Files
SPT-Server-Build/Core/Models/Spt/Config/LocationConfig.cs
T
2025-01-14 14:16:15 +00:00

326 lines
10 KiB
C#

using System.Text.Json.Serialization;
using Core.Models.Common;
using Core.Models.Eft.Common;
namespace Core.Models.Spt.Config;
public class LocationConfig : BaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-location";
/// <summary>
/// Rogues are classified as bosses and spawn immediately, this can result in no scavs spawning, delay rogues spawning to allow scavs to spawn first
/// </summary>
[JsonPropertyName("rogueLighthouseSpawnTimeSettings")]
public RogueLighthouseSpawnTimeSettings RogueLighthouseSpawnTimeSettings { get; set; }
/// <summary>
/// When a map has hit max alive bots, any wave that should spawn will be reduced to 1 bot in size and placed in a spawn queue, this splits waves into smaller sizes to reduce the impact of this behaviour
/// </summary>
[JsonPropertyName("splitWaveIntoSingleSpawnsSettings")]
public SplitWaveSettings SplitWaveIntoSingleSpawnsSettings { get; set; }
[JsonPropertyName("looseLootMultiplier")]
public LootMultiplier LooseLootMultiplier { get; set; }
[JsonPropertyName("staticLootMultiplier")]
public LootMultiplier StaticLootMultiplier { get; set; }
/// <summary>
/// Custom bot waves to add to a locations base json on game start if addCustomBotWavesToMaps is true
/// </summary>
[JsonPropertyName("customWaves")]
public CustomWaves CustomWaves { get; set; }
/// <summary>
/// Open zones to add to map
/// </summary>
[JsonPropertyName("openZones")]
public Dictionary<string, List<string>> OpenZones { get; set; }
/// <summary>
/// Key = map id, value = item tpls that should only have one forced loot spawn position
/// </summary>
[JsonPropertyName("forcedLootSingleSpawnById")]
public Dictionary<string, List<string>> ForcedLootSingleSpawnById { get; set; }
/// <summary>
/// How many attempts should be taken to fit an item into a container before giving up
/// </summary>
[JsonPropertyName("fitLootIntoContainerAttempts")]
public int FitLootIntoContainerAttempts { get; set; }
/// <summary>
/// Add all possible zones to each maps `OpenZones` property
/// </summary>
[JsonPropertyName("addOpenZonesToAllMaps")]
public bool AddOpenZonesToAllMaps { get; set; }
/// <summary>
/// Allow addition of custom bot waves designed by SPT to be added to maps - defined in configs/location.json.customWaves
/// </summary>
[JsonPropertyName("addCustomBotWavesToMaps")]
public bool AddCustomBotWavesToMaps { get; set; }
/// <summary>
/// Should the limits defined inside botTypeLimits to be applied to locations on game start
/// </summary>
[JsonPropertyName("enableBotTypeLimits")]
public bool EnableBotTypeLimits { get; set; }
/// <summary>
/// Add limits to a locations base.MinMaxBots array if enableBotTypeLimits is true
/// </summary>
[JsonPropertyName("botTypeLimits")]
public Dictionary<string, List<BotTypeLimit>> BotTypeLimits { get; set; }
/// <summary>
/// Container randomisation settings
/// </summary>
[JsonPropertyName("containerRandomisationSettings")]
public ContainerRandomisationSettings ContainerRandomisationSettings { get; set; }
/// <summary>
/// How full must a random loose magazine be %
/// </summary>
[JsonPropertyName("minFillLooseMagazinePercent")]
public int MinFillLooseMagazinePercent { get; set; }
/// <summary>
/// How full must a random static magazine be %
/// </summary>
[JsonPropertyName("minFillStaticMagazinePercent")]
public int MinFillStaticMagazinePercent { get; set; }
[JsonPropertyName("allowDuplicateItemsInStaticContainers")]
public bool AllowDuplicateItemsInStaticContainers { get; set; }
/// <summary>
/// Chance loose magazines have ammo in them TODO - rename to dynamicMagazineLootHasAmmoChancePercent
/// </summary>
[JsonPropertyName("magazineLootHasAmmoChancePercent")]
public int MagazineLootHasAmmoChancePercent { get; set; }
/// <summary>
/// Chance static magazines have ammo in them
/// </summary>
[JsonPropertyName("staticMagazineLootHasAmmoChancePercent")]
public int StaticMagazineLootHasAmmoChancePercent { get; set; }
/// <summary>
/// Key: map, value: loose loot ids to ignore
/// </summary>
[JsonPropertyName("looseLootBlacklist")]
public Dictionary<string, List<string>> LooseLootBlacklist { get; set; }
/// <summary>
/// Key: map, value: settings to control how long scav raids are
/// </summary>
[JsonPropertyName("scavRaidTimeSettings")]
public ScavRaidTimeSettings ScavRaidTimeSettings { get; set; }
/// <summary>
/// Settings to adjust mods for lootable equipment in raid
/// </summary>
[JsonPropertyName("equipmentLootSettings")]
public EquipmentLootSettings EquipmentLootSettings { get; set; }
/// <summary>
/// Min percentage to set raider spawns at, -1 makes no changes
/// </summary>
[JsonPropertyName("reserveRaiderSpawnChanceOverrides")]
public ReserveRaiderSpawnChanceOverrides ReserveRaiderSpawnChanceOverrides { get; set; }
