();
}
public List<BotBase> Generate(GenerateBotsRequestData info, bool playerscav)
{
throw new NotImplementedException();
}
public int GetBotCap()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,106 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Dialog;
public class SendMessageDetails
{
/// <summary>
/// Player id
/// </summary>
[JsonPropertyName("recipientId")]
public string RecipientId { get; set; }
/// <summary>
/// Who is sending this message
/// </summary>
[JsonPropertyName("sender")]
public MessageType Sender { get; set; }
/// <summary>
/// Optional - leave blank to use sender value
/// </summary>
[JsonPropertyName("dialogType")]
public MessageType? DialogType { get; set; }
/// <summary>
/// Optional - if sender is USER these details are used
/// </summary>
[JsonPropertyName("senderDetails")]
public IUserDialogInfo? SenderDetails { get; set; }
/// <summary>
/// Optional - the trader sending the message
/// </summary>
[JsonPropertyName("trader")]
public Traders? Trader { get; set; }
/// <summary>
/// Optional - used in player/system messages, otherwise templateId is used
/// </summary>
[JsonPropertyName("messageText")]
public string? MessageText { get; set; }
/// <summary>
/// Optional - Items to send to player
/// </summary>
[JsonPropertyName("items")]
public List<Item>? Items { get; set; }
/// <summary>
/// Optional - How long items will be stored in mail before expiry
/// </summary>
[JsonPropertyName("itemsMaxStorageLifetimeSeconds")]
public int? ItemsMaxStorageLifetimeSeconds { get; set; }
/// <summary>
/// Optional - Used when sending messages from traders who send text from locale json
/// </summary>
[JsonPropertyName("templateId")]
public string? TemplateId { get; set; }
/// <summary>
/// Optional - ragfair related
/// </summary>
[JsonPropertyName("systemData")]
public SystemData? SystemData { get; set; }
/// <summary>
/// Optional - Used by ragfair messages
/// </summary>
[JsonPropertyName("ragfairDetails")]
public MessageContentRagfair? RagfairDetails { get; set; }
/// <summary>
/// OPTIONAL - allows modification of profile settings via mail
/// </summary>
[JsonPropertyName("profileChangeEvents")]
public List<ProfileChangeEvent>? ProfileChangeEvents { get; set; }
}
public class ProfileChangeEvent
{
[JsonPropertyName("_id")]
public string Id { get; set; }
[JsonPropertyName("Type")]
public ProfileChangeEventType Type { get; set; }
[JsonPropertyName("value")]
public int Value { get; set; }
[JsonPropertyName("entity")]
public string? Entity { get; set; }
}
public enum ProfileChangeEventType
{
TraderSalesSum,
TraderStanding,
ProfileLevel,
SkillPoints,
ExamineAllItems,
UnlockTrader,
AssortmentUnlockRule,
HideoutAreaLevel
}
@@ -0,0 +1,16 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Fence;
public class CreateFenceAssortsResult
{
[JsonPropertyName("sptItems")]
public List<List<Item>> SptItems { get; set; }
[JsonPropertyName("barter_scheme")]
public Dictionary<string, List<List<BarterScheme>>> BarterScheme { get; set; }
[JsonPropertyName("loyal_level_items")]
public Dictionary<string, int> LoyalLevelItems { get; set; }
}
@@ -0,0 +1,24 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Fence;
public class FenceAssortGenerationValues
{
[JsonPropertyName("normal")]
public GenerationAssortValues Normal { get; set; }
[JsonPropertyName("discount")]
public GenerationAssortValues Discount { get; set; }
}
public class GenerationAssortValues
{
[JsonPropertyName("item")]
public int Item { get; set; }
[JsonPropertyName("weaponPreset")]
public int WeaponPreset { get; set; }
[JsonPropertyName("equipmentPreset")]
public int EquipmentPreset { get; set; }
}
@@ -0,0 +1,11 @@
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Generators;
public class BotGenerator
{
public PmcInventory GenerateInventory(Inventory templateInventory, Chances equipmentChances, Generation generation, string botRole, bool isPmc)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,18 @@
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Generators;
public class LocationGenerator
{
public StaticContainerProps GenerateContainerLoot(StaticContainerProps containerIn, List<StaticForcedProps> staticForced,
