461 lines
15 KiB
C#
461 lines
15 KiB
C#
using System.Text.Json.Serialization;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Enums;
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namespace SPTarkov.Server.Core.Models.Spt.Config;
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public record BotConfig : BaseConfig
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{
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[JsonPropertyName("kind")]
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public override string Kind { get; set; } = "spt-bot";
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/// <summary>
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/// How many variants of each bot should be generated on raid start
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/// </summary>
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[JsonPropertyName("presetBatch")]
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public required Dictionary<string, int> PresetBatch { get; set; }
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/// <summary>
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/// What bot types should be classified as bosses
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/// </summary>
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[JsonPropertyName("bosses")]
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public required List<string> Bosses { get; set; }
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/// <summary>
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/// Control weapon/armor durability min/max values for each bot type
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/// </summary>
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[JsonPropertyName("durability")]
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public required BotDurability Durability { get; set; }
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/// <summary>
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/// Controls the percentage values of randomization item resources
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/// </summary>
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[JsonPropertyName("lootItemResourceRandomization")]
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public required Dictionary<
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string,
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RandomisedResourceDetails
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> LootItemResourceRandomization { get; set; }
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/// <summary>
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/// Control how many items are allowed to spawn on a bot <br />
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/// key: bottype, value: <br />
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/// key: itemTpl: value: max item count>
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/// </summary>
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[JsonPropertyName("itemSpawnLimits")]
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public required Dictionary<string, Dictionary<MongoId, double>> ItemSpawnLimits { get; set; }
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/// <summary>
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/// Blacklist/whitelist items on a bot
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/// </summary>
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[JsonPropertyName("equipment")]
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public required Dictionary<string, EquipmentFilters?> Equipment { get; set; }
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/// <summary>
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/// Show a bots botType value after their name
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/// </summary>
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[JsonPropertyName("showTypeInNickname")]
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public bool ShowTypeInNickname { get; set; }
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/// <summary>
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/// What ai brain should a normal scav use per map
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/// </summary>
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[JsonPropertyName("assaultBrainType")]
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public required Dictionary<string, Dictionary<string, int>> AssaultBrainType { get; set; }
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/// <summary>
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/// What ai brain should a player scav use per map
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/// </summary>
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[JsonPropertyName("playerScavBrainType")]
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public required Dictionary<string, Dictionary<string, int>> PlayerScavBrainType { get; set; }
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/// <summary>
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/// Max number of bots that can be spawned in a raid at any one time
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/// </summary>
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[JsonPropertyName("maxBotCap")]
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public required Dictionary<string, int> MaxBotCap { get; set; }
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/// <summary>
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/// Chance scav has fake pscav name e.g. Scav name (player name)
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/// </summary>
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[JsonPropertyName("chanceAssaultScavHasPlayerScavName")]
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public int ChanceAssaultScavHasPlayerScavName { get; set; }
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/// <summary>
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/// How many stacks of secret ammo should a bot have in its bot secure container
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/// </summary>
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[JsonPropertyName("secureContainerAmmoStackCount")]
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public int SecureContainerAmmoStackCount { get; set; }
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/// <summary>
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/// Bot roles in this array will be given a dog tag on generation
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/// </summary>
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[JsonPropertyName("botRolesWithDogTags")]
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public required HashSet<string> BotRolesWithDogTags { get; set; }
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/// <summary>
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/// Settings to control the items that get added into wallets on bots
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/// </summary>
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[JsonPropertyName("walletLoot")]
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public required WalletLootSettings WalletLoot { get; set; }
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/// <summary>
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/// Currency weights, Keyed by botrole / currency
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/// </summary>
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[JsonPropertyName("currencyStackSize")]
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public required Dictionary<
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string,
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Dictionary<string, Dictionary<string, double>>
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> CurrencyStackSize { get; set; }
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/// <summary>
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/// Tpls for low profile gas blocks
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/// </summary>
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[JsonPropertyName("lowProfileGasBlockTpls")]
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public required HashSet<string> LowProfileGasBlockTpls { get; set; }
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/// <summary>
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/// What bottypes should be excluded from having loot generated on them (backpack/pocket/vest) does not disable food/drink/special/
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/// </summary>
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[JsonPropertyName("disableLootOnBotTypes")]
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public required HashSet<string> DisableLootOnBotTypes { get; set; }
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/// <summary>
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/// Max length a bots name can be
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/// </summary>
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[JsonPropertyName("botNameLengthLimit")]
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public int BotNameLengthLimit { get; set; }
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/// <summary>
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/// Bot roles that must have a unique name when generated vs other bots in raid
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/// </summary>
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[JsonPropertyName("botRolesThatMustHaveUniqueName")]
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public required HashSet<string> BotRolesThatMustHaveUniqueName { get; set; }
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/// <summary>
