551 lines
21 KiB
C#
551 lines
21 KiB
C#
using Core.Annotations;
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using Core.Helpers;
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using Core.Models.Common;
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using Core.Models.Eft.Common;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Enums;
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using Core.Models.Enums.RaidSettings;
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using Core.Models.Spt.Bots;
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using Core.Models.Spt.Config;
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using Core.Servers;
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using Core.Services;
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using Core.Utils;
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using Core.Utils.Cloners;
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using BodyPart = Core.Models.Eft.Common.Tables.BodyPart;
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using ILogger = Core.Models.Utils.ILogger;
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namespace Core.Generators;
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[Injectable]
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public class BotGenerator
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{
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private readonly ILogger _logger;
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private readonly HashUtil _hashUtil;
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private readonly RandomUtil _randomUtil;
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private readonly TimeUtil _timeUtil;
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private readonly ProfileHelper _profileHelper;
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private readonly DatabaseService _databaseService;
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private readonly BotInventoryGenerator _botInventoryGenerator;
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private readonly BotLevelGenerator _botLevelGenerator;
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private readonly BotEquipmentFilterService _botEquipmentFilterService;
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private readonly WeightedRandomHelper _weightedRandomHelper;
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private readonly BotHelper _botHelper;
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private readonly BotGeneratorHelper _botGeneratorHelper;
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private readonly SeasonalEventService _seasonalEventService;
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private readonly ItemFilterService _itemFilterService;
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private readonly BotNameService _botNameService;
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private readonly ConfigServer _configServer;
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private readonly ICloner _cloner;
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private BotConfig _botConfig;
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private PmcConfig _pmcConfig;
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public BotGenerator(
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ILogger logger,
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HashUtil hashUtil,
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RandomUtil randomUtil,
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TimeUtil timeUtil,
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ProfileHelper profileHelper,
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DatabaseService databaseService,
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BotInventoryGenerator botInventoryGenerator,
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BotLevelGenerator botLevelGenerator,
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BotEquipmentFilterService botEquipmentFilterService,
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WeightedRandomHelper weightedRandomHelper,
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BotHelper botHelper,
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BotGeneratorHelper botGeneratorHelper,
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SeasonalEventService seasonalEventService,
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ItemFilterService itemFilterService,
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BotNameService botNameService,
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ConfigServer configServer,
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ICloner cloner
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)
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{
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_logger = logger;
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_hashUtil = hashUtil;
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_randomUtil = randomUtil;
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_timeUtil = timeUtil;
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_profileHelper = profileHelper;
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_databaseService = databaseService;
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_botInventoryGenerator = botInventoryGenerator;
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_botLevelGenerator = botLevelGenerator;
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_botEquipmentFilterService = botEquipmentFilterService;
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_weightedRandomHelper = weightedRandomHelper;
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_botHelper = botHelper;
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_botGeneratorHelper = botGeneratorHelper;
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_seasonalEventService = seasonalEventService;
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_itemFilterService = itemFilterService;
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_botNameService = botNameService;
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_configServer = configServer;
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_cloner = cloner;
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_botConfig = _configServer.GetConfig<BotConfig>(ConfigTypes.BOT);
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_pmcConfig = _configServer.GetConfig<PmcConfig>(ConfigTypes.PMC);
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}
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/// <summary>
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/// Generate a player scav bot object
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="role">e.g. assault / pmcbot</param>
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/// <param name="difficulty">easy/normal/hard/impossible</param>
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/// <param name="botTemplate">base bot template to use (e.g. assault/pmcbot)</param>
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/// <param name="profile">profile of player generating pscav</param>
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/// <returns>BotBase</returns>
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public PmcData GeneratePlayerScav(string sessionId, string role, string difficulty, BotType botTemplate, PmcData profile)
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{
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var bot = GetCloneOfBotBase();
