Files
SPT-Server-Build/Core/Models/Spt/Config/BotConfig.cs
T
2025-01-15 00:04:44 +00:00

557 lines
18 KiB
C#

using System.Collections.Generic;
using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
namespace Core.Models.Spt.Config;
public class BotConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-bot";
/** How many variants of each bot should be generated on raid start */
[JsonPropertyName("presetBatch")]
public Dictionary<string, int> PresetBatch { get; set; }
/** Bot roles that should not have PMC types (pmcBEAR/pmcUSEC) added as enemies to */
[JsonPropertyName("botsToNotAddPMCsAsEnemiesTo")]
public List<string> BotsToNotAddPMCsAsEnemiesTo { get; set; }
/** What bot types should be classified as bosses */
[JsonPropertyName("bosses")]
public List<string> Bosses { get; set; }
/** Control weapon/armor durability min/max values for each bot type */
[JsonPropertyName("durability")]
public BotDurability Durability { get; set; }
/** Controls the percentage values of randomization item resources */
[JsonPropertyName("lootItemResourceRandomization")]
public Dictionary<string, RandomisedResourceDetails> LootItemResourceRandomization { get; set; }
/** Control what bots are added to a bots revenge list key: bottype, value: bottypes to revenge on seeing their death */
[JsonPropertyName("revenge")]
public Dictionary<string, List<string>> Revenge { get; set; }
/** Control how many items are allowed to spawn on a bot
* key: bottype, value: <key: itemTpl: value: max item count> */
[JsonPropertyName("itemSpawnLimits")]
public Dictionary<string, Dictionary<string, int>> ItemSpawnLimits { get; set; }
/** Blacklist/whitelist items on a bot */
[JsonPropertyName("equipment")]
public Dictionary<string, EquipmentFilters> Equipment { get; set; }
/** Show a bots botType value after their name */
[JsonPropertyName("showTypeInNickname")]
public bool ShowTypeInNickname { get; set; }
/** What ai brain should a normal scav use per map */
[JsonPropertyName("assaultBrainType")]
public Dictionary<string, Dictionary<string, int>> AssaultBrainType { get; set; }
/** What ai brain should a player scav use per map */
[JsonPropertyName("playerScavBrainType")]
public Dictionary<string, Dictionary<string, int>> PlayerScavBrainType { get; set; }
/** Max number of bots that can be spawned in a raid at any one time */
[JsonPropertyName("maxBotCap")]
public Dictionary<string, int> MaxBotCap { get; set; }
/** Chance scav has fake pscav name e.g. Scav name (player name) */
[JsonPropertyName("chanceAssaultScavHasPlayerScavName")]
public int ChanceAssaultScavHasPlayerScavName { get; set; }
/** How many stacks of secret ammo should a bot have in its bot secure container */
[JsonPropertyName("secureContainerAmmoStackCount")]
public int SecureContainerAmmoStackCount { get; set; }
/** Bot roles in this array will be given a dog tag on generation */
[JsonPropertyName("botRolesWithDogTags")]
public List<string> BotRolesWithDogTags { get; set; }
/** Settings to control the items that get added into wallets on bots */
[JsonPropertyName("walletLoot")]
public WalletLootSettings WalletLoot { get; set; }
/** Currency weights, Keyed by botrole / currency */
[JsonPropertyName("currencyStackSize")]
public Dictionary<string, Dictionary<string, Dictionary<string, int>>> CurrencyStackSize { get; set; }
/** Tpls for low profile gas blocks */
[JsonPropertyName("lowProfileGasBlockTpls")]
public List<string> LowProfileGasBlockTpls { get; set; }
/** What bottypes should be excluded from having loot generated on them (backpack/pocket/vest) does not disable food/drink/special/ */
[JsonPropertyName("disableLootOnBotTypes")]
public List<string> DisableLootOnBotTypes { get; set; }
[JsonPropertyName("assaultToBossConversion")]
public AssaultToBossConversion AssaultToBossConversion { get; set; }
/** Max length a bots name can be */
[JsonPropertyName("botNameLengthLimit")]
public int BotNameLengthLimit { get; set; }
/** Bot roles that must have a unique name when generated vs other bots in raid */
[JsonPropertyName("botRolesThatMustHaveUniqueName")]
public List<string> BotRolesThatMustHaveUniqueName { get; set; }
}
