Initial release for SPT 3.9
This commit is contained in:
258
types/generators/BotEquipmentModGenerator.d.ts
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258
types/generators/BotEquipmentModGenerator.d.ts
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import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
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import { BotHelper } from "@spt/helpers/BotHelper";
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import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
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import { ItemHelper } from "@spt/helpers/ItemHelper";
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import { PresetHelper } from "@spt/helpers/PresetHelper";
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import { ProbabilityHelper } from "@spt/helpers/ProbabilityHelper";
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import { ProfileHelper } from "@spt/helpers/ProfileHelper";
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import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
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import { IPreset } from "@spt/models/eft/common/IGlobals";
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import { Mods, ModsChances } from "@spt/models/eft/common/tables/IBotType";
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import { Item } from "@spt/models/eft/common/tables/IItem";
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import { ITemplateItem, Slot } from "@spt/models/eft/common/tables/ITemplateItem";
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import { ModSpawn } from "@spt/models/enums/ModSpawn";
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import { IChooseRandomCompatibleModResult } from "@spt/models/spt/bots/IChooseRandomCompatibleModResult";
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import { IFilterPlateModsForSlotByLevelResult } from "@spt/models/spt/bots/IFilterPlateModsForSlotByLevelResult";
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import { IGenerateEquipmentProperties } from "@spt/models/spt/bots/IGenerateEquipmentProperties";
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import { IGenerateWeaponRequest } from "@spt/models/spt/bots/IGenerateWeaponRequest";
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import { IModToSpawnRequest } from "@spt/models/spt/bots/IModToSpawnRequest";
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import { EquipmentFilterDetails, EquipmentFilters, IBotConfig } from "@spt/models/spt/config/IBotConfig";
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import { ILogger } from "@spt/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt/servers/ConfigServer";
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import { BotEquipmentFilterService } from "@spt/services/BotEquipmentFilterService";
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import { BotEquipmentModPoolService } from "@spt/services/BotEquipmentModPoolService";
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import { BotWeaponModLimitService } from "@spt/services/BotWeaponModLimitService";
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import { DatabaseService } from "@spt/services/DatabaseService";
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import { ItemFilterService } from "@spt/services/ItemFilterService";
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import { LocalisationService } from "@spt/services/LocalisationService";
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import { ICloner } from "@spt/utils/cloners/ICloner";
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import { HashUtil } from "@spt/utils/HashUtil";
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import { RandomUtil } from "@spt/utils/RandomUtil";
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export declare class BotEquipmentModGenerator {
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protected logger: ILogger;
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protected hashUtil: HashUtil;
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protected randomUtil: RandomUtil;
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protected probabilityHelper: ProbabilityHelper;
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protected databaseService: DatabaseService;
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protected itemHelper: ItemHelper;
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protected botEquipmentFilterService: BotEquipmentFilterService;
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protected itemFilterService: ItemFilterService;
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protected profileHelper: ProfileHelper;
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protected botWeaponModLimitService: BotWeaponModLimitService;
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protected botHelper: BotHelper;
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protected botGeneratorHelper: BotGeneratorHelper;
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protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
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protected weightedRandomHelper: WeightedRandomHelper;
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protected presetHelper: PresetHelper;
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protected localisationService: LocalisationService;
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protected botEquipmentModPoolService: BotEquipmentModPoolService;
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protected configServer: ConfigServer;
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protected cloner: ICloner;
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protected botConfig: IBotConfig;
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constructor(logger: ILogger, hashUtil: HashUtil, randomUtil: RandomUtil, probabilityHelper: ProbabilityHelper, databaseService: DatabaseService, itemHelper: ItemHelper, botEquipmentFilterService: BotEquipmentFilterService, itemFilterService: ItemFilterService, profileHelper: ProfileHelper, botWeaponModLimitService: BotWeaponModLimitService, botHelper: BotHelper, botGeneratorHelper: BotGeneratorHelper, botWeaponGeneratorHelper: BotWeaponGeneratorHelper, weightedRandomHelper: WeightedRandomHelper, presetHelper: PresetHelper, localisationService: LocalisationService, botEquipmentModPoolService: BotEquipmentModPoolService, configServer: ConfigServer, cloner: ICloner);
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/**
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* Check mods are compatible and add to array
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* @param equipment Equipment item to add mods to
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* @param modPool Mod list to choose frm
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* @param parentId parentid of item to add mod to
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* @param parentTemplate template objet of item to add mods to
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* @param forceSpawn should this mod be forced to spawn
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* @returns Item + compatible mods as an array
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*/
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generateModsForEquipment(equipment: Item[], parentId: string, parentTemplate: ITemplateItem, settings: IGenerateEquipmentProperties, shouldForceSpawn?: boolean): Item[];
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/**
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* Filter a bots plate pool based on its current level
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* @param settings Bot equipment generation settings
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* @param modSlot Armor slot being filtered
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* @param existingPlateTplPool Plates tpls to choose from
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* @param armorItem
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* @returns Array of plate tpls to choose from
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*/
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protected filterPlateModsForSlotByLevel(settings: IGenerateEquipmentProperties, modSlot: string, existingPlateTplPool: string[], armorItem: ITemplateItem): IFilterPlateModsForSlotByLevelResult;
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/**
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* Add mods to a weapon using the provided mod pool
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* @param sessionId Session id
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* @param request Data used to generate the weapon
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* @returns Weapon + mods array
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*/
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generateModsForWeapon(sessionId: string, request: IGenerateWeaponRequest): Item[];
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/**
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* Is this modslot a front or rear sight
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* @param modSlot Slot to check
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* @returns true if it's a front/rear sight
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*/
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protected modIsFrontOrRearSight(modSlot: string, tpl: string): boolean;
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/**
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* Does the provided mod details show the mod can hold a scope
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* @param modSlot e.g. mod_scope, mod_mount
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* @param modsParentId Parent id of mod item
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* @returns true if it can hold a scope
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*/
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protected modSlotCanHoldScope(modSlot: string, modsParentId: string): boolean;
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/**
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* Set mod spawn chances to defined amount
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* @param modSpawnChances Chance dictionary to update
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*/
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protected adjustSlotSpawnChances(modSpawnChances: ModsChances, modSlotsToAdjust: string[], newChancePercent: number): void;
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/**
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* Does the provided modSlot allow muzzle-related items
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* @param modSlot Slot id to check
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* @param modsParentId OPTIONAL: parent id of modslot being checked
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* @returns True if modSlot can have muzzle-related items
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*/
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protected modSlotCanHoldMuzzleDevices(modSlot: string, modsParentId?: string): boolean;
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/**
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* Sort mod slots into an ordering that maximises chance of a successful weapon generation
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* @param unsortedSlotKeys Array of mod slot strings to sort
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* @returns Sorted array
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*/
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protected sortModKeys(unsortedSlotKeys: string[]): string[];
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/**
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* Get a Slot property for an item (chamber/cartridge/slot)
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* @param modSlot e.g patron_in_weapon
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* @param parentTemplate item template
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* @returns Slot item
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*/
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protected getModItemSlotFromDb(modSlot: string, parentTemplate: ITemplateItem): Slot;
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/**
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* Randomly choose if a mod should be spawned, 100% for required mods OR mod is ammo slot
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* @param itemSlot slot the item sits in
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* @param modSlot slot the mod sits in
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* @param modSpawnChances Chances for various mod spawns
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* @param botEquipConfig Various config settings for generating this type of bot
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* @returns ModSpawn.SPAWN when mod should be spawned, ModSpawn.DEFAULT_MOD when default mod should spawn, ModSpawn.SKIP when mod is skipped
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*/
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protected shouldModBeSpawned(itemSlot: Slot, modSlot: string, modSpawnChances: ModsChances, botEquipConfig: EquipmentFilters): ModSpawn;
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/**
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* Choose a mod to fit into the desired slot
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* @param request Data used to choose an appropriate mod with
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* @returns itemHelper.getItem() result
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*/
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protected chooseModToPutIntoSlot(request: IModToSpawnRequest): [boolean, ITemplateItem] | undefined;
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/**
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*
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* @param modPool Pool of mods that can be picked from
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* @param parentSlot Slot the picked mod will have as a parent
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* @param choiceTypeEnum How should chosen tpl be treated: DEFAULT_MOD/SPAWN/SKIP
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* @param weapon Array of weapon items chosen item will be added to
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* @param modSlotName Name of slot picked mod will be placed into
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* @returns Chosen weapon details
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*/
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protected pickWeaponModTplForSlotFromPool(modPool: string[], parentSlot: Slot, choiceTypeEnum: ModSpawn, weapon: Item[], modSlotName: string): IChooseRandomCompatibleModResult;
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/**
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* Filter mod pool down based on various criteria:
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* Is slot flagged as randomisable
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* Is slot required
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* Is slot flagged as default mod only
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* @param itemModPool Existing pool of mods to choose
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* @param itemSpawnCategory How should slot be handled
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* @param parentTemplate Mods parent
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* @param weaponTemplate Mods root parent (weapon/equipment)
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* @param modSlot name of mod slot to choose for
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* @param botEquipBlacklist A blacklist of items not allowed to be picked
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* @param isRandomisableSlot Slot is flagged as a randomisable slot
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* @returns Array of mod tpls
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*/
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protected getModPoolForSlot(itemModPool: Record<string, string[]>, itemSpawnCategory: ModSpawn, parentTemplate: ITemplateItem, weaponTemplate: ITemplateItem, modSlot: string, botEquipBlacklist: EquipmentFilterDetails, isRandomisableSlot: boolean): string[];
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/**
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* Get default preset for weapon OR get specific weapon presets for edge cases (mp5/silenced dvl)
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* @param weaponTemplate Weapons db template
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* @param parentItemTpl Tpl of the parent item
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* @returns Default preset found
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*/
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protected getMatchingPreset(weaponTemplate: ITemplateItem, parentItemTpl: string): IPreset | undefined;
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/**
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* Temp fix to prevent certain combinations of weapons with mods that are known to be incompatible
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* @param weapon Array of items that make up a weapon
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* @param modTpl Mod to check compatibility with weapon
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* @returns True if incompatible
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*/
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protected weaponModComboIsIncompatible(weapon: Item[], modTpl: string): boolean;
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/**
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* Create a mod item with provided parameters as properties + add upd property
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* @param modId _id
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* @param modTpl _tpl
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* @param parentId parentId
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* @param modSlot slotId
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* @param modTemplate Used to add additional properties in the upd object
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* @param botRole The bots role mod is being created for
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* @returns Item object
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*/
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protected createModItem(modId: string, modTpl: string, parentId: string, modSlot: string, modTemplate: ITemplateItem, botRole: string): Item;
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/**
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* Get a list of containers that hold ammo
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* e.g. mod_magazine / patron_in_weapon_000
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* @returns string array
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*/
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protected getAmmoContainers(): string[];
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/**
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* Get a random mod from an items compatible mods Filter array
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* @param fallbackModTpl Default value to return if parentSlot Filter is empty
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* @param parentSlot Item mod will go into, used to get compatible items
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* @param modSlot Slot to get mod to fill
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* @param items Items to ensure picked mod is compatible with
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* @returns Item tpl
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*/
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protected getRandomModTplFromItemDb(fallbackModTpl: string, parentSlot: Slot, modSlot: string, items: Item[]): string | undefined;
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/**
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* Check if mod exists in db + is for a required slot
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* @param modToAdd Db template of mod to check
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* @param slotAddedToTemplate Slot object the item will be placed as child into
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* @param modSlot Slot the mod will fill
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* @param parentTemplate Db template of the mods being added
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* @param botRole Bots wildspawntype (assault/pmcBot/exUsec etc)
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* @returns True if valid for slot
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*/
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protected isModValidForSlot(modToAdd: [boolean, ITemplateItem], slotAddedToTemplate: Slot, modSlot: string, parentTemplate: ITemplateItem, botRole: string): boolean;
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/**
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* Find mod tpls of a provided type and add to modPool
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* @param desiredSlotName Slot to look up and add we are adding tpls for (e.g mod_scope)
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* @param modTemplate db object for modItem we get compatible mods from
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* @param modPool Pool of mods we are adding to
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* @param botEquipBlacklist A blacklist of items that cannot be picked
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*/
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protected addCompatibleModsForProvidedMod(desiredSlotName: string, modTemplate: ITemplateItem, modPool: Mods, botEquipBlacklist: EquipmentFilterDetails): void;
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/**
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* Get the possible items that fit a slot
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* @param parentItemId item tpl to get compatible items for
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* @param modSlot Slot item should fit in
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* @param botEquipBlacklist Equipment that should not be picked
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* @returns Array of compatible items for that slot
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*/
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protected getDynamicModPool(parentItemId: string, modSlot: string, botEquipBlacklist: EquipmentFilterDetails): string[];
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/**
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* Take a list of tpls and filter out blacklisted values using itemFilterService + botEquipmentBlacklist
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* @param allowedMods Base mods to filter
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* @param botEquipBlacklist Equipment blacklist
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* @param modSlot Slot mods belong to
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* @returns Filtered array of mod tpls
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*/
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protected filterWeaponModsByBlacklist(allowedMods: string[], botEquipBlacklist: EquipmentFilterDetails, modSlot: string): string[];
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/**
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* With the shotgun revolver (60db29ce99594040e04c4a27) 12.12 introduced CylinderMagazines.