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/// Bot roles that must have a unique name when generated vs other bots in raid
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/// </summary>
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[JsonPropertyName("weeklyBoss")]
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public required WeeklyBossSettings WeeklyBoss { get; set; }
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}
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public record WeeklyBossSettings
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Should a weekly boss be picked to 100% spawn
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/// </summary>
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[JsonPropertyName("enabled")]
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public bool Enabled { get; set; }
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/// <summary>
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/// Bosses that can be picked
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/// </summary>
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[JsonPropertyName("bossPool")]
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public required List<WildSpawnType> BossPool { get; set; }
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/// <summary>
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/// Day of week boss choice resets
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/// </summary>
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[JsonPropertyName("resetDay")]
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[JsonConverter(typeof(JsonStringEnumConverter))]
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public DayOfWeek ResetDay { get; set; }
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}
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public record WalletLootSettings
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Chance wallets have loot in them
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/// </summary>
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[JsonPropertyName("chancePercent")]
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public float ChancePercent { get; set; }
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[JsonPropertyName("itemCount")]
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public required MinMax<int> ItemCount { get; set; }
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[JsonPropertyName("stackSizeWeight")]
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public required Dictionary<string, double> StackSizeWeight { get; set; }
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[JsonPropertyName("currencyWeight")]
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public required Dictionary<MongoId, double> CurrencyWeight { get; set; }
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/// <summary>
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/// What wallets will have money in them
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/// </summary>
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[JsonPropertyName("walletTplPool")]
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public required List<string> WalletTplPool { get; set; }
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}
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public record EquipmentFilters
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Limits for mod types per weapon .e.g. scopes
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/// </summary>
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[JsonPropertyName("weaponModLimits")]
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public ModLimits? WeaponModLimits { get; set; }
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/// <summary>
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/// Whitelist for weapon sight types allowed per gun
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/// </summary>
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[JsonPropertyName("weaponSightWhitelist")]
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public Dictionary<MongoId, List<MongoId>>? WeaponSightWhitelist { get; set; }
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[JsonPropertyName("forceOnlyArmoredRigWhenNoArmor")]
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public bool? ForceOnlyArmoredRigWhenNoArmor { get; set; }
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/// <summary>
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/// Should plates be filtered by level
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/// </summary>
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[JsonPropertyName("filterPlatesByLevel")]
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public bool? FilterPlatesByLevel { get; set; }
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/// <summary>
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/// What additional slot ids should be seen as required when choosing a mod to add to a weapon
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/// </summary>
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[JsonPropertyName("weaponSlotIdsToMakeRequired")]
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public HashSet<string>? WeaponSlotIdsToMakeRequired { get; set; }
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/// <summary>
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/// Adjust weighting/chances of items on bot by level of bot
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/// </summary>
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[JsonPropertyName("randomisation")]
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public List<RandomisationDetails>? Randomisation { get; set; }
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/// <summary>
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/// Blacklist equipment by level of bot
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/// </summary>
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[JsonPropertyName("blacklist")]
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public List<EquipmentFilterDetails>? Blacklist { get; set; }
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/// <summary>
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/// Whitelist equipment by level of bot
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/// </summary>
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[JsonPropertyName("whitelist")]
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public List<EquipmentFilterDetails>? Whitelist { get; set; }
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/// <summary>
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/// Adjust equipment/ammo
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/// </summary>
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[JsonPropertyName("weightingAdjustmentsByBotLevel")]
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public List<WeightingAdjustmentDetails>? WeightingAdjustmentsByBotLevel { get; set; }
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/// <summary>
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/// Should the stock mod be forced to spawn on bot
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/// </summary>
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[JsonPropertyName("forceStock")]
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public bool? ForceStock { get; set; }
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[JsonPropertyName("armorPlateWeighting")]
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public List<ArmorPlateWeights>? ArmorPlateWeighting { get; set; }
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[JsonPropertyName("forceRigWhenNoVest")]
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public bool? ForceRigWhenNoVest { get; set; }
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}
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public record ModLimits
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// How many scopes are allowed on a weapon - hard coded to work with OPTIC_SCOPE, ASSAULT_SCOPE, COLLIMATOR, COMPACT_COLLIMATOR
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/// </summary>
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[JsonPropertyName("scopeLimit")]
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public int? ScopeLimit { get; set; }
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/// <summary>
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/// How many lasers or lights are allowed on a weapon - hard coded to work with TACTICAL_COMBO, and FLASHLIGHT
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/// </summary>
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[JsonPropertyName("lightLaserLimit")]
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public int? LightLaserLimit { get; set; }
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}
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public record RandomisationDetails
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Between what levels do these randomisation setting apply to
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/// </summary>
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[JsonPropertyName("levelRange")]
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public required MinMax<int> LevelRange { get; set; }
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[JsonPropertyName("generation")]
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public Dictionary<string, GenerationData>? Generation { get; set; }
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/// <summary>
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/// Mod slots that should be fully randomised -ignores mods from bottype.json and instead creates a pool using items.json
