Files
SPT-Server-Build/Core/Models/Spt/Config/HideoutConfig.cs
T

142 lines
4.6 KiB
C#

using System.Collections.Generic;
using System.Text.Json.Serialization;
namespace Types.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 IRunIntervalValues 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; }
}