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* Those magazines (e.g. 60dc519adf4c47305f6d410d) have a "Cartridges" entry with a _max_count=0.
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* Ammo is not put into the magazine directly but assigned to the magazine's slots: The "camora_xxx" slots.
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* This function is a helper called by generateModsForItem for mods with parent type "CylinderMagazine"
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* @param items The items where the CylinderMagazine's camora are appended to
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* @param modPool ModPool which should include available cartridges
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* @param cylinderMagParentId The CylinderMagazine's UID
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* @param cylinderMagTemplate The CylinderMagazine's template
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*/
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protected fillCamora(items: Item[], modPool: Mods, cylinderMagParentId: string, cylinderMagTemplate: ITemplateItem): void;
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/**
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* Take a record of camoras and merge the compatible shells into one array
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* @param camorasWithShells Dictionary of camoras we want to merge into one array
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* @returns String array of shells for multiple camora sources
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*/
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protected mergeCamoraPools(camorasWithShells: Record<string, string[]>): string[];
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/**
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* Filter out non-whitelisted weapon scopes
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* Controlled by bot.json weaponSightWhitelist
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* e.g. filter out rifle scopes from SMGs
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* @param weapon Weapon scopes will be added to
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* @param scopes Full scope pool
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* @param botWeaponSightWhitelist Whitelist of scope types by weapon base type
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* @returns Array of scope tpls that have been filtered to just ones allowed for that weapon type
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*/
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protected filterSightsByWeaponType(weapon: Item, scopes: string[], botWeaponSightWhitelist: Record<string, string[]>): string[];
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}
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168
types/generators/BotGenerator.d.ts
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168
types/generators/BotGenerator.d.ts
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import { BotInventoryGenerator } from "@spt/generators/BotInventoryGenerator";
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import { BotLevelGenerator } from "@spt/generators/BotLevelGenerator";
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import { BotDifficultyHelper } from "@spt/helpers/BotDifficultyHelper";
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import { BotHelper } from "@spt/helpers/BotHelper";
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import { ProfileHelper } from "@spt/helpers/ProfileHelper";
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import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
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import { IBaseJsonSkills, IBaseSkill, IBotBase, Info, Health as PmcHealth, Skills as botSkills } from "@spt/models/eft/common/tables/IBotBase";
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import { Appearance, Health, IBotType, Inventory } from "@spt/models/eft/common/tables/IBotType";
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import { BotGenerationDetails } from "@spt/models/spt/bots/BotGenerationDetails";
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import { IBotConfig } from "@spt/models/spt/config/IBotConfig";
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import { IPmcConfig } from "@spt/models/spt/config/IPmcConfig";
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import { ILogger } from "@spt/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt/servers/ConfigServer";
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import { BotEquipmentFilterService } from "@spt/services/BotEquipmentFilterService";
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import { DatabaseService } from "@spt/services/DatabaseService";
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import { ItemFilterService } from "@spt/services/ItemFilterService";
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import { LocalisationService } from "@spt/services/LocalisationService";
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import { SeasonalEventService } from "@spt/services/SeasonalEventService";
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import { ICloner } from "@spt/utils/cloners/ICloner";
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import { HashUtil } from "@spt/utils/HashUtil";
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import { RandomUtil } from "@spt/utils/RandomUtil";
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import { TimeUtil } from "@spt/utils/TimeUtil";
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export declare class BotGenerator {
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protected logger: ILogger;
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protected hashUtil: HashUtil;
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protected randomUtil: RandomUtil;
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protected timeUtil: TimeUtil;
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protected profileHelper: ProfileHelper;
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protected databaseService: DatabaseService;
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protected botInventoryGenerator: BotInventoryGenerator;
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protected botLevelGenerator: BotLevelGenerator;
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protected botEquipmentFilterService: BotEquipmentFilterService;
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protected weightedRandomHelper: WeightedRandomHelper;
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protected botHelper: BotHelper;
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protected botDifficultyHelper: BotDifficultyHelper;
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protected seasonalEventService: SeasonalEventService;
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protected localisationService: LocalisationService;
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protected itemFilterService: ItemFilterService;
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protected configServer: ConfigServer;
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protected cloner: ICloner;
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protected botConfig: IBotConfig;
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protected pmcConfig: IPmcConfig;
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constructor(logger: ILogger, hashUtil: HashUtil, randomUtil: RandomUtil, timeUtil: TimeUtil, profileHelper: ProfileHelper, databaseService: DatabaseService, botInventoryGenerator: BotInventoryGenerator, botLevelGenerator: BotLevelGenerator, botEquipmentFilterService: BotEquipmentFilterService, weightedRandomHelper: WeightedRandomHelper, botHelper: BotHelper, botDifficultyHelper: BotDifficultyHelper, seasonalEventService: SeasonalEventService, localisationService: LocalisationService, itemFilterService: ItemFilterService, configServer: ConfigServer, cloner: ICloner);
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/**
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* Generate a player scav bot object
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* @param role e.g. assault / pmcbot
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* @param difficulty easy/normal/hard/impossible
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* @param botTemplate base bot template to use (e.g. assault/pmcbot)
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* @returns
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*/
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generatePlayerScav(sessionId: string, role: string, difficulty: string, botTemplate: IBotType): IBotBase;
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/**
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* Create 1 bots of the type/side/difficulty defined in botGenerationDetails
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* @param sessionId Session id
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* @param botGenerationDetails details on how to generate bots
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* @returns constructed bot
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*/
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prepareAndGenerateBot(sessionId: string, botGenerationDetails: BotGenerationDetails): IBotBase;
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/**
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* Get a clone of the default bot base object and adjust its role/side/difficulty values
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* @param botRole Role bot should have
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* @param botSide Side bot should have
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* @param difficulty Difficult bot should have
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* @returns Cloned bot base
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*/
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protected getPreparedBotBase(botRole: string, botSide: string, difficulty: string): IBotBase;
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/**
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* Get a clone of the database\bots\base.json file
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||||
* @returns IBotBase object
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*/
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||||
protected getCloneOfBotBase(): IBotBase;
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/**
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* Create a IBotBase object with equipment/loot/exp etc
|
||||
* @param sessionId Session id
|
||||
* @param bot Bots base file
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||||
* @param botJsonTemplate Bot template from db/bots/x.json
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||||
* @param botGenerationDetails details on how to generate the bot
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||||
