194 lines
7.3 KiB
C#
194 lines
7.3 KiB
C#
using SptCommon.Annotations;
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using Core.Models.Eft.Hideout;
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using Core.Models.Enums;
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using Core.Models.External;
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using Core.Models.Utils;
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using Core.Services;
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namespace ExampleMods.Mods;
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[Injectable]
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public class EditDatabaseValues : IPostDBLoadMod
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{
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private readonly DatabaseService _databaseService;
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private readonly ISptLogger<EditDatabaseValues> _logger;
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public EditDatabaseValues(
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DatabaseService databaseService,
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ISptLogger<EditDatabaseValues> logger
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)
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{
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_databaseService = databaseService;
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_logger = logger;
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}
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public void PostDBLoad()
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{
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// When SPT starts, it stores all the data found in (SPT_Data\Server\database) in memory
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// We can use the '_databaseService' we injected to access this data, this includes files from EFT and SPT
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// Lets edit some globals settings to make the game easier
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EditGlobals();
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// Lets edit the BTR to have the christmas tarcola skin
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EditBtr();
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// Let's edit the hideout so it's easier to upgrade the lavatory
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EditHideout();
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// Lets edit the default scav to
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EditScavSettings();
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// Lets edit Customs
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EditCustoms();
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_logger.Success("Finished Editing Database");
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}
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private void EditGlobals()
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{
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// Let's edit settings in the GLOBALS file (database/globals.json)
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var globals = _databaseService.GetGlobals();
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// Let's edit the scav cooldown to be 1 second
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globals.Configuration.SavagePlayCooldown = 1;
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// Now lets try editing the ragfair unlock level, lets get the ragfair settings first
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var ragfairSettings = globals.Configuration.RagFair;
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// Lets set the level you need to be to access flea to be 1
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ragfairSettings.MinUserLevel = 1;
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// Now lets increase the number of offers you can have listed at one time
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// The max is stored in a list, different flea ratings give different offer amounts
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// We loop over all the settings, setting all of them to be 20
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foreach (var offerCountSettings in ragfairSettings.MaxActiveOfferCount) offerCountSettings.Count = 20;
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}
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private void EditBtr()
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{
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// BTR setting can be found in the GLOBALS file too
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var globals = _databaseService.GetGlobals();
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// We get the BTR settings from globals first
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var btrSettings = globals.Configuration.BTRSettings;
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// Let's get the settings for woods specifically, we use 'tryGetValue' for this, the settings will be stored in 'woodsBtrSettings'
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btrSettings.MapsConfigs.TryGetValue("Woods", out var woodsBtrSettings);
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// Lets set the BTR to use the christmas skin
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woodsBtrSettings.BtrSkin = "Tarcola";
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}
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private void EditHideout()
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{
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// Hideout data can be found in (SPT_Data\Server\database\hideout)
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var hideout = _databaseService.GetHideout();
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// We want the areas, they're stored in a list
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var hideoutAreas = hideout.Areas;
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// We find the toilet, we use 'firstOrDefault', if we cant find the lavatory, 'lavatoryArea' will be null
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var lavatoryArea = hideoutAreas.FirstOrDefault(area => area.Type == HideoutAreas.LAVATORY);
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// Now we have the toilet, we can find the requirements to craft, all data is stored by stage
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var toiletStages = lavatoryArea.Stages;
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// Stages are stored in a dictionary, a dictionary has a 'key' and a 'value'
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// In this case, the 'key' is the upgrade stage, e.g. "1", or "2"
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// We reference to each stage as a 'stageKvP' this means 'Key value Pair', every key has a value (key = stage number, value = data for that stage)
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foreach (var stageKvP in toiletStages)
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{
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// while we're here, we can make the stages craft really fast (60 seconds)
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stageKvP.Value.ConstructionTime = 60;
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// Let's get the stage requirements, they're a list
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var stageRequirements = stageKvP.Value.Requirements;
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// We empty the requirements out, now it can be built straight away
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stageRequirements.Clear();
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}
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}
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private void EditScavSettings()
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{
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var bots = _databaseService.GetBots();
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// Same as the above example, we use 'TryGetValue' to get the 'assault' bot (assault is the internal name for scavs)
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bots.Types.TryGetValue("assault", out var assaultBot);
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// Let's make the chance to get a good backpack really high
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assaultBot.BotInventory.Equipment.TryGetValue(EquipmentSlots.Backpack, out var backPacks);
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// We access the backpacks dictionary by key directly using square brackets, we use ItemTpl to get the items ID
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// Alternately, we could have typed backPacks["59e763f286f7742ee57895da"] and done the same thing, ItemTpl makes it easier to read
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backPacks[ItemTpl.BACKPACK_PILGRIM_TOURIST] = 999999;
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// Now lets make them always have an M4A1
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assaultBot.BotInventory.Equipment.TryGetValue(EquipmentSlots.FirstPrimaryWeapon, out var primaryWeapons);
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// We edit the weight value (pick chance) that is already there to be massive, making the item more likely to be picked
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primaryWeapons[ItemTpl.ASSAULTRIFLE_COLT_M4A1_556X45_ASSAULT_RIFLE] = 999999;
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// Now lets make them always have the first name of Gary
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// We start by removing all the existing names
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assaultBot.FirstNames.Clear();
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// We add the new name Gary, very menacing
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assaultBot.FirstNames.Add("Gary");
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}
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private void EditCustoms()
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{
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// Let's get all the maps (called locations)
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var locations = _databaseService.GetLocations();
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// Customs is called 'bigmap' in eft
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var customs = locations.Bigmap;
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// Lets get the exits and make them all 100% chance to appear
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var exits = customs.Base.Exits;
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// They're stored as a list so we can loop over them
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foreach (var exit in exits)
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{
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// I can't remember which one is used, you'd assume ChancePVE is used in pve, but this is BSG we're dealing with
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// So we set both
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exit.Chance = 100;
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exit.ChancePVE = 100;
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}
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// Lets try editing the airdrops on customs to be better
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var airdropSettings = customs.Base.AirdropParameters;
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// They're stored in an array but there's only one bunch of settings, it means we have to get the first item from the list,
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// An alternate way to access the first item is done by using square brackets with the 'index' of the item we want,
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// indexes start at 0 so we want to type "[0]" to access the first item in the list,
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var actualAirdropSettings = airdropSettings.First();
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// Make it spawn 100%
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actualAirdropSettings.PlaneAirdropChance = 1; // Number between 0 and 1
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// Make it spawn as early as start of raid
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actualAirdropSettings.PlaneAirdropStartMin = 1;
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// Let's make bosses spawn 100% of the time
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// We get all the bosses, they're stored in a list
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var bosses = customs.Base.BossLocationSpawn;
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// Let's get Reshala, we use "FirstOrDefault" and look for the first boss with the name "bossBully"
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var reshala = bosses.FirstOrDefault(boss => boss.BossName == "bossBully");
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// Set him to 100%
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reshala.BossChance = 100;
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}
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}
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