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bot.Info.Settings.BotDifficulty = difficulty;
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bot.Info.Settings.Role = role;
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bot.Info.Side = "Savage";
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var botGenDetails = new BotGenerationDetails{
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IsPmc = false,
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Side = "Savage",
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Role = role,
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BotRelativeLevelDeltaMax = 0,
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BotRelativeLevelDeltaMin = 0,
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BotCountToGenerate = 1,
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BotDifficulty = difficulty,
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IsPlayerScav = true,
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};
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bot = GenerateBot(sessionId, bot, botTemplate, botGenDetails);
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// Sets the name after scav name shown in parentheses
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bot.Info.MainProfileNickname = profile.Info.Nickname;
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return new PmcData
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{
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Id = bot.Id,
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Aid = bot.Aid,
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SessionId = bot.SessionId,
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Savage = bot.Savage,
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KarmaValue = bot.KarmaValue,
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Info = bot.Info,
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Customization = bot.Customization,
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Health = bot.Health,
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Inventory = bot.Inventory,
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Skills = bot.Skills,
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Stats = bot.Stats,
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Encyclopedia = bot.Encyclopedia,
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TaskConditionCounters = bot.TaskConditionCounters,
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InsuredItems = bot.InsuredItems,
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Hideout = bot.Hideout,
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Quests = bot.Quests,
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TradersInfo = bot.TradersInfo,
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UnlockedInfo = bot.UnlockedInfo,
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RagfairInfo = bot.RagfairInfo,
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Achievements = bot.Achievements,
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RepeatableQuests = bot.RepeatableQuests,
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Bonuses = bot.Bonuses,
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Notes = bot.Notes,
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CarExtractCounts = bot.CarExtractCounts,
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CoopExtractCounts = bot.CoopExtractCounts,
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SurvivorClass = bot.SurvivorClass,
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WishList = bot.WishList,
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MoneyTransferLimitData = bot.MoneyTransferLimitData,
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IsPmc = bot.IsPmc,
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Prestige = new Prestige()
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};
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}
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/// <summary>
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/// Create 1 bot of the type/side/difficulty defined in botGenerationDetails
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="botGenerationDetails">details on how to generate bots</param>
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/// <returns>constructed bot</returns>
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public BotBase PrepareAndGenerateBot(string sessionId, BotGenerationDetails botGenerationDetails)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Get a clone of the default bot base object and adjust its role/side/difficulty values
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/// </summary>
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/// <param name="botRole">Role bot should have</param>
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/// <param name="botSide">Side bot should have</param>
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/// <param name="difficulty">Difficult bot should have</param>
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/// <returns>Cloned bot base</returns>
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public BotBase GetPreparedBotBase(string botRole, string botSide, string difficulty)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Get a clone of the database\bots\base.json file
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/// </summary>
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/// <returns>BotBase object</returns>
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public BotBase GetCloneOfBotBase()
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{
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return _cloner.Clone(_databaseService.GetBots().Base);
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}
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/// <summary>
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/// Create a IBotBase object with equipment/loot/exp etc
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="bot">Bots base file</param>
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/// <param name="botJsonTemplate">Bot template from db/bots/x.json</param>
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/// <param name="botGenerationDetails">details on how to generate the bot</param>
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/// <returns>BotBase object</returns>
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public BotBase GenerateBot(
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string sessionId,
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BotBase bot,
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BotType botJsonTemplate,
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BotGenerationDetails botGenerationDetails)
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{
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_logger.Error("NOT IMPLEMENTED BotGenerator.GenerateBot");
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var botRoleLowercase = botGenerationDetails.Role.ToLower();
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var botLevel = _botLevelGenerator.GenerateBotLevel(
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botJsonTemplate.BotExperience.Level,
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botGenerationDetails,
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bot);
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// Only filter bot equipment, never players
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if (!botGenerationDetails.IsPlayerScav.GetValueOrDefault(false))