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/// </summary>
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[JsonPropertyName("randomisedWeaponModSlots")]
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public List<string>? RandomisedWeaponModSlots { get; set; }
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/// <summary>
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/// Armor slots that should be randomised e.g. 'Headwear, Armband'
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/// </summary>
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[JsonPropertyName("randomisedArmorSlots")]
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public List<string>? RandomisedArmorSlots { get; set; }
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/// <summary>
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/// Equipment chances
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/// </summary>
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[JsonPropertyName("equipment")]
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public Dictionary<string, double>? Equipment { get; set; }
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/// <summary>
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/// Weapon mod chances
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/// </summary>
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[JsonPropertyName("weaponMods")]
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public Dictionary<string, double>? WeaponMods { get; set; }
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/// <summary>
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/// Equipment mod chances
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/// </summary>
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[JsonPropertyName("equipmentMods")]
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public Dictionary<string, double>? EquipmentMods { get; set; }
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[JsonPropertyName("nighttimeChanges")]
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public NighttimeChanges? NighttimeChanges { get; set; }
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/// <summary>
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/// Key = weapon tpl, value = min size of magazine allowed
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/// </summary>
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[JsonPropertyName("minimumMagazineSize")]
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public Dictionary<string, double>? MinimumMagazineSize { get; set; }
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}
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public record NighttimeChanges
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Applies changes to values stored in equipmentMods
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/// </summary>
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[JsonPropertyName("equipmentModsModifiers")]
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public required Dictionary<string, float> EquipmentModsModifiers { get; set; }
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}
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public record EquipmentFilterDetails
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Between what levels do these equipment filter setting apply to
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/// </summary>
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[JsonPropertyName("levelRange")]
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public MinMax<int> LevelRange { get; set; }
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/// <summary>
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/// Key: mod slot name e.g. mod_magazine, value: item tpls
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/// </summary>
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[JsonPropertyName("equipment")]
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public Dictionary<string, HashSet<MongoId>>? Equipment { get; set; }
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/// <summary>
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/// Key: equipment slot name e.g. FirstPrimaryWeapon, value: item tpls
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/// </summary>
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[JsonPropertyName("gear")]
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public Dictionary<EquipmentSlots, HashSet<MongoId>>? Gear { get; set; }
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/// <summary>
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/// Key: cartridge type e.g. Caliber23x75, value: item tpls
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/// </summary>
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[JsonPropertyName("cartridge")]
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public Dictionary<string, HashSet<MongoId>>? Cartridge { get; set; }
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}
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public record WeightingAdjustmentDetails
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Between what levels do these weight settings apply to
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/// </summary>
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[JsonPropertyName("levelRange")]
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public required MinMax<int> LevelRange { get; set; }
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/// <summary>
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/// Key: ammo type e.g. Caliber556x45NATO, value: item tpl + weight
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/// </summary>
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[JsonPropertyName("ammo")]
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public AdjustmentDetails? Ammo { get; set; }
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/// <summary>
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/// Key: equipment slot e.g. TacticalVest, value: item tpl + weight
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/// </summary>
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[JsonPropertyName("equipment")]
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public AdjustmentDetails? Equipment { get; set; }
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/// <summary>
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/// Key: clothing slot e.g. feet, value: item tpl + weight
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/// </summary>
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[JsonPropertyName("clothing")]
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public AdjustmentDetails? Clothing { get; set; }
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}
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public record AdjustmentDetails
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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[JsonPropertyName("add")]
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public Dictionary<string, Dictionary<string, float>>? Add { get; set; }
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[JsonPropertyName("edit")]
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public Dictionary<string, Dictionary<string, float>>? Edit { get; set; }
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}
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public class ArmorPlateWeights
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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[JsonPropertyName("levelRange")]
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public required MinMax<int> LevelRange { get; set; }
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[JsonPropertyName("values")]
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public required Dictionary<string, Dictionary<string, double>> Values { get; set; }
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}
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public record RandomisedResourceDetails
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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[JsonPropertyName("food")]
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public RandomisedResourceValues? Food { get; set; }
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[JsonPropertyName("meds")]
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public RandomisedResourceValues? Meds { get; set; }
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}
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public record RandomisedResourceValues
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{
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[JsonExtensionData]
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public Dictionary<string, object>? ExtensionData { get; set; }
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/// <summary>
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/// Minimum percent of item to randomized between min and max resource
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/// </summary>
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[JsonPropertyName("resourcePercent")]
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public float ResourcePercent { get; set; }
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/// <summary>
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/// Chance for randomization to not occur
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/// </summary>
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[JsonPropertyName("chanceMaxResourcePercent")]
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public float ChanceMaxResourcePercent { get; set; }
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}
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