Dictionary<string, StaticLootDetails> staticLootDist, Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist, string locationName)
{
throw new NotImplementedException();
}
public List<SpawnpointTemplate> GenerateDynamicLoot(LooseLoot dynamicLootDist, Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string locationName)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,14 @@
namespace Core.Models.Spt.Generators;
public class PMCLootGenerator
{
public List<string> GeneratePMCPocketLootPool()
{
throw new NotImplementedException();
}
public List<string> GeneratePMCBackpackLootPool()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,11 @@
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Generators;
public class RagfairAssortGenerator
{
public List<Item> GetAssortItems()
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,13 @@
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Ragfair;
namespace Core.Models.Spt.Generators;
public class RagfairOfferGenerator
{
public RagfairOffer CreateOffer(string userID, float time, List<Item> items, List<BarterScheme> barterScheme, int loyalLevel, int price,
bool sellInOnePiece)
{
throw new NotImplementedException();
}
}
@@ -0,0 +1,19 @@
using System.Text.Json.Serialization;
using Core.Models.Spt.Config;
namespace Core.Models.Spt.Hideout;
public class CircleCraftDetails
{
[JsonPropertyName("time")]
public int Time { get; set; } // this might not be the right "number" type
[JsonPropertyName("rewardType")]
public CircleRewardType RewardType { get; set; }
[JsonPropertyName("rewardAmountRoubles")]
public int RewardAmountRoubles { get; set; }
[JsonPropertyName("rewardDetails")]
public CraftTimeThreshhold? RewardDetails { get; set; }
}
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@@ -0,0 +1,22 @@
using System.Text.Json.Serialization;
using Core.Models.Spt.Repeatable;
namespace Core.Models.Spt.Hideout;
public class Hideout
{
[JsonPropertyName("areas")]
public List<HideoutArea> Areas { get; set; }
[JsonPropertyName("customisation")]
public HideoutCustomisation Customisation { get; set; }
[JsonPropertyName("production")]
public HideoutProductionData Production { get; set; }
[JsonPropertyName("settings")]
public HideoutSettingsBase Settings { get; set; }
[JsonPropertyName("qte")]
public List<qteData> Qte { get; set; }
}
@@ -0,0 +1,30 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Hideout;
public class ScavCaseRewardCountsAndPrice
{
[JsonPropertyName("Common")]
public RewardCountAndPriceDetails Common { get; set; }
[JsonPropertyName("Rare")]
public RewardCountAndPriceDetails Rare { get; set; }
[JsonPropertyName("Superrare")]
public RewardCountAndPriceDetails Superrare { get; set; }
}
public class RewardCountAndPriceDetails
{
[JsonPropertyName("minCount")]
public int MinCount { get; set; }
[JsonPropertyName("maxCount")]
public int MaxCount { get; set; }
[JsonPropertyName("minPriceRub")]
public int MinPriceRub { get; set; }
[JsonPropertyName("maxPriceRub")]
public int MaxPriceRub { get; set; }
}
@@ -0,0 +1,19 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common.Tables;
namespace Core.Models.Spt.Inventory;
public class OwnerInventoryItems
{
[JsonPropertyName("from")]
public List<Item> From { get; set; }
[JsonPropertyName("to")]
public List<Item> To { get; set; }
[JsonPropertyName("sameInventory")]
public bool SameInventory { get; set; }
[JsonPropertyName("isMail")]
public bool IsMail { get; set; }
}
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@@ -0,0 +1,15 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Location;
public class RaidChanges
{
[JsonPropertyName("dynamicLootPercent")]
public float DynamicLootPercent { get; set; }
[JsonPropertyName("staticLootPercent")]
public float StaticLootPercent { get; set; }
[JsonPropertyName("simulatedRaidStartSeconds")]
public int SimulatedRaidStartSeconds { get; set; }
}
@@ -0,0 +1,21 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Logging;
public class ClientLogRequest
{
[JsonPropertyName("Source")]
public string Source { get; set; }
[JsonPropertyName("Level")]
public LogLevel Level { get; set; }
[JsonPropertyName("Message")]
public string Message { get; set; }
