using System.Text.Json.Serialization;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Utils.Collections;
using SPTarkov.Server.Core.Utils.Json.Converters;
namespace SPTarkov.Server.Core.Models.Spt.Config;
public record QuestConfig : BaseConfig
{
[JsonPropertyName("kind")]
public override string Kind { get; set; } = "spt-quest";
///
/// Hours to get/redeem items from quest mail keyed by profile type
///
[JsonPropertyName("mailRedeemTimeHours")]
public required Dictionary MailRedeemTimeHours { get; set; }
///
/// Collection of quests by id only available to usec
///
[JsonPropertyName("usecOnlyQuests")]
public required HashSet UsecOnlyQuests { get; set; }
///
/// Collection of quests by id only available to bears
///
[JsonPropertyName("bearOnlyQuests")]
public required HashSet BearOnlyQuests { get; set; }
///
/// Quests that the keyed game version do not see/access
///
[JsonPropertyName("profileBlacklist")]
public required Dictionary> ProfileBlacklist { get; set; }
///
/// key=questid, gameversions that can see/access quest
///
[JsonPropertyName("profileWhitelist")]
public required Dictionary> ProfileWhitelist { get; set; }
///
/// Holds repeatable quest template ids for pmc's and scav's
///
[JsonPropertyName("repeatableQuestTemplateIds")]
public required RepeatableQuestTemplates RepeatableQuestTemplates { get; set; }
///
/// Show non-seasonal quests be shown to players
///
[JsonPropertyName("showNonSeasonalEventQuests")]
public required bool ShowNonSeasonalEventQuests { get; set; }
///
/// Collection of event quest data keyed by quest id.
///
[JsonPropertyName("eventQuests")]
public required Dictionary EventQuests { get; set; }
///
/// List of repeatable quest configs for; daily, weekly, and daily scav.
///
[JsonPropertyName("repeatableQuests")]
public required List RepeatableQuests { get; set; }
///
/// Maps internal map names to their mongoId: Key - internal :: val - Mongoid
///
[JsonPropertyName("locationIdMap")]
public required Dictionary LocationIdMap { get; set; }
}
public record RepeatableQuestTemplates
{
///
/// Pmc repeatable quest template ids keyed by type of quest
/// Keys: elimination, completion, exploration
///
[JsonPropertyName("pmc")]
public required Dictionary Pmc { get; set; }
///
/// Scav repeatable quest template ids keyed by type of quest
/// Keys: elimination, completion, exploration, pickup
///
[JsonPropertyName("scav")]
public required Dictionary Scav { get; set; }
}
public record EventQuestData
{
///
/// Name of the event quest
///
[JsonPropertyName("name")]
public required string Name { get; set; }
///
/// Season to which this quest belongs
///
[JsonPropertyName("season")]
public required SeasonalEventType Season { get; set; }
///
/// Start timestamp
///
[JsonPropertyName("startTimestamp")]
public required long StartTimestamp { get; set; }
///
/// End timestamp
///
[JsonPropertyName("endTimestamp")]
[JsonConverter(typeof(StringToNumberFactoryConverter))]
public required long EndTimestamp { get; set; }
///
/// Is this quest part of a yearly event, ex: Christmas
///
[JsonPropertyName("yearly")]
public required bool Yearly { get; set; }
}
public record RepeatableQuestConfig
{
///
/// Id for type of repeatable quest
///
[JsonPropertyName("id")]
public required MongoId Id { get; set; }
///
/// Human-readable name for repeatable quest type
///
[JsonPropertyName("name")]
public required string Name { get; set; }
///
/// Side this config belongs to. Note: Random not implemented, do not use!