* @returns IBotBase object
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||||
*/
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||||
protected generateBot(sessionId: string, bot: IBotBase, botJsonTemplate: IBotType, botGenerationDetails: BotGenerationDetails): IBotBase;
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||||
protected addAdditionalPocketLootWeightsForUnheardBot(botJsonTemplate: IBotType): void;
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||||
/**
|
||||
* Remove items from item.json/lootableItemBlacklist from bots inventory
|
||||
* @param botInventory Bot to filter
|
||||
*/
|
||||
protected removeBlacklistedLootFromBotTemplate(botInventory: Inventory): void;
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||||
/**
|
||||
* Choose various appearance settings for a bot using weights: head/body/feet/hands
|
||||
* @param bot Bot to adjust
|
||||
* @param appearance Appearance settings to choose from
|
||||
* @param botGenerationDetails Generation details
|
||||
*/
|
||||
protected setBotAppearance(bot: IBotBase, appearance: Appearance, botGenerationDetails: BotGenerationDetails): void;
|
||||
/**
|
||||
* Create a bot nickname
|
||||
* @param botJsonTemplate x.json from database
|
||||
* @param botGenerationDetails
|
||||
* @param botRole role of bot e.g. assault
|
||||
* @param sessionId OPTIONAL: profile session id
|
||||
* @returns Nickname for bot
|
||||
*/
|
||||
protected generateBotNickname(botJsonTemplate: IBotType, botGenerationDetails: BotGenerationDetails, botRole: string, sessionId?: string): string;
|
||||
protected shouldSimulatePlayerScavName(botRole: string, isPlayerScav: boolean): boolean;
|
||||
protected addPlayerScavNameSimulationSuffix(nickname: string): string;
|
||||
/**
|
||||
* Log the number of PMCs generated to the debug console
|
||||
* @param output Generated bot array, ready to send to client
|
||||
*/
|
||||
protected logPmcGeneratedCount(output: IBotBase[]): void;
|
||||
/**
|
||||
* Converts health object to the required format
|
||||
* @param healthObj health object from bot json
|
||||
* @param playerScav Is a pscav bot being generated
|
||||
* @returns PmcHealth object
|
||||
*/
|
||||
protected generateHealth(healthObj: Health, playerScav?: boolean): PmcHealth;
|
||||
/**
|
||||
* Get a bots skills with randomsied progress value between the min and max values
|
||||
* @param botSkills Skills that should have their progress value randomised
|
||||
* @returns
|
||||
*/
|
||||
protected generateSkills(botSkills: IBaseJsonSkills): botSkills;
|
||||
/**
|
||||
* Randomise the progress value of passed in skills based on the min/max value
|
||||
* @param skills Skills to randomise
|
||||
* @param isCommonSkills Are the skills 'common' skills
|
||||
* @returns Skills with randomised progress values as an array
|
||||
*/
|
||||
protected getSkillsWithRandomisedProgressValue(skills: Record<string, IBaseSkill>, isCommonSkills: boolean): IBaseSkill[];
|
||||
/**
|
||||
* Generate an id+aid for a bot and apply
|
||||
* @param bot bot to update
|
||||
* @returns updated IBotBase object
|
||||
*/
|
||||
protected addIdsToBot(bot: IBotBase): void;
|
||||
/**
|
||||
* Update a profiles profile.Inventory.equipment value with a freshly generated one
|
||||
* Update all inventory items that make use of this value too
|
||||
* @param profile Profile to update
|
||||
*/
|
||||
protected generateInventoryId(profile: IBotBase): void;
|
||||
/**
|
||||
* Randomise a bots game version and account category
|
||||
* Chooses from all the game versions (standard, eod etc)
|
||||
* Chooses account type (default, Sherpa, etc)
|
||||
* @param botInfo bot info object to update
|
||||
* @returns Chosen game version
|
||||
*/
|
||||
protected setRandomisedGameVersionAndCategory(botInfo: Info): string;
|
||||
/**
|
||||
* Add a side-specific (usec/bear) dogtag item to a bots inventory
|
||||
* @param bot bot to add dogtag to
|
||||
* @returns Bot with dogtag added
|
||||
*/
|
||||
protected addDogtagToBot(bot: IBotBase): void;
|
||||
/**
|
||||
* Get a dogtag tpl that matches the bots game version and side
|
||||
* @param side Usec/Bear
|
||||
* @param gameVersion edge_of_darkness / standard
|
||||
* @returns item tpl
|
||||
*/
|
||||
protected getDogtagTplByGameVersionAndSide(side: string, gameVersion: string): string;
|
||||
/**
|
||||
* Adjust a PMCs pocket tpl to UHD if necessary, otherwise do nothing
|
||||
* @param bot Pmc object to adjust
|
||||
*/
|
||||
protected setPmcPocketsByGameVersion(bot: IBotBase): void;
|
||||
}
|
||||
122
types/generators/BotInventoryGenerator.d.ts
vendored
Normal file
122
types/generators/BotInventoryGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,122 @@
|
||||
import { BotEquipmentModGenerator } from "@spt/generators/BotEquipmentModGenerator";
|
||||
import { BotLootGenerator } from "@spt/generators/BotLootGenerator";
|
||||
import { BotWeaponGenerator } from "@spt/generators/BotWeaponGenerator";
|
||||
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
|
||||
import { BotHelper } from "@spt/helpers/BotHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { Inventory as PmcInventory } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { Chances, Equipment, Generation, IBotType, Inventory } from "@spt/models/eft/common/tables/IBotType";
|
||||
import { EquipmentSlots } from "@spt/models/enums/EquipmentSlots";
|
||||
import { IGenerateEquipmentProperties } from "@spt/models/spt/bots/IGenerateEquipmentProperties";
|
||||
import { EquipmentFilterDetails, IBotConfig } from "@spt/models/spt/config/IBotConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { BotEquipmentModPoolService } from "@spt/services/BotEquipmentModPoolService";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class BotInventoryGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected botWeaponGenerator: BotWeaponGenerator;
|
||||
protected botLootGenerator: BotLootGenerator;
|
||||
protected botGeneratorHelper: BotGeneratorHelper;
|
||||
protected botHelper: BotHelper;
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected botEquipmentModPoolService: BotEquipmentModPoolService;
|
||||
protected botEquipmentModGenerator: BotEquipmentModGenerator;
|
||||
protected configServer: ConfigServer;
|
||||
protected botConfig: IBotConfig;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, randomUtil: RandomUtil, databaseService: DatabaseService, botWeaponGenerator: BotWeaponGenerator, botLootGenerator: BotLootGenerator, botGeneratorHelper: BotGeneratorHelper, botHelper: BotHelper, weightedRandomHelper: WeightedRandomHelper, itemHelper: ItemHelper, localisationService: LocalisationService, botEquipmentModPoolService: BotEquipmentModPoolService, botEquipmentModGenerator: BotEquipmentModGenerator, configServer: ConfigServer);
|
||||
/**
|
||||
* Add equipment/weapons/loot to bot
|
||||
* @param sessionId Session id
|
||||
* @param botJsonTemplate Base json db file for the bot having its loot generated
|
||||
* @param botRole Role bot has (assault/pmcBot)
|
||||
* @param isPmc Is bot being converted into a pmc
|
||||
* @param botLevel Level of bot being generated
|
||||
* @param chosenGameVersion Game version for bot, only really applies for PMCs
|
||||
* @returns PmcInventory object with equipment/weapons/loot
|
||||
*/
|
||||
generateInventory(sessionId: string, botJsonTemplate: IBotType, botRole: string, isPmc: boolean, botLevel: number, chosenGameVersion: string): PmcInventory;
|
||||
/**
|
||||
* Create a pmcInventory object with all the base/generic items needed
|
||||
* @returns PmcInventory object
|
||||
*/
|
||||
protected generateInventoryBase(): PmcInventory;
|
||||
/**
|
||||
* Add equipment to a bot
|
||||
* @param templateInventory bot/x.json data from db
|
||||
* @param wornItemChances Chances items will be added to bot
|
||||
* @param botRole Role bot has (assault/pmcBot)
|
||||
* @param botInventory Inventory to add equipment to
|
||||
* @param botLevel Level of bot
|
||||
* @param chosenGameVersion Game version for bot, only really applies for PMCs
|
||||
*/
|
||||
protected generateAndAddEquipmentToBot(templateInventory: Inventory, wornItemChances: Chances, botRole: string, botInventory: PmcInventory, botLevel: number, chosenGameVersion: string): void;
|
||||
/**
|
||||
* Remove non-armored rigs from parameter data
|
||||
* @param templateEquipment Equpiment to filter TacticalVest of
|
||||
*/
|
||||
protected filterRigsToThoseWithProtection(templateEquipment: Equipment): void;
|
||||
/**
|
||||
* Remove armored rigs from parameter data
|
||||
* @param templateEquipment Equpiment to filter TacticalVest of
|
||||
*/
|
||||
protected filterRigsToThoseWithoutProtection(templateEquipment: Equipment): void;
|
||||
/**
|
||||
* Add a piece of equipment with mods to inventory from the provided pools
|
||||
* @param settings Values to adjust how item is chosen and added to bot
|
||||
* @returns true when item added
|
||||
*/
|
||||
protected generateEquipment(settings: IGenerateEquipmentProperties): boolean;
|
||||
/**
|
||||
* Get all possible mods for item and filter down based on equipment blacklist from bot.json config
|
||||
* @param itemTpl Item mod pool is being retrieved and filtered
|
||||
* @param equipmentBlacklist blacklist to filter mod pool with
|
||||
* @returns Filtered pool of mods
|
||||
*/
|
||||
protected getFilteredDynamicModsForItem(itemTpl: string, equipmentBlacklist: EquipmentFilterDetails[]): Record<string, string[]>;
|
||||
/**
|
||||
* Work out what weapons bot should have equipped and add them to bot inventory
|
||||
* @param templateInventory bot/x.json data from db
|
||||
* @param equipmentChances Chances bot can have equipment equipped
|
||||
* @param sessionId Session id
|
||||
* @param botInventory Inventory to add weapons to
|
||||
* @param botRole assault/pmcBot/bossTagilla etc
|
||||
* @param isPmc Is the bot being generated as a pmc
|
||||
* @param itemGenerationLimitsMinMax Limits for items the bot can have
|
||||
* @param botLevel level of bot having weapon generated
|
||||
*/
|
||||
protected generateAndAddWeaponsToBot(templateInventory: Inventory, equipmentChances: Chances, sessionId: string, botInventory: PmcInventory, botRole: string, isPmc: boolean, itemGenerationLimitsMinMax: Generation, botLevel: number): void;
|
||||
/**
|
||||
* Calculate if the bot should have weapons in Primary/Secondary/Holster slots
|
||||
* @param equipmentChances Chances bot has certain equipment
|
||||
* @returns What slots bot should have weapons generated for
|
||||
*/
|
||||
protected getDesiredWeaponsForBot(equipmentChances: Chances): {
|
||||
slot: EquipmentSlots;
|
||||
shouldSpawn: boolean;
|
||||
}[];
|
||||
/**
|
||||
* Add weapon + spare mags/ammo to bots inventory
|
||||
* @param sessionId Session id
|
||||
* @param weaponSlot Weapon slot being generated
|
||||
* @param templateInventory bot/x.json data from db
|
||||
* @param botInventory Inventory to add weapon+mags/ammo to
|
||||
* @param equipmentChances Chances bot can have equipment equipped
|
||||
* @param botRole assault/pmcBot/bossTagilla etc
|
||||
* @param isPmc Is the bot being generated as a pmc
|
||||
* @param itemGenerationWeights
|
||||
*/
|
||||
protected addWeaponAndMagazinesToInventory(sessionId: string, weaponSlot: {