[JsonPropertyName("tplsToStripChildItemsFrom")]
public List<string> TplsToStripChildItemsFrom { get; set; }
/// <summary>
/// Map ids players cannot visit
/// </summary>
[JsonPropertyName("nonMaps")]
public List<string> NonMaps { get; set; }
}
public class ReserveRaiderSpawnChanceOverrides
{
[JsonPropertyName("nonTriggered")]
public int NonTriggered { get; set; }
[JsonPropertyName("triggered")]
public int Triggered { get; set; }
}
public class EquipmentLootSettings
{
// Percentage chance item will be added to equipment
[JsonPropertyName("modSpawnChancePercent")]
public Dictionary<string, int> ModSpawnChancePercent { get; set; }
}
public class FixEmptyBotWavesSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("ignoreMaps")]
public List<string> IgnoreMaps { get; set; }
}
public class RogueLighthouseSpawnTimeSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("waitTimeSeconds")]
public int WaitTimeSeconds { get; set; }
}
public class SplitWaveSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
[JsonPropertyName("ignoreMaps")]
public List<string> IgnoreMaps { get; set; }
[JsonPropertyName("waveSizeThreshold")]
public int WaveSizeThreshold { get; set; }
}
public class CustomWaves
{
/** Bosses spawn on raid start */
[JsonPropertyName("boss")]
public Dictionary<string, List<BossLocationSpawn>> Boss { get; set; }
[JsonPropertyName("normal")]
public Dictionary<string, List<Wave>> Normal { get; set; }
}
public class BotTypeLimit : MinMax
{
[JsonPropertyName("type")]
public string Type { get; set; }
}
/** Multiplier to apply to the loot count for a given map */
public class LootMultiplier
{
[JsonPropertyName("bigmap")]
public double BigMap { get; set; }
[JsonPropertyName("develop")]
public double Develop { get; set; }
[JsonPropertyName("factory4_day")]
public double Factory4Day { get; set; }
[JsonPropertyName("factory4_night")]
public double Factory4Night { get; set; }
[JsonPropertyName("interchange")]
public double Interchange { get; set; }
[JsonPropertyName("laboratory")]
public double Laboratory { get; set; }
[JsonPropertyName("rezervbase")]
public double RezervBase { get; set; }
[JsonPropertyName("shoreline")]
public double Shoreline { get; set; }
[JsonPropertyName("woods")]
public double Woods { get; set; }
[JsonPropertyName("hideout")]
public double Hideout { get; set; }
[JsonPropertyName("lighthouse")]
public double Lighthouse { get; set; }
[JsonPropertyName("privatearea")]
public double PrivateArea { get; set; }
[JsonPropertyName("suburbs")]
public double Suburbs { get; set; }
[JsonPropertyName("tarkovstreets")]
public double TarkovStreets { get; set; }
[JsonPropertyName("terminal")]
public double Terminal { get; set; }
[JsonPropertyName("town")]
public double Town { get; set; }
[JsonPropertyName("sandbox")]
public double Sandbox { get; set; }
[JsonPropertyName("sandbox_high")]
public double SandboxHigh { get; set; }
}
public class ContainerRandomisationSettings
{
[JsonPropertyName("enabled")]
public bool Enabled { get; set; }
/** What maps can use the container randomisation feature */
[JsonPropertyName("maps")]
public Dictionary<string, bool> Maps { get; set; }
/** Some container types don't work when randomised */
[JsonPropertyName("containerTypesToNotRandomise")]
public List<string> ContainerTypesToNotRandomise { get; set; }
[JsonPropertyName("containerGroupMinSizeMultiplier")]
public double ContainerGroupMinSizeMultiplier { get; set; }
[JsonPropertyName("containerGroupMaxSizeMultiplier")]
public double ContainerGroupMaxSizeMultiplier { get; set; }
}
public class ScavRaidTimeSettings
{
[JsonPropertyName("settings")]
public ScavRaidTimeConfigSettings Settings { get; set; }
[JsonPropertyName("maps")]
public Dictionary<string, ScavRaidTimeLocationSettings> Maps { get; set; }
}
public class ScavRaidTimeConfigSettings
{
[JsonPropertyName("trainArrivalDelayObservedSeconds")]
public int TrainArrivalDelayObservedSeconds { get; set; }
}
public class ScavRaidTimeLocationSettings
{
/** Should loot be reduced by same percent length of raid is reduced by */
[JsonPropertyName("reduceLootByPercent")]
public bool ReduceLootByPercent { get; set; }
/** Smallest % of container loot that should be spawned */
[JsonPropertyName("minStaticLootPercent")]
public double MinStaticLootPercent { get; set; }
/** Smallest % of loose loot that should be spawned */
[JsonPropertyName("minDynamicLootPercent")]
public double MinDynamicLootPercent { get; set; }
/** Chance raid time is reduced */
[JsonPropertyName("reducedChancePercent")]
public double ReducedChancePercent { get; set; }
/** How much should raid time be reduced - weighted */
[JsonPropertyName("reductionPercentWeights")]
public Dictionary<string, double> ReductionPercentWeights { get; set; }
/** Should bot waves be removed / spawn times be adjusted */
[JsonPropertyName("adjustWaves")]
public bool AdjustWaves { get; set; }
}