///
[JsonPropertyName("side")]
[JsonConverter(typeof(JsonStringEnumConverter))]
public required PlayerGroup Side { get; set; }
///
/// Types of tasks this config can generate; ex: Elimination
///
[JsonPropertyName("types")]
public required List Types { get; set; }
///
/// How long does the task stay active for after accepting it
///
[JsonPropertyName("resetTime")]
public required long ResetTime { get; set; }
///
/// How many quests should we provide per ResetTime
///
[JsonPropertyName("numQuests")]
public required int NumQuests { get; set; }
///
/// Min player level required to receive a quest from this config
///
[JsonPropertyName("minPlayerLevel")]
public required int MinPlayerLevel { get; set; }
///
/// Reward scaling config
///
[JsonPropertyName("rewardScaling")]
public required RewardScaling RewardScaling { get; set; }
///
/// Location map
///
[JsonPropertyName("locations")]
public required Dictionary> Locations { get; set; }
///
/// Traders that are allowed to generate tasks from this config.
/// Includes quest types, reward whitelist, and whether rewards can be weapons.
///
[JsonPropertyName("traderWhitelist")]
public required List TraderWhitelist { get; set; }
///
/// Quest config, holds information on how a task should be generated
///
[JsonPropertyName("questConfig")]
public required RepeatableQuestTypesConfig QuestConfig { get; set; }
///
/// Item base types to block when generating rewards
///
[JsonPropertyName("rewardBaseTypeBlacklist")]
public required HashSet RewardBaseTypeBlacklist { get; set; }
///
/// Item tplIds to ignore when generating rewards
///
[JsonPropertyName("rewardBlacklist")]
public required HashSet RewardBlacklist { get; set; }
///
/// Minimum stack size that an ammo reward should be generated with
///
[JsonPropertyName("rewardAmmoStackMinSize")]
public required int RewardAmmoStackMinSize { get; set; }
///
/// How many free task changes are available from this config
///
[JsonPropertyName("freeChangesAvailable")]
public required int FreeChangesAvailable { get; set; }
///
/// How many free task changes remain from this config
///
[JsonPropertyName("freeChanges")]
public required int FreeChanges { get; set; }
///
/// Should the task replacement category be the same as the one its replacing
///
[JsonPropertyName("keepDailyQuestTypeOnReplacement")]
public required bool KeepDailyQuestTypeOnReplacement { get; set; }
///
/// Reputation standing price for replacing a repeatable
///
[JsonPropertyName("standingChangeCost")]
public required IList StandingChangeCost { get; set; }
}
public record RewardScaling
{
///
/// Levels at which to increase to the next level of reward potential
///
[JsonPropertyName("levels")]
public required List Levels { get; set; }
///
/// Experience reward tiers
///
[JsonPropertyName("experience")]
public required List Experience { get; set; }
///
/// Rouble reward tiers
///
[JsonPropertyName("roubles")]
public required List Roubles { get; set; }
///
/// Gp coin reward tiers
///
[JsonPropertyName("gpCoins")]
public required List GpCoins { get; set; }
///
/// Item amount reward tiers
///
[JsonPropertyName("items")]
public required List Items { get; set; }
///
/// reputation amount reward tiers
///
[JsonPropertyName("reputation")]
public required List Reputation { get; set; }
///
/// Reward spread
///
[JsonPropertyName("rewardSpread")]
public required double RewardSpread { get; set; }
///
/// Skill reward chance tiers
///
[JsonPropertyName("skillRewardChance")]
public required List SkillRewardChance { get; set; }
///
/// Skill reward amount tiers
///
[JsonPropertyName("skillPointReward")]
public required List SkillPointReward { get; set; }
}
public record TraderWhitelist
{
///
/// Trader Id
///
[JsonPropertyName("traderId")]
public required MongoId TraderId { get; set; }
///
/// Human-readable name
///
[JsonPropertyName("name")]
public required string Name { get; set; }
///
/// Quest types this trader can provide: Completion/Exploration/Elimination.
///
[JsonPropertyName("questTypes")]
public required HashSet QuestTypes { get; set; }
///
/// Item categories that the reward can be
///
[JsonPropertyName("rewardBaseWhitelist")]
public required IEnumerable RewardBaseWhitelist { get; set; }
///
/// Can this reward be a weapon?