|
||||
slot: EquipmentSlots;
|
||||
shouldSpawn: boolean;
|
||||
}, templateInventory: Inventory, botInventory: PmcInventory, equipmentChances: Chances, botRole: string, isPmc: boolean, itemGenerationWeights: Generation, botLevel: number): void;
|
||||
}
|
||||
37
types/generators/BotLevelGenerator.d.ts
vendored
Normal file
37
types/generators/BotLevelGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,37 @@
|
||||
import { MinMax } from "@spt/models/common/MinMax";
|
||||
import { IRandomisedBotLevelResult } from "@spt/models/eft/bot/IRandomisedBotLevelResult";
|
||||
import { IBotBase } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { BotGenerationDetails } from "@spt/models/spt/bots/BotGenerationDetails";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class BotLevelGenerator {
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
constructor(logger: ILogger, randomUtil: RandomUtil, databaseService: DatabaseService);
|
||||
/**
|
||||
* Return a randomised bot level and exp value
|
||||
* @param levelDetails Min and max of level for bot
|
||||
* @param botGenerationDetails Details to help generate a bot
|
||||
* @param bot Bot the level is being generated for
|
||||
* @returns IRandomisedBotLevelResult object
|
||||
*/
|
||||
generateBotLevel(levelDetails: MinMax, botGenerationDetails: BotGenerationDetails, bot: IBotBase): IRandomisedBotLevelResult;
|
||||
/**
|
||||
* Get the highest level a bot can be relative to the players level, but no further than the max size from globals.exp_table
|
||||
* @param botGenerationDetails Details to help generate a bot
|
||||
* @param levelDetails
|
||||
* @param maxLevel Max possible level
|
||||
* @returns Highest level possible for bot
|
||||
*/
|
||||
protected getHighestRelativeBotLevel(botGenerationDetails: BotGenerationDetails, levelDetails: MinMax, maxLevel: number): number;
|
||||
/**
|
||||
* Get the lowest level a bot can be relative to the players level, but no lower than 1
|
||||
* @param botGenerationDetails Details to help generate a bot
|
||||
* @param levelDetails
|
||||
* @param maxlevel Max level allowed
|
||||
* @returns Lowest level possible for bot
|
||||
*/
|
||||
protected getLowestRelativeBotLevel(botGenerationDetails: BotGenerationDetails, levelDetails: MinMax, maxlevel: number): number;
|
||||
}
|
||||
148
types/generators/BotLootGenerator.d.ts
vendored
Normal file
148
types/generators/BotLootGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,148 @@
|
||||
import { BotWeaponGenerator } from "@spt/generators/BotWeaponGenerator";
|
||||
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
|
||||
import { BotHelper } from "@spt/helpers/BotHelper";
|
||||
import { HandbookHelper } from "@spt/helpers/HandbookHelper";
|
||||
import { InventoryHelper } from "@spt/helpers/InventoryHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { Inventory as PmcInventory } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { IBotType, Inventory, ModsChances } from "@spt/models/eft/common/tables/IBotType";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { EquipmentSlots } from "@spt/models/enums/EquipmentSlots";
|
||||
import { IItemSpawnLimitSettings } from "@spt/models/spt/bots/IItemSpawnLimitSettings";
|
||||
import { IBotConfig } from "@spt/models/spt/config/IBotConfig";
|
||||
import { IPmcConfig } from "@spt/models/spt/config/IPmcConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { BotLootCacheService } from "@spt/services/BotLootCacheService";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class BotLootGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected inventoryHelper: InventoryHelper;
|
||||
protected databaseService: DatabaseService;
|
||||
protected handbookHelper: HandbookHelper;
|
||||
protected botGeneratorHelper: BotGeneratorHelper;
|
||||
protected botWeaponGenerator: BotWeaponGenerator;
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected botHelper: BotHelper;
|
||||
protected botLootCacheService: BotLootCacheService;
|
||||
protected localisationService: LocalisationService;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected botConfig: IBotConfig;
|
||||
protected pmcConfig: IPmcConfig;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, randomUtil: RandomUtil, itemHelper: ItemHelper, inventoryHelper: InventoryHelper, databaseService: DatabaseService, handbookHelper: HandbookHelper, botGeneratorHelper: BotGeneratorHelper, botWeaponGenerator: BotWeaponGenerator, weightedRandomHelper: WeightedRandomHelper, botHelper: BotHelper, botLootCacheService: BotLootCacheService, localisationService: LocalisationService, configServer: ConfigServer, cloner: ICloner);
|
||||
protected getItemSpawnLimitsForBot(botRole: string): IItemSpawnLimitSettings;
|
||||
/**
|
||||
* Add loot to bots containers
|
||||
* @param sessionId Session id
|
||||
* @param botJsonTemplate Base json db file for the bot having its loot generated
|
||||
* @param isPmc Will bot be a pmc
|
||||
* @param botRole Role of bot, e.g. asssult
|
||||
* @param botInventory Inventory to add loot to
|
||||
* @param botLevel Level of bot
|
||||
*/
|
||||
generateLoot(sessionId: string, botJsonTemplate: IBotType, isPmc: boolean, botRole: string, botInventory: PmcInventory, botLevel: number): void;
|
||||
/**
|
||||
* Get an array of the containers a bot has on them (pockets/backpack/vest)
|
||||
* @param botInventory Bot to check
|
||||
* @returns Array of available slots
|
||||
*/
|
||||
protected getAvailableContainersBotCanStoreItemsIn(botInventory: PmcInventory): EquipmentSlots[];
|
||||
/**
|
||||
* Force healing items onto bot to ensure they can heal in-raid
|
||||
* @param botInventory Inventory to add items to
|
||||
* @param botRole Role of bot (pmcBEAR/pmcUSEC)
|
||||
*/
|
||||
protected addForcedMedicalItemsToPmcSecure(botInventory: PmcInventory, botRole: string): void;
|
||||
/**
|
||||
* Get a biased random number
|
||||
* @param min Smallest size
|
||||
* @param max Biggest size
|
||||
* @param nValue Value to bias choice
|
||||
* @returns Chosen number
|
||||
*/
|
||||
protected getRandomisedCount(min: number, max: number, nValue: number): number;
|
||||
/**
|
||||
* Take random items from a pool and add to an inventory until totalItemCount or totalValueLimit or space limit is reached
|
||||
* @param pool Pool of items to pick from with weight
|
||||
* @param equipmentSlots What equipment slot will the loot items be added to
|
||||
* @param totalItemCount Max count of items to add
|
||||
* @param inventoryToAddItemsTo Bot inventory loot will be added to
|
||||
* @param botRole Role of the bot loot is being generated for (assault/pmcbot)
|
||||
* @param itemSpawnLimits Item spawn limits the bot must adhere to
|
||||
* @param totalValueLimitRub Total value of loot allowed in roubles
|
||||
* @param isPmc Is bot being generated for a pmc
|
||||
*/
|
||||
protected addLootFromPool(pool: Record<string, number>, equipmentSlots: string[], totalItemCount: number, inventoryToAddItemsTo: PmcInventory, botRole: string, itemSpawnLimits?: IItemSpawnLimitSettings, totalValueLimitRub?: number, isPmc?: boolean, containersIdFull?: Set<string>): void;
|
||||
protected createWalletLoot(walletId: string): Item[][];
|
||||
/**
|
||||
* Some items need child items to function, add them to the itemToAddChildrenTo array
|
||||
* @param itemToAddTemplate Db template of item to check
|
||||
* @param itemToAddChildrenTo Item to add children to
|
||||
* @param isPmc Is the item being generated for a pmc (affects money/ammo stack sizes)
|
||||
* @param botRole role bot has that owns item
|
||||
*/
|
||||
protected addRequiredChildItemsToParent(itemToAddTemplate: ITemplateItem, itemToAddChildrenTo: Item[], isPmc: boolean, botRole: string): void;
|
||||
/**
|
||||
* Add generated weapons to inventory as loot
|
||||
* @param botInventory inventory to add preset to
|
||||
* @param equipmentSlot slot to place the preset in (backpack)
|
||||
* @param templateInventory bots template, assault.json
|
||||
* @param modChances chances for mods to spawn on weapon
|
||||
* @param botRole bots role .e.g. pmcBot
|
||||
* @param isPmc are we generating for a pmc
|
||||
*/
|
||||
protected addLooseWeaponsToInventorySlot(sessionId: string, botInventory: PmcInventory, equipmentSlot: string, templateInventory: Inventory, modChances: ModsChances, botRole: string, isPmc: boolean, botLevel: number, containersIdFull?: Set<string>): void;
|
||||
/**
|
||||
* Hydrate item limit array to contain items that have a limit for a specific bot type
|
||||
* All values are set to 0
|
||||
* @param botRole Role the bot has
|
||||
* @param limitCount
|
||||
*/
|
||||
protected initItemLimitArray(botRole: string, limitCount: Record<string, number>): void;
|
||||
/**
|
||||
* Check if an item has reached its bot-specific spawn limit
|
||||
* @param itemTemplate Item we check to see if its reached spawn limit
|
||||
* @param botRole Bot type
|
||||
* @param itemSpawnLimits
|
||||
* @returns true if item has reached spawn limit
|
||||
*/
|
||||
protected itemHasReachedSpawnLimit(itemTemplate: ITemplateItem, botRole: string, itemSpawnLimits: IItemSpawnLimitSettings): boolean;
|
||||
/**
|
||||
* Randomise the stack size of a money object, uses different values for pmc or scavs
|
||||
* @param botRole Role bot has that has money stack
|
||||
* @param itemTemplate item details from db
|
||||
* @param moneyItem Money item to randomise
|
||||
*/
|
||||
protected randomiseMoneyStackSize(botRole: string, itemTemplate: ITemplateItem, moneyItem: Item): void;
|
||||
/**
|
||||
* Randomise the size of an ammo stack
|
||||
* @param isPmc Is ammo on a PMC bot
|
||||
* @param itemTemplate item details from db
|
||||
* @param ammoItem Ammo item to randomise
|
||||
*/
|
||||
protected randomiseAmmoStackSize(isPmc: boolean, itemTemplate: ITemplateItem, ammoItem: Item): void;
|
||||
/**
|
||||
* Get spawn limits for a specific bot type from bot.json config
|
||||
* If no limit found for a non pmc bot, fall back to defaults
|
||||
* @param botRole what role does the bot have
|
||||
* @returns Dictionary of tplIds and limit
|
||||
*/
|
||||
protected getItemSpawnLimitsForBotType(botRole: string): Record<string, number>;
|
||||
/**
|
||||
* Get the parentId or tplId of item inside spawnLimits object if it exists
|
||||
* @param itemTemplate item we want to look for in spawn limits
|
||||
* @param spawnLimits Limits to check for item
|
||||
* @returns id as string, otherwise undefined
|
||||
*/
|
||||
protected getMatchingIdFromSpawnLimits(itemTemplate: ITemplateItem, spawnLimits: Record<string, number>): string;
|
||||
}
|
||||
184
types/generators/BotWeaponGenerator.d.ts
vendored
Normal file
184
types/generators/BotWeaponGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,184 @@
|
||||
import { BotEquipmentModGenerator } from "@spt/generators/BotEquipmentModGenerator";
|
||||
import { IInventoryMagGen } from "@spt/generators/weapongen/IInventoryMagGen";
|
||||
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
|
||||
import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { Inventory as PmcInventory } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { GenerationData, Inventory, ModsChances } from "@spt/models/eft/common/tables/IBotType";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { GenerateWeaponResult } from "@spt/models/spt/bots/GenerateWeaponResult";