[JsonPropertyName("Color")]
public string? Color { get; set; }
[JsonPropertyName("BackgroundColor")]
public string? BackgroundColor { get; set; }
}
@@ -0,0 +1,16 @@
// namespace Core.Models.Spt.Logging;
//
// public struct LogBackgroundColor
// {
// public const string DEFAULT = "";
// public const string BLACK = "blackBG";
// public const string RED = "redBG";
// public const string GREEN = "greenBG";
// public const string YELLOW = "yellowBG";
// public const string BLUE = "blueBG";
// public const string MAGENTA = "magentaBG";
// public const string CYAN = "cyanBG";
// public const string WHITE = "whiteBG";
// }
// TODO: this likely wont be used anymore, so commenting out insteaad of reimplementing
+13
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@@ -0,0 +1,13 @@
namespace Core.Models.Spt.Logging;
public enum LogLevel
{
ERROR = 0,
WARN = 1,
SUCCESS = 2,
INFO = 3,
CUSTOM = 4,
DEBUG = 5
}
// TODO: needs to be moved to enums namespace
+16
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@@ -0,0 +1,16 @@
// namespace Core.Models.Spt.Logging;
//
// public struct LogTextColor
// {
// public const string BLACK = "black";
// public const string RED = "red";
// public const string GREEN = "green";
// public const string YELLOW = "yellow";
// public const string BLUE = "blue";
// public const string MAGENTA = "Magenta";
// public const string CYAN = "cyan";
// public const string WHITE = "white";
// public const string GRAY = "gray";
// }
// TODO: this likely wont be used anymore, so commenting out insteaad of reimplementing
+12
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@@ -0,0 +1,12 @@
namespace Core.Models.Spt.Logging;
public class SptLogger
{
public object Error { get; set; } // error: (msg: string | Record<string, unknown>) => void;
public object Warn { get; set; } // warn: (msg: string | Record<string, unknown>) => void;
public object Succ { get; set; } // succ?: (msg: string | Record<string, unknown>) => void;
public object Info { get; set; } // info: (msg: string | Record<string, unknown>) => void;
public object Debug { get; set; } // debug: (msg: string | Record<string, unknown>) => void;
}
// TODO: needs to be reimplemented however we want to do it in this project
+16
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@@ -0,0 +1,16 @@
namespace Core.Models.Spt.Mod;
public class ModLoader
{
public void Load(DependencyContainer container)
{
throw new NotImplementedException();
}
public string GetModPath(string mod)
{
throw new NotImplementedException();
}
}
// TODO: This needs to be reworked with however we do it for this project
+72
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@@ -0,0 +1,72 @@
using System.Text.Json.Serialization;
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Mod;
public class NewItemDetails : NewItemDetailsBase
{
[JsonPropertyName("newItem")]
public TemplateItem NewItem { get; set; }
}
public class NewItemFromCloneDetails : NewItemDetailsBase
{
[JsonPropertyName("itemTplToClone")]
public string ItemTplToClone { get; set; }
[JsonPropertyName("overrideProperties")]
public Props OverrideProperties { get; set; }
[JsonPropertyName("parentId")]
public string ParentId { get; set; }
[JsonPropertyName("newId")]
public string NewId { get; set; } = "";
}
public class NewItemDetailsBase
{
[JsonPropertyName("fleaPriceRoubles")]
public float FleaPriceRoubles { get; set; }
[JsonPropertyName("handbookPriceRoubles")]
public float HandbookPriceRoubles { get; set; }
[JsonPropertyName("handbookParentId")]
public string HandbookParentId { get; set; }
[JsonPropertyName("locales")]
public Dictionary<string, LocaleDetails> Locales { get; set; }
}
public class LocaleDetails
{
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("shortName")]
public string ShortName { get; set; }
[JsonPropertyName("description")]
public string Description { get; set; }
}
public class CreateItemResult
{
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("errors")]
public List<string> Errors { get; set; }
public CreateItemResult()
{
Success = false;
Errors = new List<string>();
}
}
// TODO: This needs to be reworked with however we do it for this project
