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