142 lines
4.5 KiB
C#
142 lines
4.5 KiB
C#
using System.Text.Json.Serialization;
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using Core.Models.Common;
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namespace Core.Models.Spt.Config;
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public class HideoutConfig : BaseConfig
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{
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[JsonPropertyName("kind")]
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public string Kind { get; set; } = "spt-hideout";
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/// <summary>
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/// How many seconds should pass before hideout crafts / fuel usage is checked and processed
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/// </summary>
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[JsonPropertyName("runIntervalSeconds")]
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public int RunIntervalSeconds { get; set; }
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/// <summary>
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/// Default values used to hydrate `RunIntervalSeconds` with
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/// </summary>
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[JsonPropertyName("runIntervalValues")]
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public RunIntervalValues RunIntervalValues { get; set; }
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[JsonPropertyName("hoursForSkillCrafting")]
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public int HoursForSkillCrafting { get; set; }
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[JsonPropertyName("expCraftAmount")]
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public int ExpCraftAmount { get; set; }
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[JsonPropertyName("overrideCraftTimeSeconds")]
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public int OverrideCraftTimeSeconds { get; set; }
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[JsonPropertyName("overrideBuildTimeSeconds")]
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public int OverrideBuildTimeSeconds { get; set; }
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/// <summary>
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/// Only process a profile's hideout crafts when it has been active in the last x minutes
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/// </summary>
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[JsonPropertyName("updateProfileHideoutWhenActiveWithinMinutes")]
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public int UpdateProfileHideoutWhenActiveWithinMinutes { get; set; }
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[JsonPropertyName("cultistCircle")]
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public CultistCircleSettings CultistCircle { get; set; }
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}
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public class CultistCircleSettings
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{
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[JsonPropertyName("maxRewardItemCount")]
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public int MaxRewardItemCount { get; set; }
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[JsonPropertyName("maxAttemptsToPickRewardsWithinBudget")]
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public int MaxAttemptsToPickRewardsWithinBudget { get; set; }
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[JsonPropertyName("rewardPriceMultiplerMinMax")]
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public MinMax RewardPriceMultiplerMinMax { get; set; }
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/// <summary>
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/// The odds that meeting the highest threshold gives you a bonus to crafting time
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/// </summary>
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[JsonPropertyName("bonusAmountMultiplier")]
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public double BonusAmountMultiplier { get; set; }
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[JsonPropertyName("bonusChanceMultiplier")]
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public double BonusChanceMultiplier { get; set; }
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/// <summary>
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/// What is considered a "high-value" item
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/// </summary>
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[JsonPropertyName("highValueThresholdRub")]
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public int HighValueThresholdRub { get; set; }
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/// <summary>
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/// Hideout/task reward crafts have a unique craft time
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/// </summary>
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[JsonPropertyName("hideoutTaskRewardTimeSeconds")]
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public int HideoutTaskRewardTimeSeconds { get; set; }
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/// <summary>
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/// Rouble amount player needs to sacrifice to get chance of hideout/task rewards
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/// </summary>
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[JsonPropertyName("hideoutCraftSacrificeThresholdRub")]
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public int HideoutCraftSacrificeThresholdRub { get; set; }
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[JsonPropertyName("craftTimeThreshholds")]
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public List<CraftTimeThreshold> CraftTimeThreshholds { get; set; }
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/// <summary>
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/// -1 means no override, value in seconds
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/// </summary>
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[JsonPropertyName("craftTimeOverride")]
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public int CraftTimeOverride { get; set; }
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/// <summary>
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/// Specific reward pool when player sacrifices specific item(s)
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/// </summary>
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[JsonPropertyName("directRewards")]
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public List<DirectRewardSettings> DirectRewards { get; set; }
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/// <summary>
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/// Overrides for reward stack sizes, keyed by item tpl
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/// </summary>
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[JsonPropertyName("directRewardStackSize")]
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public Dictionary<string, MinMax> DirectRewardStackSize { get; set; }
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/// <summary>
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/// Item tpls to exclude from the reward pool
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/// </summary>
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[JsonPropertyName("rewardItemBlacklist")]
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public List<string> RewardItemBlacklist { get; set; }
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/// <summary>
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/// Item tpls to include in the reward pool
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/// </summary>
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[JsonPropertyName("additionalRewardItemPool")]
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public List<string> AdditionalRewardItemPool { get; set; }
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[JsonPropertyName("currencyRewards")]
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public Dictionary<string, MinMax> CurrencyRewards { get; set; }
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}
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public class CraftTimeThreshold : MinMax
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{
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[JsonPropertyName("craftTimeSeconds")]
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public int CraftTimeSeconds { get; set; }
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}
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public class DirectRewardSettings
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{
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[JsonPropertyName("reward")]
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public List<string> Reward { get; set; }
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[JsonPropertyName("requiredItems")]
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public List<string> RequiredItems { get; set; }
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[JsonPropertyName("craftTimeSeconds")]
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public int CraftTimeSeconds { get; set; }
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/// <summary>
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/// Is the reward a one time reward or can it be given multiple times
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/// </summary>
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[JsonPropertyName("repeatable")]
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public bool Repeatable { get; set; }
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} |