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@@ -0,0 +1,57 @@
using System.Text.Json.Serialization;
namespace Core.Models.Spt.Mod;
public class PackageJsonData
{
[JsonPropertyName("incompatibilities")]
public List<string>? Incompatibilities { get; set; }
[JsonPropertyName("loadBefore")]
public List<string>? LoadBefore { get; set; }
[JsonPropertyName("loadAfter")]
public List<string>? LoadAfter { get; set; }
[JsonPropertyName("dependencies")]
public Dictionary<string, string>? Dependencies { get; set; }
[JsonPropertyName("modDependencies")]
public Dictionary<string, string>? ModDependencies { get; set; }
[JsonPropertyName("name")]
public string Name { get; set; }
[JsonPropertyName("url")]
public string Url { get; set; }
[JsonPropertyName("author")]
public string Author { get; set; }
[JsonPropertyName("version")]
public string Version { get; set; }
[JsonPropertyName("sptVersion")]
public string SptVersion { get; set; }
// We deliberately purge this data
[JsonPropertyName("scripts")]
public Dictionary<string, string> Scripts { get; set; }
[JsonPropertyName("devDependencies")]
public Dictionary<string, string>? DevDependencies { get; set; }
[JsonPropertyName("licence")]
public string Licence { get; set; }
[JsonPropertyName("main")]
public string Main { get; set; }
[JsonPropertyName("isBundleMod")]
public bool IsBundleMod { get; set; }
[JsonPropertyName("contributors")]
public List<string> Contributors { get; set; }
}
// TODO: this will need changing to however we implement it in this project
+12 -12
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@@ -28,7 +28,7 @@ public class QuestPool
public class ExplorationPool public class ExplorationPool
{ {
[JsonPropertyName("locations")] [JsonPropertyName("locations")]
public Dictionary<ELocationName, List<string>> Locations { get; set; } public Dictionary<ELocationName, List<string>> Locations { get; set; } // TODO: check the type, originally - Partial<Record<ELocationName, string[]>>
} }
public class EliminationPool public class EliminationPool
@@ -40,37 +40,37 @@ public class EliminationPool
public class EliminationTargetPool public class EliminationTargetPool
{ {
[JsonPropertyName("Savage")] [JsonPropertyName("Savage")]
public TargetLocation Savage { get; set; } public TargetLocation? Savage { get; set; }
[JsonPropertyName("AnyPmc")] [JsonPropertyName("AnyPmc")]
public TargetLocation AnyPmc { get; set; } public TargetLocation? AnyPmc { get; set; }
[JsonPropertyName("bossBully")] [JsonPropertyName("bossBully")]
public TargetLocation BossBully { get; set; } public TargetLocation? BossBully { get; set; }
[JsonPropertyName("bossGluhar")] [JsonPropertyName("bossGluhar")]
public TargetLocation BossGluhar { get; set; } public TargetLocation? BossGluhar { get; set; }
[JsonPropertyName("bossKilla")] [JsonPropertyName("bossKilla")]
public TargetLocation BossKilla { get; set; } public TargetLocation? BossKilla { get; set; }
[JsonPropertyName("bossSanitar")] [JsonPropertyName("bossSanitar")]
public TargetLocation BossSanitar { get; set; } public TargetLocation? BossSanitar { get; set; }
[JsonPropertyName("bossTagilla")] [JsonPropertyName("bossTagilla")]
public TargetLocation BossTagilla { get; set; } public TargetLocation? BossTagilla { get; set; }
[JsonPropertyName("bossKnight")] [JsonPropertyName("bossKnight")]
public TargetLocation BossKnight { get; set; } public TargetLocation? BossKnight { get; set; }
[JsonPropertyName("bossZryachiy")] [JsonPropertyName("bossZryachiy")]
public TargetLocation BossZryachiy { get; set; } public TargetLocation? BossZryachiy { get; set; }
[JsonPropertyName("bossBoar")] [JsonPropertyName("bossBoar")]
public TargetLocation BossBoar { get; set; } public TargetLocation? BossBoar { get; set; }
[JsonPropertyName("bossBoarSniper")] [JsonPropertyName("bossBoarSniper")]
public TargetLocation BossBoarSniper { get; set; } public TargetLocation? BossBoarSniper { get; set; }
} }
public class TargetLocation public class TargetLocation
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@@ -1,5 +1,4 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using System.Collections.Generic;
namespace Core.Models.Spt.Server; namespace Core.Models.Spt.Server;