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{
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_botEquipmentFilterService.FilterBotEquipment(
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sessionId,
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botJsonTemplate,
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botLevel.Level.Value,
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botGenerationDetails);
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}
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bot.Info.Nickname = _botNameService.GenerateUniqueBotNickname(
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botJsonTemplate,
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botGenerationDetails,
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botRoleLowercase,
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_botConfig.BotRolesThatMustHaveUniqueName);
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bot.Info.LowerNickname = bot.Info.Nickname.ToLower();
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// Only run when generating a 'fake' playerscav, not actual player scav
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if (!botGenerationDetails.IsPlayerScav.GetValueOrDefault(false) && ShouldSimulatePlayerScav(botRoleLowercase))
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{
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_botNameService.AddRandomPmcNameToBotMainProfileNicknameProperty(bot);
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SetRandomisedGameVersionAndCategory(bot.Info);
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}
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if (!_seasonalEventService.ChristmasEventEnabled())
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{
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// Process all bots EXCEPT gifter, he needs christmas items
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if (botGenerationDetails.Role != "gifter")
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{
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_seasonalEventService.RemoveChristmasItemsFromBotInventory(
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botJsonTemplate.BotInventory,
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botGenerationDetails.Role);
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}
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}
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RemoveBlacklistedLootFromBotTemplate(botJsonTemplate.BotInventory);
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// Remove hideout data if bot is not a PMC or pscav - match what live sends
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if (!(botGenerationDetails.IsPmc.GetValueOrDefault(false) || botGenerationDetails.IsPlayerScav.GetValueOrDefault(false)))
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{
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bot.Hideout = null;
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}
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bot.Info.Experience = botLevel.Exp;
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bot.Info.Level = botLevel.Level;
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bot.Info.Settings.Experience = GetExperienceRewardForKillByDifficulty(
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botJsonTemplate.BotExperience.Reward,
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botGenerationDetails.BotDifficulty,
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botGenerationDetails.Role);
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bot.Info.Settings.StandingForKill = GetStandingChangeForKillByDifficulty(
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botJsonTemplate.BotExperience.StandingForKill,
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botGenerationDetails.BotDifficulty,
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botGenerationDetails.Role);
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bot.Info.Settings.AggressorBonus = GetAgressorBonusByDifficulty(
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botJsonTemplate.BotExperience.StandingForKill,
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botGenerationDetails.BotDifficulty,
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botGenerationDetails.Role);
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bot.Info.Settings.UseSimpleAnimator = botJsonTemplate.BotExperience.UseSimpleAnimator ?? false;
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bot.Info.Voice = _weightedRandomHelper.GetWeightedValue<string, int>(botJsonTemplate.BotAppearance.Voice);
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bot.Health = GenerateHealth(botJsonTemplate.BotHealth, botGenerationDetails.IsPlayerScav.GetValueOrDefault(false));
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bot.Skills = GenerateSkills(botJsonTemplate.BotSkills); // TODO: fix bad type, bot jsons store skills in dict, output needs to be array
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if (botGenerationDetails.IsPmc.GetValueOrDefault(false))
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{
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bot.Info.IsStreamerModeAvailable = true; // Set to true so client patches can pick it up later - client sometimes alters botrole to assaultGroup
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SetRandomisedGameVersionAndCategory(bot.Info);
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if (bot.Info.GameVersion == GameEditions.UNHEARD)
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{
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AddAdditionalPocketLootWeightsForUnheardBot(botJsonTemplate);
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}
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}
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// Add drip
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SetBotAppearance(bot, botJsonTemplate.BotAppearance, botGenerationDetails);
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// Filter out blacklisted gear from the base template
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FilterBlacklistedGear(botJsonTemplate, botGenerationDetails);
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bot.Inventory = _botInventoryGenerator.generateInventory(
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sessionId,
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botJsonTemplate,
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botRoleLowercase,
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botGenerationDetails.IsPmc.GetValueOrDefault(false),
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botLevel.Level.Value,
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bot.Info.GameVersion);
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if (_botConfig.BotRolesWithDogTags.Contains(botRoleLowercase))
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{
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AddDogtagToBot(bot);
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}
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// Generate new bot ID
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AddIdsToBot(bot);
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// Generate new inventory ID
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GenerateInventoryId(bot);
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// Set role back to originally requested now its been generated
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if (botGenerationDetails.EventRole is not null)
