using Core.Models.Eft.Common; using Core.Models.Eft.Common.Tables; using Core.Models.Enums; using Core.Models.Spt.Bots; using Core.Models.Spt.Config; namespace Core.Generators; public class BotEquipmentModGenerator { private BotConfig _botConfig; public BotEquipmentModGenerator() { } /// /// Check mods are compatible and add to array /// /// Equipment item to add mods to /// Mod list to choose from /// parentid of item to add mod to /// Template object of item to add mods to /// The relevant blacklist from bot.json equipment dictionary /// should this mod be forced to spawn /// Item + compatible mods as an array public Item GenerateModsForEquipment(List equipment, string parentId, TemplateItem parentTemplate, GenerateEquipmentProperties settings, EquipmentFilterDetails specificBlacklist, bool shouldForceSpawn = false) { throw new NotImplementedException(); } /// /// Filter a bots plate pool based on its current level /// /// Bot equipment generation settings /// Armor slot being filtered /// Plates tpls to choose from /// The armor items db template /// Array of plate tpls to choose from public FilterPlateModsForSlotByLevelResult FilterPlateModsForSlotByLevel(GenerateEquipmentProperties settings, string modSlot, List existingPlateTplPool, TemplateItem armorItem) { throw new NotImplementedException(); } /// /// Add mods to a weapon using the provided mod pool /// /// Session id /// Data used to generate the weapon /// Weapon + mods array public List GenerateModsForWeapon(string sessionId, GenerateWeaponRequest request) { throw new NotImplementedException(); } /// /// Should the provided bot have its stock chance values altered to 100% /// /// Slot to check /// Bots equipment config/chance values /// Mod being added to bots weapon /// True if it should public bool ShouldForceSubStockSlots(string modSlot, EquipmentFilters botEquipConfig, TemplateItem modToAddTemplate) { throw new NotImplementedException(); } /// /// Is this modslot a front or rear sight /// /// Slot to check /// /// true if it's a front/rear sight public bool ModIsFrontOrRearSight(string modSlot, string tpl) { throw new NotImplementedException(); } /// /// Does the provided mod details show the mod can hold a scope /// /// e.g. mod_scope, mod_mount /// Parent id of mod item /// true if it can hold a scope public bool ModSlotCanHoldScope(string modSlot, string ModsParentId) { throw new NotImplementedException(); } /// /// Set mod spawn chances to defined amount /// /// Chance dictionary to update /// /// public void AdjustSlotSpawnChances(Dictionary modSpawnChances, List modSlotsToAdjust, double newChancePercent) { throw new NotImplementedException(); } /// /// Does the provided modSlot allow muzzle-related items /// /// Slot id to check /// OPTIONAL: parent id of modslot being checked /// True if modSlot can have muzzle-related items public bool AodSlotCanHoldMuzzleDevices(string modSlot, string? modsParentId) { throw new NotImplementedException(); } /// /// Sort mod slots into an ordering that maximises chance of a successful weapon generation /// /// Array of mod slot strings to sort /// The Tpl of the item with mod keys being sorted /// Sorted array public List SortModKeys(List unsortedSlotKeys, string itemTplWithKeysToSort) { throw new NotImplementedException(); } /// /// Get a Slot property for an item (chamber/cartridge/slot) /// /// e.g patron_in_weapon /// item template /// Slot item public Slot GetModItemSlotFromDb(string modSlot, TemplateItem parentTemplate) { throw new NotImplementedException(); } /// /// Randomly choose if a mod should be spawned, 100% for required mods OR mod is ammo slot /// /// slot the item sits in from db /// Name of slot the mod sits in /// Chances for various mod spawns /// Various config settings for generating this type of bot /// ModSpawn.SPAWN when mod should be spawned, ModSpawn.DEFAULT_MOD when default mod should spawn, ModSpawn.SKIP when mod is skipped public ModSpawn ShouldModBeSpawned(Slot itemSlot, string modSlotName, Dictionary modSpawnChances, EquipmentFilters botEquipConfig) { throw new NotImplementedException(); } /// /// Choose a mod to fit into the desired slot /// /// Data used to choose an appropriate mod with /// itemHelper.getItem() result public object? ChooseModToPutIntoSlot(ModToSpawnRequest request) // TODO: type fuckery: [boolean, ITemplateItem] | undefined { throw new NotImplementedException(); } /// /// Given the passed in array of magaizne tpls, look up the min size set in config and return only those that have that size or larger /// /// Request data /// Pool of magazine tpls to filter /// Filtered pool of magazine tpls /// public List GetFilterdMagazinePoolByCapacity(ModToSpawnRequest modSpawnRequest, List modPool) { throw new NotImplementedException(); } /// /// Choose a weapon mod tpl for a given slot from a pool of choices /// Checks chosen tpl is compatible with all existing weapon items /// /// /// Pool of mods that can be picked from /// Slot the picked mod will have as a parent /// How should chosen tpl be treated: DEFAULT_MOD/SPAWN/SKIP /// Array of weapon items chosen item will be added to /// Name of slot picked mod will be placed into /// Chosen weapon details public ChooseRandomCompatibleModResult GetCompatibleWeaponModTplForSlotFromPool(ModToSpawnRequest request, List modPool, Slot parentSlot, ModSpawn choiceTypeEnum, List weapon, string modSlotName) { throw new NotImplementedException(); } /// /// /// /// Pool of item Tpls to choose from /// How should the slot choice be handled - forced/normal etc /// Weapon mods at current time /// IChooseRandomCompatibleModResult public ChooseRandomCompatibleModResult GetCompatibleModFromPool(List modPool, ModSpawn modSpawnType, List weapon) { throw new NotImplementedException(); } public object CreateExhaustableArray(T itemsToAddToArray) // TODO: this wont likely be needed, reimplement for C# { throw new NotImplementedException(); } /// /// Get