public class AssaultToBossConversion
{
[JsonPropertyName("bossConvertEnabled")]
public bool BossConvertEnabled { get; set; }
[JsonPropertyName("bossesToConvertToWeights")]
public Dictionary<string, int> BossesToConvertToWeights { get; set; }
[JsonPropertyName("bossConvertMinMax")]
public Dictionary<string, MinMax> BossConvertMinMax { get; set; }
}
/** Number of bots to generate and store in cache on raid start per bot type */
public class PresetBatch
{
[JsonPropertyName("assault")]
public int Assault { get; set; }
[JsonPropertyName("bossBully")]
public int BossBully { get; set; }
[JsonPropertyName("bossGluhar")]
public int BossGluhar { get; set; }
[JsonPropertyName("bossKilla")]
public int BossKilla { get; set; }
[JsonPropertyName("bossKojaniy")]
public int BossKojaniy { get; set; }
[JsonPropertyName("bossSanitar")]
public int BossSanitar { get; set; }
[JsonPropertyName("bossTagilla")]
public int BossTagilla { get; set; }
[JsonPropertyName("bossKnight")]
public int BossKnight { get; set; }
[JsonPropertyName("bossZryachiy")]
public int BossZryachiy { get; set; }
[JsonPropertyName("bossKolontay")]
public int BossKolontay { get; set; }
[JsonPropertyName("bossPartisan")]
public int BossPartisan { get; set; }
[JsonPropertyName("bossTest")]
public int BossTest { get; set; }
[JsonPropertyName("cursedAssault")]
public int CursedAssault { get; set; }
[JsonPropertyName("followerBully")]
public int FollowerBully { get; set; }
[JsonPropertyName("followerGluharAssault")]
public int FollowerGluharAssault { get; set; }
[JsonPropertyName("followerGluharScout")]
public int FollowerGluharScout { get; set; }
[JsonPropertyName("followerGluharSecurity")]
public int FollowerGluharSecurity { get; set; }
[JsonPropertyName("followerGluharSnipe")]
public int FollowerGluharSnipe { get; set; }
[JsonPropertyName("followerKojaniy")]
public int FollowerKojaniy { get; set; }
[JsonPropertyName("followerSanitar")]
public int FollowerSanitar { get; set; }
[JsonPropertyName("followerTagilla")]
public int FollowerTagilla { get; set; }
[JsonPropertyName("followerBirdEye")]
public int FollowerBirdEye { get; set; }
[JsonPropertyName("followerBigPipe")]
public int FollowerBigPipe { get; set; }
[JsonPropertyName("followerTest")]
public int FollowerTest { get; set; }
[JsonPropertyName("followerBoar")]
public int FollowerBoar { get; set; }
[JsonPropertyName("followerBoarClose1")]
public int FollowerBoarClose1 { get; set; }
[JsonPropertyName("followerBoarClose2")]
public int FollowerBoarClose2 { get; set; }
[JsonPropertyName("followerZryachiy")]
public int FollowerZryachiy { get; set; }
[JsonPropertyName("followerKolontayAssault")]
public int FollowerKolontayAssault { get; set; }
[JsonPropertyName("followerKolontaySecurity")]
public int FollowerKolontaySecurity { get; set; }
[JsonPropertyName("marksman")]
public int Marksman { get; set; }
[JsonPropertyName("pmcBot")]
public int PmcBot { get; set; }
[JsonPropertyName("sectantPriest")]
public int SectantPriest { get; set; }
[JsonPropertyName("sectantWarrior")]
public int SectantWarrior { get; set; }
[JsonPropertyName("gifter")]
public int Gifter { get; set; }
[JsonPropertyName("test")]
public int Test { get; set; }
[JsonPropertyName("exUsec")]
public int ExUsec { get; set; }
[JsonPropertyName("arenaFighterEvent")]
public int ArenaFighterEvent { get; set; }
[JsonPropertyName("arenaFighter")]
public int ArenaFighter { get; set; }
[JsonPropertyName("crazyAssaultEvent")]
public int CrazyAssaultEvent { get; set; }
[JsonPropertyName("bossBoar")]
public int BossBoar { get; set; }
[JsonPropertyName("bossBoarSniper")]
public int BossBoarSniper { get; set; }
[JsonPropertyName("pmcUSEC")]
public int PmcUSEC { get; set; }
[JsonPropertyName("pmcBEAR")]
public int PmcBEAR { get; set; }
[JsonPropertyName("shooterBTR")]
public int ShooterBTR { get; set; }
[JsonExtensionData]
public IDictionary<string, object> AdditionalData { get; set; }
}
public class WalletLootSettings
{
/// <summary>
/// Chance wallets have loot in them
/// </summary>
[JsonPropertyName("chancePercent")]
public float ChancePercent { get; set; }
[JsonPropertyName("itemCount")]
public MinMax ItemCount { get; set; }