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{
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bot.Info.Settings.Role = botGenerationDetails.EventRole;
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}
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return bot;
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}
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/// <summary>
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/// Should this bot have a name like "name (Pmc Name)" and be altered by client patch to be hostile to player
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/// </summary>
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/// <param name="botRole">Role bot has</param>
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/// <returns>True if name should be simulated pscav</returns>
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public bool ShouldSimulatePlayerScav(string botRole)
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{
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return botRole == "assault" && _randomUtil.GetChance100(_botConfig.ChanceAssaultScavHasPlayerScavName);
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}
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/// <summary>
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/// Get exp for kill by bot difficulty
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/// </summary>
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/// <param name="experiences">Dict of difficulties and experience</param>
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/// <param name="botDifficulty">the killed bots difficulty</param>
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/// <param name="role">Role of bot (optional, used for error logging)</param>
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/// <returns>Experience for kill</returns>
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public double GetExperienceRewardForKillByDifficulty(Dictionary<string, MinMax> experiences, string botDifficulty, string role)
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{
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var result = experiences[botDifficulty.ToLower()];
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if (result is null)
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{
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_logger.Debug("Unable to find experience for kill value for: ${ role} ${ botDifficulty}, falling back to `normal`");
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return _randomUtil.GetDouble(experiences["normal"].Min.Value, experiences["normal"].Max.Value);
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}
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return _randomUtil.GetDouble(result.Min.Value, result.Max.Value);
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}
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/// <summary>
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/// Get the standing value change when player kills a bot
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/// </summary>
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/// <param name="standingForKill">Dictionary of standing values keyed by bot difficulty</param>
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/// <param name="botDifficulty">Difficulty of bot to look up</param>
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/// <param name="role">Role of bot (optional, used for error logging)</param>
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/// <returns>Standing change value</returns>
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public double GetStandingChangeForKillByDifficulty(Dictionary<string, double> standingsForKill, string botDifficulty, string role)
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{
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if (!standingsForKill.TryGetValue(botDifficulty.ToLower(), out var result))
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{
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_logger.Warning($"Unable to find standing for kill value for: {role} {botDifficulty}, falling back to `normal`");
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return standingsForKill["normal"];
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}
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return result;
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}
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/// <summary>
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/// Get the agressor bonus value when player kills a bot
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/// </summary>
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/// <param name="aggressorBonus">Dictionary of standing values keyed by bot difficulty</param>
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/// <param name="botDifficulty">Difficulty of bot to look up</param>
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/// <param name="role">Role of bot (optional, used for error logging)</param>
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/// <returns>Standing change value</returns>
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public double GetAgressorBonusByDifficulty(Dictionary<string, double> aggressorBonuses, string botDifficulty, string role)
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{
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if (!aggressorBonuses.TryGetValue(botDifficulty.ToLower(), out var result))
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{
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_logger.Warning($"Unable to find aggressor bonus for kill value for: {role} {botDifficulty}, falling back to `normal`");
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return aggressorBonuses["normal"];
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}
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return result;
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}
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/// <summary>
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/// Set weighting of flagged equipment to 0
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/// </summary>
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/// <param name="botJsonTemplate">Bot data to adjust</param>
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/// <param name="botGenerationDetails">Generation details of bot</param>
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public void FilterBlacklistedGear(BotType botJsonTemplate, BotGenerationDetails botGenerationDetails)
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{
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var blacklist = _botEquipmentFilterService.GetBotEquipmentBlacklist(
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_botGeneratorHelper.GetBotEquipmentRole(botGenerationDetails.Role),
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botGenerationDetails.PlayerLevel.Value);
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if (blacklist?.Gear is null)
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{
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// Nothing to filter by
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return;
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}
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foreach (var equipmentKvP in blacklist.Gear) {
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var equipmentDict = botJsonTemplate.BotInventory.Equipment[equipmentKvP.Key];