|
||||
import { IBotConfig } from "@spt/models/spt/config/IBotConfig";
|
||||
import { IPmcConfig } from "@spt/models/spt/config/IPmcConfig";
|
||||
import { IRepairConfig } from "@spt/models/spt/config/IRepairConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { BotWeaponModLimitService } from "@spt/services/BotWeaponModLimitService";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { RepairService } from "@spt/services/RepairService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class BotWeaponGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected botGeneratorHelper: BotGeneratorHelper;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected configServer: ConfigServer;
|
||||
protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
|
||||
protected botWeaponModLimitService: BotWeaponModLimitService;
|
||||
protected botEquipmentModGenerator: BotEquipmentModGenerator;
|
||||
protected localisationService: LocalisationService;
|
||||
protected repairService: RepairService;
|
||||
protected inventoryMagGenComponents: IInventoryMagGen[];
|
||||
protected cloner: ICloner;
|
||||
protected readonly modMagazineSlotId = "mod_magazine";
|
||||
protected botConfig: IBotConfig;
|
||||
protected pmcConfig: IPmcConfig;
|
||||
protected repairConfig: IRepairConfig;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, databaseService: DatabaseService, itemHelper: ItemHelper, weightedRandomHelper: WeightedRandomHelper, botGeneratorHelper: BotGeneratorHelper, randomUtil: RandomUtil, configServer: ConfigServer, botWeaponGeneratorHelper: BotWeaponGeneratorHelper, botWeaponModLimitService: BotWeaponModLimitService, botEquipmentModGenerator: BotEquipmentModGenerator, localisationService: LocalisationService, repairService: RepairService, inventoryMagGenComponents: IInventoryMagGen[], cloner: ICloner);
|
||||
/**
|
||||
* Pick a random weapon based on weightings and generate a functional weapon
|
||||
* @param equipmentSlot Primary/secondary/holster
|
||||
* @param botTemplateInventory e.g. assault.json
|
||||
* @param weaponParentId
|
||||
* @param modChances
|
||||
* @param botRole role of bot, e.g. assault/followerBully
|
||||
* @param isPmc Is weapon generated for a pmc
|
||||
* @returns GenerateWeaponResult object
|
||||
*/
|
||||
generateRandomWeapon(sessionId: string, equipmentSlot: string, botTemplateInventory: Inventory, weaponParentId: string, modChances: ModsChances, botRole: string, isPmc: boolean, botLevel: number): GenerateWeaponResult;
|
||||
/**
|
||||
* Get a random weighted weapon from a bots pool of weapons
|
||||
* @param equipmentSlot Primary/secondary/holster
|
||||
* @param botTemplateInventory e.g. assault.json
|
||||
* @returns weapon tpl
|
||||
*/
|
||||
pickWeightedWeaponTplFromPool(equipmentSlot: string, botTemplateInventory: Inventory): string;
|
||||
/**
|
||||
* Generated a weapon based on the supplied weapon tpl
|
||||
* @param weaponTpl weapon tpl to generate (use pickWeightedWeaponTplFromPool())
|
||||
* @param equipmentSlot slot to fit into, primary/secondary/holster
|
||||
* @param botTemplateInventory e.g. assault.json
|
||||
* @param weaponParentId ParentId of the weapon being generated
|
||||
* @param modChances Dictionary of item types and % chance weapon will have that mod
|
||||
* @param botRole e.g. assault/exusec
|
||||
* @param isPmc Is weapon being generated for a pmc
|
||||
* @returns GenerateWeaponResult object
|
||||
*/
|
||||
generateWeaponByTpl(sessionId: string, weaponTpl: string, equipmentSlot: string, botTemplateInventory: Inventory, weaponParentId: string, modChances: ModsChances, botRole: string, isPmc: boolean, botLevel: number): GenerateWeaponResult;
|
||||
/**
|
||||
* Insert a cartridge(s) into a weapon
|
||||
* Handles all chambers - patron_in_weapon, patron_in_weapon_000 etc
|
||||
* @param weaponWithModsArray Weapon and mods
|
||||
* @param ammoTpl Cartridge to add to weapon
|
||||
* @param chamberSlotIds name of slots to create or add ammo to
|
||||
*/
|
||||
protected addCartridgeToChamber(weaponWithModsArray: Item[], ammoTpl: string, chamberSlotIds: string[]): void;
|
||||
/**
|
||||
* Create array with weapon base as only element and
|
||||
* add additional properties based on weapon type
|
||||
* @param weaponTpl Weapon tpl to create item with
|
||||
* @param weaponParentId Weapons parent id
|
||||
* @param equipmentSlot e.g. primary/secondary/holster
|
||||
* @param weaponItemTemplate db template for weapon
|
||||
* @param botRole for durability values
|
||||
* @returns Base weapon item in array
|
||||
*/
|
||||
protected constructWeaponBaseArray(weaponTpl: string, weaponParentId: string, equipmentSlot: string, weaponItemTemplate: ITemplateItem, botRole: string): Item[];
|
||||
/**
|
||||
* Get the mods necessary to kit out a weapon to its preset level
|
||||
* @param weaponTpl weapon to find preset for
|
||||
* @param equipmentSlot the slot the weapon will be placed in
|
||||
* @param weaponParentId Value used for the parentid
|
||||
* @returns array of weapon mods
|
||||
*/
|
||||
protected getPresetWeaponMods(weaponTpl: string, equipmentSlot: string, weaponParentId: string, itemTemplate: ITemplateItem, botRole: string): Item[];
|
||||
/**
|
||||
* Checks if all required slots are occupied on a weapon and all it's mods
|
||||
* @param weaponItemArray Weapon + mods
|
||||
* @param botRole role of bot weapon is for
|
||||
* @returns true if valid
|
||||
*/
|
||||
protected isWeaponValid(weaponItemArray: Item[], botRole: string): boolean;
|
||||
/**
|
||||
* Generates extra magazines or bullets (if magazine is internal) and adds them to TacticalVest and Pockets.
|
||||
* Additionally, adds extra bullets to SecuredContainer
|
||||
* @param generatedWeaponResult object with properties for generated weapon (weapon mods pool / weapon template / ammo tpl)
|
||||
* @param magWeights Magazine weights for count to add to inventory
|
||||
* @param inventory Inventory to add magazines to
|
||||
* @param botRole The bot type we're getting generating extra mags for
|
||||
*/
|
||||
addExtraMagazinesToInventory(generatedWeaponResult: GenerateWeaponResult, magWeights: GenerationData, inventory: PmcInventory, botRole: string): void;
|
||||
/**
|
||||
* Add Grendaes for UBGL to bots vest and secure container
|
||||
* @param weaponMods Weapon array with mods
|
||||
* @param generatedWeaponResult result of weapon generation
|
||||
* @param inventory bot inventory to add grenades to
|
||||
*/
|
||||
protected addUbglGrenadesToBotInventory(weaponMods: Item[], generatedWeaponResult: GenerateWeaponResult, inventory: PmcInventory): void;
|
||||
/**
|
||||
* Add ammo to the secure container
|
||||
* @param stackCount How many stacks of ammo to add
|
||||
* @param ammoTpl Ammo type to add
|
||||
* @param stackSize Size of the ammo stack to add
|
||||
* @param inventory Player inventory
|
||||
*/
|
||||
protected addAmmoToSecureContainer(stackCount: number, ammoTpl: string, stackSize: number, inventory: PmcInventory): void;
|
||||
/**
|
||||
* Get a weapons magazine tpl from a weapon template
|
||||
* @param weaponMods mods from a weapon template
|
||||
* @param weaponTemplate Weapon to get magazine tpl for
|
||||
* @param botRole the bot type we are getting the magazine for
|
||||
* @returns magazine tpl string
|
||||
*/
|
||||
protected getMagazineTplFromWeaponTemplate(weaponMods: Item[], weaponTemplate: ITemplateItem, botRole: string): string;
|
||||
/**
|
||||
* Finds and return a compatible ammo tpl based on the bots ammo weightings (x.json/inventory/equipment/ammo)
|
||||
* @param ammo a list of ammo tpls the weapon can use
|
||||
* @param weaponTemplate the weapon we want to pick ammo for
|
||||
* @returns an ammo tpl that works with the desired gun
|
||||
*/
|
||||
protected getWeightedCompatibleAmmo(ammo: Record<string, Record<string, number>>, weaponTemplate: ITemplateItem): string;
|
||||
/**
|
||||
* Get a weapons compatible cartridge caliber
|
||||
* @param weaponTemplate Weapon to look up caliber of
|
||||
* @returns caliber as string
|
||||
*/
|
||||
protected getWeaponCaliber(weaponTemplate: ITemplateItem): string;
|
||||
/**
|
||||
* Fill existing magazines to full, while replacing their contents with specified ammo
|
||||
* @param weaponMods Weapon with children
|
||||
* @param magazine Magazine item
|
||||
* @param cartridgeTpl Cartridge to insert into magazine
|
||||
*/
|
||||
protected fillExistingMagazines(weaponMods: Item[], magazine: Item, cartridgeTpl: string): void;
|
||||
/**
|
||||
* Add desired ammo tpl as item to weaponmods array, placed as child to UBGL
|
||||
* @param weaponMods Weapon with children
|
||||
* @param ubglMod UBGL item
|
||||
* @param ubglAmmoTpl Grenade ammo tpl
|
||||
*/
|
||||
protected fillUbgl(weaponMods: Item[], ubglMod: Item, ubglAmmoTpl: string): void;
|
||||
/**
|
||||
* Add cartridge item to weapon Item array, if it already exists, update
|
||||
* @param weaponWithMods Weapon items array to amend
|
||||
* @param magazine magazine item details we're adding cartridges to
|
||||
* @param chosenAmmoTpl cartridge to put into the magazine
|
||||
* @param newStackSize how many cartridges should go into the magazine
|
||||
* @param magazineTemplate magazines db template
|
||||
*/
|
||||
protected addOrUpdateMagazinesChildWithAmmo(weaponWithMods: Item[], magazine: Item, chosenAmmoTpl: string, magazineTemplate: ITemplateItem): void;
|
||||
/**
|
||||
* Fill each Camora with a bullet
|
||||
* @param weaponMods Weapon mods to find and update camora mod(s) from
|
||||
* @param magazineId magazine id to find and add to
|
||||
* @param ammoTpl ammo template id to hydate with
|
||||
*/
|
||||
protected fillCamorasWithAmmo(weaponMods: Item[], magazineId: string, ammoTpl: string): void;
|
||||
}
|
||||
57
types/generators/FenceBaseAssortGenerator.d.ts
vendored
Normal file
57
types/generators/FenceBaseAssortGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,57 @@
|
||||
import { HandbookHelper } from "@spt/helpers/HandbookHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { ITraderConfig } from "@spt/models/spt/config/ITraderConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { FenceService } from "@spt/services/FenceService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
export declare class FenceBaseAssortGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected handbookHelper: HandbookHelper;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected localisationService: LocalisationService;
|
||||
protected configServer: ConfigServer;
|
||||
protected fenceService: FenceService;
|
||||
protected traderConfig: ITraderConfig;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, databaseService: DatabaseService, handbookHelper: HandbookHelper, itemHelper: ItemHelper, presetHelper: PresetHelper, itemFilterService: ItemFilterService, seasonalEventService: SeasonalEventService, localisationService: LocalisationService, configServer: ConfigServer, fenceService: FenceService);
|
||||
/**
|
||||
* Create base fence assorts dynamically and store in memory
|
||||
*/
|
||||
generateFenceBaseAssorts(): void;
|
||||
/**
|
||||
* Check ammo in boxes + loose ammos has a penetration value above the configured value in trader.json / ammoMaxPenLimit