///
[JsonPropertyName("rewardCanBeWeapon")]
public required bool RewardCanBeWeapon { get; set; }
///
/// Chance that the reward is a weapon
///
[JsonPropertyName("weaponRewardChancePercent")]
public required double WeaponRewardChancePercent { get; set; }
}
public record RepeatableQuestTypesConfig
{
///
/// Defines exploration repeatable task generation parameters
///
[JsonPropertyName("Exploration")]
public required List ExplorationConfig { get; set; }
///
/// Defines completion repeatable task generation parameters
///
[JsonPropertyName("Completion")]
public required List CompletionConfig { get; set; }
///
/// Defines pickup repeatable task generation parameters - TODO: Not implemented/No Data - NOTE: Does not work with dynamicLocale
///
[JsonPropertyName("Pickup")]
public Pickup? Pickup { get; set; }
///
/// Defines elimination repeatable task generation parameters
///
[JsonPropertyName("Elimination")]
public required List Elimination { get; set; }
}
public record ExplorationConfig : BaseQuestConfig
{
///
/// Level range at which elimination tasks should be generated from this config
///
[JsonPropertyName("levelRange")]
public required MinMax LevelRange { get; set; }
///
/// Minimum extract count that a per map extract requirement can be generated with
///
[JsonPropertyName("minExtracts")]
public required int MinimumExtracts { get; set; }
///
/// Maximum extract count that a per map extract requirement can be generated with
///
[JsonPropertyName("maxExtracts")]
public required int MaximumExtracts { get; set; }
///
/// Minimum extract count that a specific extract can be generated with
///
[JsonPropertyName("minExtractsWithSpecificExit")]
public required int MinimumExtractsWithSpecificExit { get; set; }
///
/// Maximum extract count that a specific extract can be generated with
///
[JsonPropertyName("maxExtractsWithSpecificExit")]
public required int MaximumExtractsWithSpecificExit { get; set; }
///
/// Specific extract generation data
///
[JsonPropertyName("specificExits")]
public required SpecificExits SpecificExits { get; set; }
}
public record SpecificExits
{
///
/// Chance that an operational task is generated with a specific extract
///
[JsonPropertyName("chance")]
public required double Chance { get; set; }
///
/// Whitelist of specific extract types
///
[JsonPropertyName("passageRequirementWhitelist")]
public required HashSet PassageRequirementWhitelist { get; set; }
}
public record CompletionConfig : BaseQuestConfig
{
///
/// Level range at which completion tasks should be generated from this config
///
[JsonPropertyName("levelRange")]
public required MinMax LevelRange { get; set; }
///
/// The minimum and maximum amounts that can be requested for an item
///
[JsonPropertyName("requestedItemCount")]
public required MinMax RequestedItemCount { get; set; }
///
/// How many different unique items should be requested
///
[JsonPropertyName("uniqueItemCount")]
public required MinMax UniqueItemCount { get; set; }
///
/// The minimum and maximum amounts that can be requested for bullets - TODO: Not implemented
///
[JsonPropertyName("requestedBulletCount")]
public required MinMax RequestedBulletCount { get; set; }
///
/// Should the item whitelist be used
///
[JsonPropertyName("useWhitelist")]
public required bool UseWhitelist { get; set; }
///
/// Should the item blacklist be used
///
[JsonPropertyName("useBlacklist")]
public required bool UseBlacklist { get; set; }
///
/// Should the supplied items be required FiR
///
[JsonPropertyName("requiredItemsAreFiR")]
public required bool RequiredItemsAreFiR { get; set; }
///
/// Min/Max durability requirements for the item
///
[JsonPropertyName("requiredItemMinDurabilityMinMax")]
public required MinMax RequiredItemMinDurabilityMinMax { get; set; }
///
/// Blacklisted item types to not collect
///
[JsonPropertyName("requiredItemTypeBlacklist")]
public required HashSet RequiredItemTypeBlacklist { get; set; }
