using Core.Annotations; using Core.Models.Eft.Common.Tables; namespace Core.Services; [Injectable(InjectionType.Singleton)] public class BotEquipmentModPoolService { /** * Store dictionary of mods for each item passed in * @param items items to find related mods and store in modPool */ protected void GeneratePool(List items, string poolType) { throw new NotImplementedException(); } /** * Empty the mod pool */ public void ResetPool() { throw new NotImplementedException(); } /** * Get array of compatible mods for an items mod slot (generate pool if it doesnt exist already) * @param itemTpl item to look up * @param slotName slot to get compatible mods for * @returns tpls that fit the slot */ public List GetCompatibleModsForWeaponSlot(string itemTpl, string slotName) { throw new NotImplementedException(); } /** * Get array of compatible mods for an items mod slot (generate pool if it doesnt exist already) * @param itemTpl item to look up * @param slotName slot to get compatible mods for * @returns tpls that fit the slot */ public List GetCompatibleModsForGearSlot(string itemTpl, string slotName) { throw new NotImplementedException(); } /** * Get mods for a piece of gear by its tpl * @param itemTpl items tpl to look up mods for * @returns Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value */ public Dictionary> GetModsForGearSlot(string itemTpl) { throw new NotImplementedException(); } /** * Get mods for a weapon by its tpl * @param itemTpl Weapons tpl to look up mods for * @returns Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value */ public Dictionary> GetModsForWeaponSlot(string itemTpl) { throw new NotImplementedException(); } /** * Create weapon mod pool and set generated flag to true */ protected void GenerateWeaponPool() { throw new NotImplementedException(); } /** * Create gear mod pool and set generated flag to true */ protected void GenerateGearPool() { throw new NotImplementedException(); } }