|
||||
* @param rootItemDb Ammo box or ammo item from items.db
|
||||
* @returns True if penetration value is above limit set in config
|
||||
*/
|
||||
protected isAmmoAbovePenetrationLimit(rootItemDb: ITemplateItem): boolean;
|
||||
/**
|
||||
* Get the penetration power value of an ammo, works with ammo boxes and raw ammos
|
||||
* @param rootItemDb Ammo box or ammo item from items.db
|
||||
* @returns Penetration power of passed in item, undefined if it doesnt have a power
|
||||
*/
|
||||
protected getAmmoPenetrationPower(rootItemDb: ITemplateItem): number | undefined;
|
||||
/**
|
||||
* Add soft inserts + armor plates to an armor
|
||||
* @param armor Armor item array to add mods into
|
||||
* @param itemDbDetails Armor items db template
|
||||
*/
|
||||
protected addChildrenToArmorModSlots(armor: Item[], itemDbDetails: ITemplateItem): void;
|
||||
/**
|
||||
* Check if item is valid for being added to fence assorts
|
||||
* @param item Item to check
|
||||
* @returns true if valid fence item
|
||||
*/
|
||||
protected isValidFenceItem(item: ITemplateItem): boolean;
|
||||
}
|
||||
150
types/generators/LocationGenerator.d.ts
vendored
Normal file
150
types/generators/LocationGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,150 @@
|
||||
import { ContainerHelper } from "@spt/helpers/ContainerHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { IContainerMinMax, IStaticAmmoDetails, IStaticContainer, IStaticContainerData, IStaticForcedProps, IStaticLootDetails } from "@spt/models/eft/common/ILocation";
|
||||
import { ILocationBase } from "@spt/models/eft/common/ILocationBase";
|
||||
import { ILooseLoot, Spawnpoint, SpawnpointTemplate, SpawnpointsForced } from "@spt/models/eft/common/ILooseLoot";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ILocationConfig } from "@spt/models/spt/config/ILocationConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { MathUtil } from "@spt/utils/MathUtil";
|
||||
import { ObjectId } from "@spt/utils/ObjectId";
|
||||
import { ProbabilityObjectArray, RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export interface IContainerItem {
|
||||
items: Item[];
|
||||
width: number;
|
||||
height: number;
|
||||
}
|
||||
export interface IContainerGroupCount {
|
||||
/** Containers this group has + probabilty to spawn */
|
||||
containerIdsWithProbability: Record<string, number>;
|
||||
/** How many containers the map should spawn with this group id */
|
||||
chosenCount: number;
|
||||
}
|
||||
export declare class LocationGenerator {
|
||||
protected logger: ILogger;
|
||||
protected databaseService: DatabaseService;
|
||||
protected objectId: ObjectId;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected mathUtil: MathUtil;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected containerHelper: ContainerHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected locationConfig: ILocationConfig;
|
||||
constructor(logger: ILogger, databaseService: DatabaseService, objectId: ObjectId, randomUtil: RandomUtil, itemHelper: ItemHelper, mathUtil: MathUtil, seasonalEventService: SeasonalEventService, containerHelper: ContainerHelper, presetHelper: PresetHelper, localisationService: LocalisationService, itemFilterService: ItemFilterService, configServer: ConfigServer, cloner: ICloner);
|
||||
/**
|
||||
* Create an array of container objects with randomised loot
|
||||
* @param locationBase Map base to generate containers for
|
||||
* @param staticAmmoDist Static ammo distribution
|
||||
* @returns Array of container objects
|
||||
*/
|
||||
generateStaticContainers(locationBase: ILocationBase, staticAmmoDist: Record<string, IStaticAmmoDetails[]>): SpawnpointTemplate[];
|
||||
/**
|
||||
* Get containers with a non-100% chance to spawn OR are NOT on the container type randomistion blacklist
|
||||
* @param staticContainers
|
||||
* @returns IStaticContainerData array
|
||||
*/
|
||||
protected getRandomisableContainersOnMap(staticContainers: IStaticContainerData[]): IStaticContainerData[];
|
||||
/**
|
||||
* Get containers with 100% spawn rate or have a type on the randomistion ignore list
|
||||
* @param staticContainersOnMap
|
||||
* @returns IStaticContainerData array
|
||||
*/
|
||||
protected getGuaranteedContainers(staticContainersOnMap: IStaticContainerData[]): IStaticContainerData[];
|
||||
/**
|
||||
* Choose a number of containers based on their probabilty value to fulfil the desired count in containerData.chosenCount
|
||||
* @param groupId Name of the group the containers are being collected for
|
||||
* @param containerData Containers and probability values for a groupId
|
||||
* @returns List of chosen container Ids
|
||||
*/
|
||||
protected getContainersByProbabilty(groupId: string, containerData: IContainerGroupCount): string[];
|
||||
/**
|
||||
* Get a mapping of each groupid and the containers in that group + count of containers to spawn on map
|
||||
* @param containersGroups Container group values
|
||||
* @returns dictionary keyed by groupId
|
||||
*/
|
||||
protected getGroupIdToContainerMappings(staticContainerGroupData: IStaticContainer | Record<string, IContainerMinMax>, staticContainersOnMap: IStaticContainerData[]): Record<string, IContainerGroupCount>;
|
||||
/**
|
||||
* Choose loot to put into a static container based on weighting
|
||||
* Handle forced items + seasonal item removal when not in season
|
||||
* @param staticContainer The container itself we will add loot to
|
||||
* @param staticForced Loot we need to force into the container
|
||||
* @param staticLootDist staticLoot.json
|
||||
* @param staticAmmoDist staticAmmo.json
|
||||
* @param locationName Name of the map to generate static loot for
|
||||
* @returns IStaticContainerProps
|
||||
*/
|
||||
protected addLootToContainer(staticContainer: IStaticContainerData, staticForced: IStaticForcedProps[], staticLootDist: Record<string, IStaticLootDetails>, staticAmmoDist: Record<string, IStaticAmmoDetails[]>, locationName: string): IStaticContainerData;
|
||||
/**
|
||||
* Get a 2d grid of a containers item slots
|
||||
* @param containerTpl Tpl id of the container
|
||||
* @returns number[][]
|
||||
*/
|
||||
protected getContainerMapping(containerTpl: string): number[][];
|
||||
/**
|
||||
* Look up a containers itemcountDistribution data and choose an item count based on the found weights
|
||||
* @param containerTypeId Container to get item count for
|
||||
* @param staticLootDist staticLoot.json
|
||||
* @param locationName Map name (to get per-map multiplier for from config)
|
||||
* @returns item count
|
||||
*/
|
||||
protected getWeightedCountOfContainerItems(containerTypeId: string, staticLootDist: Record<string, IStaticLootDetails>, locationName: string): number;
|
||||
/**
|
||||
* Get all possible loot items that can be placed into a container
|
||||
* Do not add seasonal items if found + current date is inside seasonal event
|
||||
* @param containerTypeId Contianer to get possible loot for
|
||||
* @param staticLootDist staticLoot.json
|
||||
* @returns ProbabilityObjectArray of item tpls + probabilty
|
||||
*/
|
||||
protected getPossibleLootItemsForContainer(containerTypeId: string, staticLootDist: Record<string, IStaticLootDetails>): ProbabilityObjectArray<string, number>;
|
||||
protected getLooseLootMultiplerForLocation(location: string): number;
|
||||
protected getStaticLootMultiplerForLocation(location: string): number;
|
||||
/**
|
||||
* Create array of loose + forced loot using probability system
|
||||
* @param dynamicLootDist
|
||||
* @param staticAmmoDist
|
||||
* @param locationName Location to generate loot for
|
||||
* @returns Array of spawn points with loot in them
|
||||
*/
|
||||
generateDynamicLoot(dynamicLootDist: ILooseLoot, staticAmmoDist: Record<string, IStaticAmmoDetails[]>, locationName: string): SpawnpointTemplate[];
|
||||
/**
|
||||
* Add forced spawn point loot into loot parameter array
|
||||
* @param lootLocationTemplates array to add forced loot spawn locations to
|
||||
* @param forcedSpawnPoints forced Forced loot locations that must be added
|
||||
* @param locationName Name of map currently having force loot created for
|
||||
*/
|
||||
protected addForcedLoot(lootLocationTemplates: SpawnpointTemplate[], forcedSpawnPoints: SpawnpointsForced[], locationName: string): void;
|
||||
/**
|
||||
* Create array of item (with child items) and return
|
||||
* @param chosenComposedKey Key we want to look up items for
|
||||
* @param spawnPoint Dynamic spawn point item we want will be placed in
|
||||
* @param staticAmmoDist ammo distributions
|
||||
* @returns IContainerItem
|
||||
*/
|
||||
protected createDynamicLootItem(chosenComposedKey: string, spawnPoint: Spawnpoint, staticAmmoDist: Record<string, IStaticAmmoDetails[]>): IContainerItem;
|
||||
/**
|
||||
* Replace the _id value for base item + all children items parentid value
|
||||
* @param itemWithChildren Item with mods to update
|
||||
* @param newId new id to add on chidren of base item
|
||||
*/
|
||||
protected reparentItemAndChildren(itemWithChildren: Item[], newId?: string): void;
|
||||
/**
|
||||
* Find an item in array by its _tpl, handle differently if chosenTpl is a weapon
|
||||
* @param items Items array to search
|
||||
* @param chosenTpl Tpl we want to get item with
|
||||
* @returns Item object
|
||||
*/
|
||||
protected getItemInArray(items: Item[], chosenTpl: string): Item | undefined;
|
||||
protected createStaticLootItem(chosenTpl: string, staticAmmoDist: Record<string, IStaticAmmoDetails[]>, parentId?: string): IContainerItem;
|
||||
}
|
||||
113
types/generators/LootGenerator.d.ts
vendored
Normal file
113
types/generators/LootGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,113 @@
|
||||
import { InventoryHelper } from "@spt/helpers/InventoryHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { IPreset } from "@spt/models/eft/common/IGlobals";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { ISealedAirdropContainerSettings, RewardDetails } from "@spt/models/spt/config/IInventoryConfig";
|
||||
import { LootItem } from "@spt/models/spt/services/LootItem";
|
||||
import { LootRequest } from "@spt/models/spt/services/LootRequest";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { RagfairLinkedItemService } from "@spt/services/RagfairLinkedItemService";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
type ItemLimit = {
|
||||
current: number;
|
||||
max: number;
|
||||
};
|
||||
export declare class LootGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected inventoryHelper: InventoryHelper;
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected ragfairLinkedItemService: RagfairLinkedItemService;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, databaseService: DatabaseService, randomUtil: RandomUtil, itemHelper: ItemHelper, presetHelper: PresetHelper, inventoryHelper: InventoryHelper, weightedRandomHelper: WeightedRandomHelper, localisationService: LocalisationService, ragfairLinkedItemService: RagfairLinkedItemService, itemFilterService: ItemFilterService);
|
||||
/**
|
||||
* Generate a list of items based on configuration options parameter
|
||||
* @param options parameters to adjust how loot is generated
|
||||
* @returns An array of loot items
|
||||
*/
|
||||