}
public record Pickup : BaseQuestConfig
{
[JsonPropertyName("ItemTypeToFetchWithMaxCount")]
public List? ItemTypeToFetchWithMaxCount { get; set; }
public List? ItemTypesToFetch { get; set; }
[JsonPropertyName("maxItemFetchCount")]
public int? MaxItemFetchCount { get; set; }
}
public record PickupTypeWithMaxCount
{
[JsonPropertyName("itemType")]
public string? ItemType { get; set; }
[JsonPropertyName("maxPickupCount")]
public int? MaximumPickupCount { get; set; }
[JsonPropertyName("minPickupCount")]
public int? MinimumPickupCount { get; set; }
}
public record EliminationConfig : BaseQuestConfig
{
///
/// Level range at which elimination tasks should be generated from this config
///
[JsonPropertyName("levelRange")]
public required MinMax LevelRange { get; set; }
///
/// Target data probabilities
///
[JsonPropertyName("targets")]
public required List> Targets { get; set; }
///
/// Chance that a specific body part is needed as a requirement
///
[JsonPropertyName("bodyPartChance")]
public required int BodyPartChance { get; set; }
///
/// If the specific body part requirement is chosen, pick from these body parts
///
[JsonPropertyName("bodyParts")]
public required List>> BodyParts { get; set; }
///
/// Chance that a specific location modifier is selected
///
[JsonPropertyName("specificLocationChance")]
public required int SpecificLocationChance { get; set; }
///
/// Locations that should be blacklisted as a requirement
///
[JsonPropertyName("distLocationBlacklist")]
public required HashSet DistLocationBlacklist { get; set; }
///
/// Probability that a distance requirement is chosen
///
[JsonPropertyName("distProb")]
public required double DistanceProbability { get; set; }
///
/// Maximum distance in meters that can be chosen
///
[JsonPropertyName("maxDist")]
public required double MaxDistance { get; set; }
///
/// Minimum distance in meters that can be chosen
///
[JsonPropertyName("minDist")]
public required double MinDistance { get; set; }
///
/// Maximum amount of kills that can be chosen
///
[JsonPropertyName("maxKills")]
public required int MaxKills { get; set; }
///
/// Minimum amount of kills that can be chosen
///
[JsonPropertyName("minKills")]
public required int MinKills { get; set; }
///
/// Maximum amount of boss kills that can be chosen
///
[JsonPropertyName("maxBossKills")]
public required int MaxBossKills { get; set; }
///
/// Minimum amount of boss kills that can be chosen
///
[JsonPropertyName("minBossKills")]
public required int MinBossKills { get; set; }
///
/// Maximum amount of PMC kills that can be chosen
///
[JsonPropertyName("maxPmcKills")]
public required int MaxPmcKills { get; set; }
///
/// Minimum amount of PMC kills that can be chosen
///
[JsonPropertyName("minPmcKills")]
public required int MinPmcKills { get; set; }
///
/// Chance that a specific weapon requirement is chosen
///
[JsonPropertyName("weaponRequirementChance")]
public required int WeaponRequirementChance { get; set; }
///
/// Chance that a weapon category requirement is chosen
///
[JsonPropertyName("weaponCategoryRequirementChance")]
public required int WeaponCategoryRequirementChance { get; set; }
///
/// If a weapon category requirement is chosen, pick from these categories
///
[JsonPropertyName("weaponCategoryRequirements")]
public required List>> WeaponCategoryRequirements { get; set; }
///
/// If a weapon requirement is chosen, pick from these weapons
///
[JsonPropertyName("weaponRequirements")]
public required List>> WeaponRequirements { get; set; }
}
public record BaseQuestConfig
{
///
/// Possible skills that can be rewarded expirence points
///
[JsonPropertyName("possibleSkillRewards")]
public List PossibleSkillRewards { get; set; }
}
public record BossInfo
{
///
/// Is this target a boss
///
[JsonPropertyName("isBoss")]
public bool? IsBoss { get; set; }
///
/// Is ths target a PMC
///
[JsonPropertyName("isPmc")]
public bool? IsPmc { get; set; }
}