[JsonPropertyName("stackSizeWeight")]
public Dictionary<string, float> StackSizeWeight { get; set; }
[JsonPropertyName("currencyWeight")]
public Dictionary<string, float> CurrencyWeight { get; set; }
/// <summary>
/// What wallets will have money in them
/// </summary>
[JsonPropertyName("walletTplPool")]
public List<string> WalletTplPool { get; set; }
}
public class EquipmentFilters
{
/// <summary>
/// Limits for mod types per weapon .e.g. scopes
/// </summary>
[JsonPropertyName("weaponModLimits")]
public ModLimits WeaponModLimits { get; set; }
/// <summary>
/// Whitelist for weapon sight types allowed per gun
/// </summary>
[JsonPropertyName("weaponSightWhitelist")]
public Dictionary<string, List<string>> WeaponSightWhitelist { get; set; }
/// <summary>
/// Chance face shield is down/active
/// </summary>
[JsonPropertyName("faceShieldIsActiveChancePercent")]
public float? FaceShieldIsActiveChancePercent { get; set; }
/// <summary>
/// Chance gun flashlight is active during the day
/// </summary>
[JsonPropertyName("lightIsActiveDayChancePercent")]
public float? LightIsActiveDayChancePercent { get; set; }
/// <summary>
/// Chance gun flashlight is active during the night
/// </summary>
[JsonPropertyName("lightIsActiveNightChancePercent")]
public float? LightIsActiveNightChancePercent { get; set; }
/// <summary>
/// Chance gun laser is active during the day
/// </summary>
[JsonPropertyName("laserIsActiveChancePercent")]
public float? LaserIsActiveChancePercent { get; set; }
/// <summary>
/// Chance NODS are down/active during the day
/// </summary>
[JsonPropertyName("nvgIsActiveChanceDayPercent")]
public float? NvgIsActiveChanceDayPercent { get; set; }
/// <summary>
/// Chance NODS are down/active during the night
/// </summary>
[JsonPropertyName("nvgIsActiveChanceNightPercent")]
public float? NvgIsActiveChanceNightPercent { get; set; }
[JsonPropertyName("forceOnlyArmoredRigWhenNoArmor")]
public bool? ForceOnlyArmoredRigWhenNoArmor { get; set; }
/// <summary>
/// Should plates be filtered by level
/// </summary>
[JsonPropertyName("filterPlatesByLevel")]
public bool? FilterPlatesByLevel { get; set; }
/// <summary>
/// What additional slot ids should be seen as required when choosing a mod to add to a weapon
/// </summary>
[JsonPropertyName("weaponSlotIdsToMakeRequired")]
public List<string>? WeaponSlotIdsToMakeRequired { get; set; }
/// <summary>
/// Adjust weighting/chances of items on bot by level of bot
/// </summary>
[JsonPropertyName("randomisation")]
public List<RandomisationDetails> Randomisation { get; set; }
/// <summary>
/// Blacklist equipment by level of bot
/// </summary>
[JsonPropertyName("blacklist")]
public List<EquipmentFilterDetails> Blacklist { get; set; }
/// <summary>
/// Whitelist equipment by level of bot
/// </summary>
[JsonPropertyName("whitelist")]
public List<EquipmentFilterDetails> Whitelist { get; set; }
/// <summary>
/// Adjust equipment/ammo
/// </summary>
[JsonPropertyName("weightingAdjustmentsByBotLevel")]
public List<WeightingAdjustmentDetails> WeightingAdjustmentsByBotLevel { get; set; }
/// <summary>
/// Same as weightingAdjustments but based on player level instead of bot level
/// </summary>
[JsonPropertyName("weightingAdjustmentsByPlayerLevel")]
public List<WeightingAdjustmentDetails>? WeightingAdjustmentsByPlayerLevel { get; set; }
/// <summary>
/// Should the stock mod be forced to spawn on bot
/// </summary>
[JsonPropertyName("forceStock")]
public bool? ForceStock { get; set; }
[JsonPropertyName("armorPlateWeighting")]
public List<ArmorPlateWeights>? ArmorPlateWeighting { get; set; }
[JsonPropertyName("forceRigWhenNoVest")]
public bool? ForceRigWhenNoVest { get; set; }
}
public class ModLimits
{
/// <summary>
/// How many scopes are allowed on a weapon - hard coded to work with OPTIC_SCOPE, ASSAULT_SCOPE, COLLIMATOR, COMPACT_COLLIMATOR
/// </summary>
[JsonPropertyName("scopeLimit")]
public int? ScopeLimit { get; set; }
/// <summary>
/// How many lasers or lights are allowed on a weapon - hard coded to work with TACTICAL_COMBO, and FLASHLIGHT
/// </summary>
[JsonPropertyName("lightLaserLimit")]
public int? LightLaserLimit { get; set; }
}