createRandomLoot(options: LootRequest): LootItem[];
|
||||
/**
|
||||
* Filter armor items by their front plates protection level - top if its a helmet
|
||||
* @param armor Armor preset to check
|
||||
* @param options Loot request options - armor level etc
|
||||
* @returns True if item has desired armor level
|
||||
*/
|
||||
protected isArmorOfDesiredProtectionLevel(armor: IPreset, options: LootRequest): boolean;
|
||||
/**
|
||||
* Construct item limit record to hold max and current item count for each item type
|
||||
* @param limits limits as defined in config
|
||||
* @returns record, key: item tplId, value: current/max item count allowed
|
||||
*/
|
||||
protected initItemLimitCounter(limits: Record<string, number>): Record<string, ItemLimit>;
|
||||
/**
|
||||
* Find a random item in items.json and add to result array
|
||||
* @param items items to choose from
|
||||
* @param itemTypeCounts item limit counts
|
||||
* @param options item filters
|
||||
* @param result array to add found item to
|
||||
* @returns true if item was valid and added to pool
|
||||
*/
|
||||
protected findAndAddRandomItemToLoot(items: [string, ITemplateItem][], itemTypeCounts: Record<string, {
|
||||
current: number;
|
||||
max: number;
|
||||
}>, options: LootRequest, result: LootItem[]): boolean;
|
||||
/**
|
||||
* Get a randomised stack count for an item between its StackMinRandom and StackMaxSize values
|
||||
* @param item item to get stack count of
|
||||
* @param options loot options
|
||||
* @returns stack count
|
||||
*/
|
||||
protected getRandomisedStackCount(item: ITemplateItem, options: LootRequest): number;
|
||||
/**
|
||||
* Find a random item in items.json and add to result array
|
||||
* @param presetPool Presets to choose from
|
||||
* @param itemTypeCounts Item limit counts
|
||||
* @param itemBlacklist Items to skip
|
||||
* @param result Array to add chosen preset to
|
||||
* @returns true if preset was valid and added to pool
|
||||
*/
|
||||
protected findAndAddRandomPresetToLoot(presetPool: IPreset[], itemTypeCounts: Record<string, {
|
||||
current: number;
|
||||
max: number;
|
||||
}>, itemBlacklist: string[], result: LootItem[]): boolean;
|
||||
/**
|
||||
* Sealed weapon containers have a weapon + associated mods inside them + assortment of other things (food/meds)
|
||||
* @param containerSettings sealed weapon container settings
|
||||
* @returns Array of item with children arrays
|
||||
*/
|
||||
getSealedWeaponCaseLoot(containerSettings: ISealedAirdropContainerSettings): Item[][];
|
||||
/**
|
||||
* Get non-weapon mod rewards for a sealed container
|
||||
* @param containerSettings Sealed weapon container settings
|
||||
* @param weaponDetailsDb Details for the weapon to reward player
|
||||
* @returns Array of item with children arrays
|
||||
*/
|
||||
protected getSealedContainerNonWeaponModRewards(containerSettings: ISealedAirdropContainerSettings, weaponDetailsDb: ITemplateItem): Item[][];
|
||||
/**
|
||||
* Iterate over the container weaponModRewardLimits settings and create an array of weapon mods to reward player
|
||||
* @param containerSettings Sealed weapon container settings
|
||||
* @param linkedItemsToWeapon All items that can be attached/inserted into weapon
|
||||
* @param chosenWeaponPreset The weapon preset given to player as reward
|
||||
* @returns Array of item with children arrays
|
||||
*/
|
||||
protected getSealedContainerWeaponModRewards(containerSettings: ISealedAirdropContainerSettings, linkedItemsToWeapon: ITemplateItem[], chosenWeaponPreset: IPreset): Item[][];
|
||||
/**
|
||||
* Handle event-related loot containers - currently just the halloween jack-o-lanterns that give food rewards
|
||||
* @param rewardContainerDetails
|
||||
* @returns Array of item with children arrays
|
||||
*/
|
||||
getRandomLootContainerLoot(rewardContainerDetails: RewardDetails): Item[][];
|
||||
}
|
||||
export {};
|
||||
56
types/generators/PMCLootGenerator.d.ts
vendored
Normal file
56
types/generators/PMCLootGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,56 @@
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { IPmcConfig } from "@spt/models/spt/config/IPmcConfig";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { RagfairPriceService } from "@spt/services/RagfairPriceService";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
/**
|
||||
* Handle the generation of dynamic PMC loot in pockets and backpacks
|
||||
* and the removal of blacklisted items
|
||||
*/
|
||||
export declare class PMCLootGenerator {
|
||||
protected itemHelper: ItemHelper;
|
||||
protected databaseService: DatabaseService;
|
||||
protected configServer: ConfigServer;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
protected ragfairPriceService: RagfairPriceService;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected pocketLootPool: Record<string, number>;
|
||||
protected vestLootPool: Record<string, number>;
|
||||
protected backpackLootPool: Record<string, number>;
|
||||
protected pmcConfig: IPmcConfig;
|
||||
constructor(itemHelper: ItemHelper, databaseService: DatabaseService, configServer: ConfigServer, itemFilterService: ItemFilterService, ragfairPriceService: RagfairPriceService, seasonalEventService: SeasonalEventService, weightedRandomHelper: WeightedRandomHelper);
|
||||
/**
|
||||
* Create an array of loot items a PMC can have in their pockets
|
||||
* @returns string array of tpls
|
||||
*/
|
||||
generatePMCPocketLootPool(botRole: string): Record<string, number>;
|
||||
/**
|
||||
* Create an array of loot items a PMC can have in their vests
|
||||
* @returns string array of tpls
|
||||
*/
|
||||
generatePMCVestLootPool(botRole: string): Record<string, number>;
|
||||
/**
|
||||
* Check if item has a width/height that lets it fit into a 2x2 slot
|
||||
* 1x1 / 1x2 / 2x1 / 2x2
|
||||
* @param item Item to check size of
|
||||
* @returns true if it fits
|
||||
*/
|
||||
protected itemFitsInto2By2Slot(item: ITemplateItem): boolean;
|
||||
/**
|
||||
* Check if item has a width/height that lets it fit into a 1x2 slot
|
||||
* 1x1 / 1x2 / 2x1
|
||||
* @param item Item to check size of
|
||||
* @returns true if it fits
|
||||
*/
|
||||
protected itemFitsInto1By2Slot(item: ITemplateItem): boolean;
|
||||
/**
|
||||
* Create an array of loot items a PMC can have in their backpack
|
||||
* @returns string array of tpls
|
||||
*/
|
||||
generatePMCBackpackLootPool(botRole: string): Record<string, number>;
|
||||
}
|
||||
84
types/generators/PlayerScavGenerator.d.ts
vendored
Normal file
84
types/generators/PlayerScavGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,84 @@
|
||||
import { BotGenerator } from "@spt/generators/BotGenerator";
|
||||
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
|
||||
import { BotHelper } from "@spt/helpers/BotHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
|
||||
import { IPmcData } from "@spt/models/eft/common/IPmcData";
|
||||
import { IBotBase, Skills, Stats } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { IBotType } from "@spt/models/eft/common/tables/IBotType";
|
||||
import { IPlayerScavConfig, KarmaLevel } from "@spt/models/spt/config/IPlayerScavConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { SaveServer } from "@spt/servers/SaveServer";
|
||||
import { BotLootCacheService } from "@spt/services/BotLootCacheService";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { FenceService } from "@spt/services/FenceService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class PlayerScavGenerator {
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected hashUtil: HashUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected botGeneratorHelper: BotGeneratorHelper;
|
||||
protected saveServer: SaveServer;
|
||||
protected profileHelper: ProfileHelper;
|
||||
protected botHelper: BotHelper;
|
||||
protected fenceService: FenceService;
|
||||
protected botLootCacheService: BotLootCacheService;
|
||||
protected localisationService: LocalisationService;
|
||||
protected botGenerator: BotGenerator;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected playerScavConfig: IPlayerScavConfig;
|
||||
constructor(logger: ILogger, randomUtil: RandomUtil, databaseService: DatabaseService, hashUtil: HashUtil, itemHelper: ItemHelper, botGeneratorHelper: BotGeneratorHelper, saveServer: SaveServer, profileHelper: ProfileHelper, botHelper: BotHelper, fenceService: FenceService, botLootCacheService: BotLootCacheService, localisationService: LocalisationService, botGenerator: BotGenerator, configServer: ConfigServer, cloner: ICloner);
|
||||
/**
|
||||
* Update a player profile to include a new player scav profile
|
||||
* @param sessionID session id to specify what profile is updated
|
||||
* @returns profile object
|
||||
*/
|
||||
generate(sessionID: string): IPmcData;
|
||||
/**
|
||||
* Add items picked from `playerscav.lootItemsToAddChancePercent`
|
||||
* @param possibleItemsToAdd dict of tpl + % chance to be added
|
||||
* @param scavData
|
||||
* @param containersToAddTo Possible slotIds to add loot to
|
||||
*/
|
||||
protected addAdditionalLootToPlayerScavContainers(possibleItemsToAdd: Record<string, number>, scavData: IBotBase, containersToAddTo: string[]): void;
|
||||
/**
|
||||
* Get the scav karama level for a profile
|
||||
* Is also the fence trader rep level
|
||||
* @param pmcData pmc profile
|
||||
* @returns karma level
|
||||
*/
|
||||
protected getScavKarmaLevel(pmcData: IPmcData): number;
|
||||
/**
|
||||
* Get a baseBot template
|
||||
* If the parameter doesnt match "assault", take parts from the loot type and apply to the return bot template
|
||||
* @param botTypeForLoot bot type to use for inventory/chances
|
||||
* @returns IBotType object
|
||||
*/
|
||||
protected constructBotBaseTemplate(botTypeForLoot: string): IBotType;
|
||||
/**
|
||||
* Adjust equipment/mod/item generation values based on scav karma levels
|
||||
* @param karmaSettings Values to modify the bot template with
|
||||
* @param baseBotNode bot template to modify according to karama level settings
|
||||
*/
|
||||
protected adjustBotTemplateWithKarmaSpecificSettings(karmaSettings: KarmaLevel, baseBotNode: IBotType): void;
|
||||
protected getScavSkills(scavProfile: IPmcData): Skills;
|
||||
protected getDefaultScavSkills(): Skills;
|
||||
protected getScavStats(scavProfile: IPmcData): Stats;
|
||||
protected getScavLevel(scavProfile: IPmcData): number;
|
||||
protected getScavExperience(scavProfile: IPmcData): number;
|
||||
/**
|
||||
* Set cooldown till pscav is playable
|
||||
* take into account scav cooldown bonus
|
||||
* @param scavData scav profile
|
||||
* @param pmcData pmc profile
|
||||
* @returns
|
||||
*/
|
||||
protected setScavCooldownTimer(scavData: IPmcData, pmcData: IPmcData): IPmcData;
|
||||
}
|
||||
50
types/generators/RagfairAssortGenerator.d.ts
vendored
Normal file
50
types/generators/RagfairAssortGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,50 @@
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { IPreset } from "@spt/models/eft/common/IGlobals";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { IRagfairConfig } from "@spt/models/spt/config/IRagfairConfig";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseServer } from "@spt/servers/DatabaseServer";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