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foreach (var blacklistedTpl in equipmentKvP.Value) {
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// Set weighting to 0, will never be picked
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equipmentDict[blacklistedTpl] = 0;
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}
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}
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}
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/// <summary>
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/// TODO: Complete Summary
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/// </summary>
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/// <param name="botJsonTemplate">Bot data to adjust</param>
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public void AddAdditionalPocketLootWeightsForUnheardBot(BotType botJsonTemplate)
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{
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// Adjust pocket loot weights to allow for 5 or 6 items
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var pocketWeights = botJsonTemplate.BotGeneration.Items["pocketLoot"].Weights;
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pocketWeights["5"] = 1;
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pocketWeights["6"] = 1;
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}
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/// <summary>
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/// Remove items from item.json/lootableItemBlacklist from bots inventory
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/// </summary>
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/// <param name="botInventory">Bot to filter</param>
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public void RemoveBlacklistedLootFromBotTemplate(BotTypeInventory botInventory)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Choose various appearance settings for a bot using weights: head/body/feet/hands
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/// </summary>
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/// <param name="bot">Bot to adjust</param>
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/// <param name="appearance">Appearance settings to choose from</param>
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/// <param name="botGenerationDetails">Generation details</param>
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public void SetBotAppearance(BotBase bot, Appearance appearance, BotGenerationDetails botGenerationDetails)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Log the number of PMCs generated to the debug console
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/// </summary>
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/// <param name="output">Generated bot array, ready to send to client</param>
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public void LogPmcGeneratedCount(List<BotBase> output)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Converts health object to the required format
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/// </summary>
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/// <param name="healthObj">health object from bot json</param>
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/// <param name="playerScav">Is a pscav bot being generated</param>
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/// <returns>Health object</returns>
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public BotBaseHealth GenerateHealth(BotTypeHealth healthObj, bool playerScav = false)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Sum up body parts max hp values, return the bodypart collection with lowest value
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/// </summary>
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/// <param name="bodies">Body parts to sum up</param>
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/// <returns>Lowest hp collection</returns>
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public BodyPart? GetLowestHpBody(List<BodyPart> bodies) // TODO: there are two types of body parts
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Get a bots skills with randomsied progress value between the min and max values
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/// </summary>
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/// <param name="botSkills">Skills that should have their progress value randomised</param>
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/// <returns>Skills</returns>
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public Skills GenerateSkills(BotDbSkills botSkills)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Randomise the progress value of passed in skills based on the min/max value
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/// </summary>
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/// <param name="skills">Skills to randomise</param>
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/// <param name="isCommonSkills">Are the skills 'common' skills</param>
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/// <returns>Skills with randomised progress values as an array</returns>
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public List<BaseSkill> GetSkillsWithRandomisedProgressValue(Dictionary<string, BaseSkill> skills, bool isCommonSkills)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Generate an id+aid for a bot and apply
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/// </summary>
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/// <param name="bot">bot to update</param>
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/// <returns>updated IBotBase object</returns> // TODO: Node server claims this in summary but is void
|
|
public void AddIdsToBot(BotBase bot)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update a profiles profile.Inventory.equipment value with a freshly generated one.
|
|
/// Update all inventory items that make use of this value too.
|
|
/// </summary>
|
|
/// <param name="profile">Profile to update</param>
|
|
public void GenerateInventoryId(BotBase profile)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Randomise a bots game version and account category.
|
|
/// Chooses from all the game versions (standard, eod etc).
|
|
/// Chooses account type (default, Sherpa, etc).
|
|
/// </summary>
|
|
/// <param name="botInfo">bot info object to update</param>
|
|
/// <returns>Chosen game version</returns>
|
|
public string SetRandomisedGameVersionAndCategory(Info botInfo) // TODO: there are two types of Info
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a side-specific (usec/bear) dogtag item to a bots inventory
|
|
/// </summary>
|
|
/// <param name="bot">bot to add dogtag to</param>
|
|
/// <returns>Bot with dogtag added</returns> // TODO: Node server claims this in summary but is void
|
|
public void AddDogtagToBot(BotBase bot)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a dogtag tpl that matches the bots game version and side
|
|
/// </summary>
|
|
/// <param name="side">Usec/Bear</param>
|
|
/// <param name="gameVersion">edge_of_darkness / standard</param>
|
|
/// <returns>item tpl</returns>
|
|
public string GetDogtagTplByGameVersionAndSide(string side, string gameVersion)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjust a PMCs pocket tpl to UHD if necessary, otherwise do nothing
|
|
/// </summary>
|
|
/// <param name="bot">Pmc object to adjust</param>
|
|
public void SetPmcPocketsByGameVersion(BotBase bot)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|