public class RandomisationDetails
{
/// <summary>
/// Between what levels do these randomisation setting apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
[JsonPropertyName("generation")]
public Dictionary<string, GenerationData>? Generation { get; set; }
/// <summary>
/// Mod slots that should be fully randomised -ignores mods from bottype.json and instead creates a pool using items.json
/// </summary>
[JsonPropertyName("randomisedWeaponModSlots")]
public List<string>? RandomisedWeaponModSlots { get; set; }
/// <summary>
/// Armor slots that should be randomised e.g. 'Headwear, Armband'
/// </summary>
[JsonPropertyName("randomisedArmorSlots")]
public List<string>? RandomisedArmorSlots { get; set; }
/// <summary>
/// Equipment chances
/// </summary>
[JsonPropertyName("equipment")]
public Dictionary<string, float>? Equipment { get; set; }
/// <summary>
/// Weapon mod chances
/// </summary>
[JsonPropertyName("weaponMods")]
public Dictionary<string, float>? WeaponMods { get; set; }
/// <summary>
/// Equipment mod chances
/// </summary>
[JsonPropertyName("equipmentMods")]
public Dictionary<string, float>? EquipmentMods { get; set; }
[JsonPropertyName("nighttimeChanges")]
public NighttimeChanges? NighttimeChanges { get; set; }
/// <summary>
/// Key = weapon tpl, value = min size of magazine allowed
/// </summary>
[JsonPropertyName("minimumMagazineSize")]
public Dictionary<string, float>? MinimumMagazineSize { get; set; }
}
public class NighttimeChanges
{
/// <summary>
/// Applies changes to values stored in equipmentMods
/// </summary>
[JsonPropertyName("equipmentModsModifiers")]
public Dictionary<string, float> EquipmentModsModifiers { get; set; }
//public Dictionary<string, float> WeaponModsModifiers { get; set; } //TODO
}
public class EquipmentFilterDetails
{
/// <summary>
/// Between what levels do these equipment filter setting apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
/// <summary>
/// Key: mod slot name e.g. mod_magazine, value: item tpls
/// </summary>
[JsonPropertyName("equipment")]
public Dictionary<string, List<string>>? Equipment { get; set; }
/// <summary>
/// Key: equipment slot name e.g. FirstPrimaryWeapon, value: item tpls
/// </summary>
[JsonPropertyName("gear")]
public Dictionary<EquipmentSlots, List<string>>? Gear { get; set; }
/// <summary>
/// Key: cartridge type e.g. Caliber23x75, value: item tpls
/// </summary>
[JsonPropertyName("cartridge")]
public Dictionary<string, List<string>>? Cartridge { get; set; }
}
public class WeightingAdjustmentDetails
{
/// <summary>
/// Between what levels do these weight settings apply to
/// </summary>
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
/// <summary>
/// Key: ammo type e.g. Caliber556x45NATO, value: item tpl + weight
/// </summary>
[JsonPropertyName("ammo")]
public AdjustmentDetails? Ammo { get; set; }
/// <summary>
/// Key: equipment slot e.g. TacticalVest, value: item tpl + weight
/// </summary>
[JsonPropertyName("equipment")]
public AdjustmentDetails? Equipment { get; set; }
/// <summary>
/// Key: clothing slot e.g. feet, value: item tpl + weight
/// </summary>
[JsonPropertyName("clothing")]
public AdjustmentDetails? Clothing { get; set; }
}
public class AdjustmentDetails
{
[JsonPropertyName("add")]
public Dictionary<string, Dictionary<string, float>> Add { get; set; }
[JsonPropertyName("edit")]
public Dictionary<string, Dictionary<string, float>> Edit { get; set; }
}
public class ArmorPlateWeights : Dictionary<string, object>
{
[JsonPropertyName("levelRange")]
public MinMax LevelRange { get; set; }
}
public class RandomisedResourceDetails
{
[JsonPropertyName("food")]
public RandomisedResourceValues Food { get; set; }
[JsonPropertyName("meds")]
public RandomisedResourceValues Meds { get; set; }
}
public class RandomisedResourceValues
{
/// <summary>
/// Minimum percent of item to randomized between min and max resource
/// </summary>
[JsonPropertyName("resourcePercent")]
public float ResourcePercent { get; set; }
/// <summary>
/// Chance for randomization to not occur
/// </summary>
[JsonPropertyName("chanceMaxResourcePercent")]
public float ChanceMaxResourcePercent { get; set; }
}