a list of mod tpls that are compatible with the current weapon /// /// /// Tpls that are incompatible and should not be used /// string array of compatible mod tpls with weapon public List GetFilteredModPool(List modPool, List tplBlacklist) // TODO: tplBlacklist was Set { throw new NotImplementedException(); } /// /// Filter mod pool down based on various criteria: /// Is slot flagged as randomisable /// Is slot required /// Is slot flagged as default mod only /// /// /// Mods root parent (weapon/equipment) /// Array of mod tpls public List GetModPoolForSlot(ModToSpawnRequest request, TemplateItem weaponTemplate) { throw new NotImplementedException(); } public List GetModPoolForDefaultSlot(ModToSpawnRequest request, TemplateItem weaponTemplate) { throw new NotImplementedException(); } public object GetMatchingModFromPreset(ModToSpawnRequest request, TemplateItem weaponTemplate) // TODO: no return type given in node server { throw new NotImplementedException(); } /// /// Get default preset for weapon OR get specific weapon presets for edge cases (mp5/silenced dvl) /// /// Weapons db template /// Tpl of the parent item /// Default preset found public Preset? GetMatchingPreset(TemplateItem weaponTemplate, string parentItemTpl) { throw new NotImplementedException(); } /// /// Temp fix to prevent certain combinations of weapons with mods that are known to be incompatible /// /// Array of items that make up a weapon /// Mod to check compatibility with weapon /// True if incompatible public bool WeaponModComboIsIncompatible(List weapon, string modTpl) { throw new NotImplementedException(); } /// /// Create a mod item with provided parameters as properties + add upd property /// /// _id /// _tpl /// parentId /// slotId /// Used to add additional properties in the upd object /// The bots role mod is being created for /// Item object public Item CreateModItem(string modId, string modTpl, string parentId, string modSlot, TemplateItem modTemplate, string botRole) { throw new NotImplementedException(); } /// /// Get a list of containers that hold ammo /// e.g. mod_magazine / patron_in_weapon_000 /// /// string array public List GetAmmoContainers() { throw new NotImplementedException(); } /// /// Get a random mod from an items compatible mods Filter array /// /// Default value to return if parentSlot Filter is empty /// Item mod will go into, used to get compatible items /// Slot to get mod to fill /// Items to ensure picked mod is compatible with /// Item tpl public string? GetRandomModTplFromItemDb(string fallbackModTpl, Slot parentSlot, string modSlot, List items) { throw new NotImplementedException(); } /// /// Check if mod exists in db + is for a required slot /// TODO: modToAdd type was [boolean, ITemplateItem] in node /// /// Db template of mod to check /// Slot object the item will be placed as child into /// Slot the mod will fill /// Db template of the mods being added /// Bots wildspawntype (assault/pmcBot/exUsec etc) /// True if valid for slot public bool IsModValidForSlot(object modToAdd, Slot slotAddedToTemplate, string modSlot, TemplateItem parentTemplate, string botRole) { throw new NotImplementedException(); } /// /// Find mod tpls of a provided type and add to modPool /// /// Slot to look up and add we are adding tpls for (e.g mod_scope) /// db object for modItem we get compatible mods from /// Pool of mods we are adding to /// A blacklist of items that cannot be picked public void AddCompatibleModsForProvidedMod(string desiredSlotName, TemplateItem modTemplate, Dictionary>> modPool, EquipmentFilterDetails botEquipBlacklist) { throw new NotImplementedException(); } /// /// Get the possible items that fit a slot /// /// item tpl to get compatible items for /// Slot item should fit in /// Equipment that should not be picked /// Array of compatible items for that slot public List GetDynamicModPool(string parentItemId, string modSlot, EquipmentFilterDetails botEquipBlacklist) { throw new NotImplementedException(); } /// /// Take a list of tpls and filter out blacklisted values using itemFilterService + botEquipmentBlacklist /// /// Base mods to filter /// Equipment blacklist /// Slot mods belong to /// Filtered array of mod tpls public List FilterModsByBlacklist(List allowedMods, EquipmentFilterDetails botEquipBlacklist, string modSlot) { throw new NotImplementedException(); } /// /// With the shotgun revolver (60db29ce99594040e04c4a27) 12.12 introduced CylinderMagazines. /// Those magazines (e.g. 60dc519adf4c47305f6d410d) have a "Cartridges" entry with a _max_count=0. /// Ammo is not put into the magazine directly but assigned to the magazine's slots: The "camora_xxx" slots. /// This function is a helper called by generateModsForItem for mods with parent type "CylinderMagazine" /// /// The items where the CylinderMagazine's camora are appended to /// ModPool which should include available cartridges /// The CylinderMagazine's UID /// The CylinderMagazine's template public void FillCamora(List items, Dictionary>> modPool, string cylinderMagParentId, TemplateItem cylinderMagTemplate) { throw new NotImplementedException(); } /// /// Take a record of camoras and merge the compatible shells into one array /// /// Dictionary of camoras we want to merge into one array /// String array of shells for multiple camora sources public List MergeCamoraPools(Dictionary> camorasWithShells) { throw new NotImplementedException(); } /// /// Filter out non-whitelisted weapon scopes /// Controlled by bot.json weaponSightWhitelist /// e.g. filter out rifle scopes from SMGs /// /// Weapon scopes will be added to /// Full scope pool /// Whitelist of scope types by weapon base type /// Array of scope tpls that have been filtered to just ones allowed for that weapon type public List FilterSightsByWeaponType(Item weapon, List scopes, Dictionary> botWeaponSightWhitelist) { throw new NotImplementedException(); } }