Files
SPT-Server-Build/Libraries/Core/Models/Spt/Config/RepairConfig.cs
T
Chomp 3219718d27 Replaced minmaxdouble + minmaxint with generic minmax<T>
Updated various doubles to be ints
2025-02-10 10:44:24 +00:00

238 lines
4.1 KiB
C#

using System.Text.Json.Serialization;
using Core.Models.Common;
namespace Core.Models.Spt.Config;
public record RepairConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind
{
get;
set;
} = "spt-repair";
[JsonPropertyName("priceMultiplier")]
public double PriceMultiplier
{
get;
set;
}
[JsonPropertyName("applyRandomizeDurabilityLoss")]
public bool ApplyRandomizeDurabilityLoss
{
get;
set;
}
[JsonPropertyName("weaponSkillRepairGain")]
public double WeaponSkillRepairGain
{
get;
set;
}
[JsonPropertyName("armorKitSkillPointGainPerRepairPointMultiplier")]
public double ArmorKitSkillPointGainPerRepairPointMultiplier
{
get;
set;
}
/**
* INT gain multiplier per repaired item type
*/
[JsonPropertyName("repairKitIntellectGainMultiplier")]
public IntellectGainValues RepairKitIntellectGainMultiplier
{
get;
set;
}
// ** How much INT can be given to player per repair action */
[JsonPropertyName("maxIntellectGainPerRepair")]
public MaxIntellectGainValues MaxIntellectGainPerRepair
{
get;
set;
}
[JsonPropertyName("weaponTreatment")]
public WeaponTreatmentRepairValues WeaponTreatment
{
get;
set;
}
[JsonPropertyName("repairKit")]
public RepairKit RepairKit
{
get;
set;
}
}
public record IntellectGainValues
{
[JsonPropertyName("weapon")]
public double Weapon
{
get;
set;
}
[JsonPropertyName("armor")]
public double Armor
{
get;
set;
}
}
public record MaxIntellectGainValues
{
[JsonPropertyName("kit")]
public double Kit
{
get;
set;
}
[JsonPropertyName("trader")]
public double Trader
{
get;
set;
}
}
public record WeaponTreatmentRepairValues
{
/**
* The chance to gain more weapon maintenance skill
*/
[JsonPropertyName("critSuccessChance")]
public double CritSuccessChance
{
get;
set;
}
[JsonPropertyName("critSuccessAmount")]
public double CritSuccessAmount
{
get;
set;
}
/**
* The chance to gain less weapon maintenance skill
*/
[JsonPropertyName("critFailureChance")]
public double CritFailureChance
{
get;
set;
}
[JsonPropertyName("critFailureAmount")]
public double CritFailureAmount
{
get;
set;
}
/**
* The multiplier used for calculating weapon maintenance XP
*/
[JsonPropertyName("pointGainMultiplier")]
public double PointGainMultiplier
{
get;
set;
}
}
public record RepairKit
{
[JsonPropertyName("armor")]
public BonusSettings Armor
{
get;
set;
}
[JsonPropertyName("weapon")]
public BonusSettings Weapon
{
get;
set;
}
[JsonPropertyName("vest")]
public BonusSettings Vest
{
get;
set;
}
[JsonPropertyName("headwear")]
public BonusSettings Headwear
{
get;
set;
}
}
public record BonusSettings
{
[JsonPropertyName("rarityWeight")]
public Dictionary<string, double> RarityWeight
{
get;
set;
}
[JsonPropertyName("bonusTypeWeight")]
public Dictionary<string, double> BonusTypeWeight
{
get;
set;
}
[JsonPropertyName("Common")]
public Dictionary<string, BonusValues> Common
{
get;
set;
}
[JsonPropertyName("Rare")]
public Dictionary<string, BonusValues> Rare
{
get;
set;
}
}
public record BonusValues
{
[JsonPropertyName("valuesMinMax")]
public MinMax<double> ValuesMinMax
{
get;
set;
}
/**
* What dura is buff active between (min max of current max)
*/
[JsonPropertyName("activeDurabilityPercentMinMax")]
public MinMax<double> ActiveDurabilityPercentMinMax
{
get;
set;
}
}