export declare class RagfairAssortGenerator {
|
||||
protected hashUtil: HashUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected databaseServer: DatabaseServer;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected configServer: ConfigServer;
|
||||
protected generatedAssortItems: Item[][];
|
||||
protected ragfairConfig: IRagfairConfig;
|
||||
protected ragfairItemInvalidBaseTypes: string[];
|
||||
constructor(hashUtil: HashUtil, itemHelper: ItemHelper, presetHelper: PresetHelper, databaseServer: DatabaseServer, seasonalEventService: SeasonalEventService, configServer: ConfigServer);
|
||||
/**
|
||||
* Get an array of arrays that can be sold on the flea
|
||||
* Each sub array contains item + children (if any)
|
||||
* @returns array of arrays
|
||||
*/
|
||||
getAssortItems(): Item[][];
|
||||
/**
|
||||
* Check internal generatedAssortItems array has objects
|
||||
* @returns true if array has objects
|
||||
*/
|
||||
protected assortsAreGenerated(): boolean;
|
||||
/**
|
||||
* Generate an array of arrays (item + children) the flea can sell
|
||||
* @returns array of arrays (item + children)
|
||||
*/
|
||||
protected generateRagfairAssortItems(): Item[][];
|
||||
/**
|
||||
* Get presets from globals to add to flea
|
||||
* ragfairConfig.dynamic.showDefaultPresetsOnly decides if its all presets or just defaults
|
||||
* @returns IPreset array
|
||||
*/
|
||||
protected getPresetsToAdd(): IPreset[];
|
||||
/**
|
||||
* Create a base assort item and return it with populated values + 999999 stack count + unlimited count = true
|
||||
* @param tplId tplid to add to item
|
||||
* @param id id to add to item
|
||||
* @returns Hydrated Item object
|
||||
*/
|
||||
protected createRagfairAssortRootItem(tplId: string, id?: string): Item;
|
||||
}
|
||||
225
types/generators/RagfairOfferGenerator.d.ts
vendored
Normal file
225
types/generators/RagfairOfferGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,225 @@
|
||||
import { RagfairAssortGenerator } from "@spt/generators/RagfairAssortGenerator";
|
||||
import { BotHelper } from "@spt/helpers/BotHelper";
|
||||
import { HandbookHelper } from "@spt/helpers/HandbookHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PaymentHelper } from "@spt/helpers/PaymentHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
|
||||
import { RagfairServerHelper } from "@spt/helpers/RagfairServerHelper";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { IBarterScheme } from "@spt/models/eft/common/tables/ITrader";
|
||||
import { IRagfairOffer, IRagfairOfferUser, OfferRequirement } from "@spt/models/eft/ragfair/IRagfairOffer";
|
||||
import { Dynamic, IArmorPlateBlacklistSettings, IRagfairConfig } from "@spt/models/spt/config/IRagfairConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { SaveServer } from "@spt/servers/SaveServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { FenceService } from "@spt/services/FenceService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { RagfairOfferService } from "@spt/services/RagfairOfferService";
|
||||
import { RagfairPriceService } from "@spt/services/RagfairPriceService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
import { TimeUtil } from "@spt/utils/TimeUtil";
|
||||
export declare class RagfairOfferGenerator {
|
||||
protected logger: ILogger;
|
||||
protected hashUtil: HashUtil;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected timeUtil: TimeUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected ragfairServerHelper: RagfairServerHelper;
|
||||
protected profileHelper: ProfileHelper;
|
||||
protected handbookHelper: HandbookHelper;
|
||||
protected botHelper: BotHelper;
|
||||
protected saveServer: SaveServer;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected ragfairAssortGenerator: RagfairAssortGenerator;
|
||||
protected ragfairOfferService: RagfairOfferService;
|
||||
protected ragfairPriceService: RagfairPriceService;
|
||||
protected localisationService: LocalisationService;
|
||||
protected paymentHelper: PaymentHelper;
|
||||
protected fenceService: FenceService;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected ragfairConfig: IRagfairConfig;
|
||||
protected allowedFleaPriceItemsForBarter: {
|
||||
tpl: string;
|
||||
price: number;
|
||||
}[];
|
||||
/** Internal counter to ensure each offer created has a unique value for its intId property */
|
||||
protected offerCounter: number;
|
||||
constructor(logger: ILogger, hashUtil: HashUtil, randomUtil: RandomUtil, timeUtil: TimeUtil, databaseService: DatabaseService, ragfairServerHelper: RagfairServerHelper, profileHelper: ProfileHelper, handbookHelper: HandbookHelper, botHelper: BotHelper, saveServer: SaveServer, presetHelper: PresetHelper, ragfairAssortGenerator: RagfairAssortGenerator, ragfairOfferService: RagfairOfferService, ragfairPriceService: RagfairPriceService, localisationService: LocalisationService, paymentHelper: PaymentHelper, fenceService: FenceService, itemHelper: ItemHelper, configServer: ConfigServer, cloner: ICloner);
|
||||
/**
|
||||
* Create a flea offer and store it in the Ragfair server offers array
|
||||
* @param userID Owner of the offer
|
||||
* @param time Time offer is listed at
|
||||
* @param items Items in the offer
|
||||
* @param barterScheme Cost of item (currency or barter)
|
||||
* @param loyalLevel Loyalty level needed to buy item
|
||||
* @param sellInOnePiece Flags sellInOnePiece to be true
|
||||
* @returns Created flea offer
|
||||
*/
|
||||
createAndAddFleaOffer(userID: string, time: number, items: Item[], barterScheme: IBarterScheme[], loyalLevel: number, sellInOnePiece?: boolean): IRagfairOffer;
|
||||
/**
|
||||
* Create an offer object ready to send to ragfairOfferService.addOffer()
|
||||
* @param userID Owner of the offer
|
||||
* @param time Time offer is listed at
|
||||
* @param items Items in the offer
|
||||
* @param barterScheme Cost of item (currency or barter)
|
||||
* @param loyalLevel Loyalty level needed to buy item
|
||||
* @param isPackOffer Is offer being created flaged as a pack
|
||||
* @returns IRagfairOffer
|
||||
*/
|
||||
protected createOffer(userID: string, time: number, items: Item[], barterScheme: IBarterScheme[], loyalLevel: number, isPackOffer?: boolean): IRagfairOffer;
|
||||
/**
|
||||
* Create the user object stored inside each flea offer object
|
||||
* @param userID user creating the offer
|
||||
* @param isTrader Is the user creating the offer a trader
|
||||
* @returns IRagfairOfferUser
|
||||
*/
|
||||
createUserDataForFleaOffer(userID: string, isTrader: boolean): IRagfairOfferUser;
|
||||
/**
|
||||
* Calculate the offer price that's listed on the flea listing
|
||||
* @param offerRequirements barter requirements for offer
|
||||
* @returns rouble cost of offer
|
||||
*/
|
||||
protected convertOfferRequirementsIntoRoubles(offerRequirements: OfferRequirement[]): number;
|
||||
/**
|
||||
* Get avatar url from trader table in db
|
||||
* @param isTrader Is user we're getting avatar for a trader
|
||||
* @param userId persons id to get avatar of
|
||||
* @returns url of avatar
|
||||
*/
|
||||
protected getAvatarUrl(isTrader: boolean, userId: string): string;
|
||||
/**
|
||||
* Convert a count of currency into roubles
|
||||
* @param currencyCount amount of currency to convert into roubles
|
||||
* @param currencyType Type of currency (euro/dollar/rouble)
|
||||
* @returns count of roubles
|
||||
*/
|
||||
protected calculateRoublePrice(currencyCount: number, currencyType: string): number;
|
||||
/**
|
||||
* Check userId, if its a player, return their pmc _id, otherwise return userId parameter
|
||||
* @param userId Users Id to check
|
||||
* @returns Users Id
|
||||
*/
|
||||
protected getTraderId(userId: string): string;
|
||||
/**
|
||||
* Get a flea trading rating for the passed in user
|
||||
* @param userId User to get flea rating of
|
||||
* @returns Flea rating value
|
||||
*/
|
||||
protected getRating(userId: string): number;
|
||||
/**
|
||||
* Is the offers user rating growing
|
||||
* @param userID user to check rating of
|
||||
* @returns true if its growing
|
||||
*/
|
||||
protected getRatingGrowing(userID: string): boolean;
|
||||
/**
|
||||
* Get number of section until offer should expire
|
||||
* @param userID Id of the offer owner
|
||||
* @param time Time the offer is posted
|
||||
* @returns number of seconds until offer expires
|
||||
*/
|
||||
protected getOfferEndTime(userID: string, time: number): number;
|
||||
/**
|
||||
* Create multiple offers for items by using a unique list of items we've generated previously
|
||||
* @param expiredOffers optional, expired offers to regenerate
|
||||
*/
|
||||
generateDynamicOffers(expiredOffers?: Item[][]): Promise<void>;
|
||||
/**
|
||||
* @param assortItemWithChildren Item with its children to process into offers
|
||||
* @param isExpiredOffer is an expired offer
|
||||
* @param config Ragfair dynamic config
|
||||
*/
|
||||
protected createOffersFromAssort(assortItemWithChildren: Item[], isExpiredOffer: boolean, config: Dynamic): Promise<void>;
|
||||
/**
|
||||
* iterate over an items chidren and look for plates above desired level and remove them
|
||||
* @param presetWithChildren preset to check for plates
|
||||
* @param plateSettings Settings
|
||||
* @returns True if plate removed
|
||||
*/
|
||||
protected removeBannedPlatesFromPreset(presetWithChildren: Item[], plateSettings: IArmorPlateBlacklistSettings): boolean;
|
||||
/**
|
||||
* Create one flea offer for a specific item
|
||||
* @param itemWithChildren Item to create offer for
|
||||
* @param isPreset Is item a weapon preset
|
||||
* @param itemDetails raw db item details
|
||||
* @returns Item array
|
||||
*/
|
||||
protected createSingleOfferForItem(itemWithChildren: Item[], isPreset: boolean, itemDetails: [boolean, ITemplateItem]): Promise<void>;
|
||||
/**
|
||||
* Generate trader offers on flea using the traders assort data
|
||||
* @param traderID Trader to generate offers for
|
||||
*/
|
||||
generateFleaOffersForTrader(traderID: string): void;
|
||||
/**
|
||||
* Get array of an item with its mods + condition properties (e.g durability)
|
||||
* Apply randomisation adjustments to condition if item base is found in ragfair.json/dynamic/condition
|
||||
* @param userID id of owner of item
|
||||
* @param itemWithMods Item and mods, get condition of first item (only first array item is modified)
|
||||
* @param itemDetails db details of first item
|
||||
*/
|
||||
protected randomiseOfferItemUpdProperties(userID: string, itemWithMods: Item[], itemDetails: ITemplateItem): void;
|
||||
/**
|
||||
* Get the relevant condition id if item tpl matches in ragfair.json/condition
|
||||
* @param tpl Item to look for matching condition object
|
||||
* @returns condition id
|
||||
*/
|
||||
protected getDynamicConditionIdForTpl(tpl: string): string | undefined;
|
||||
/**
|
||||
* Alter an items condition based on its item base type
|
||||
* @param conditionSettingsId also the parentId of item being altered
|
||||
* @param itemWithMods Item to adjust condition details of
|
||||
* @param itemDetails db item details of first item in array
|
||||
*/
|
||||
protected randomiseItemCondition(conditionSettingsId: string, itemWithMods: Item[], itemDetails: ITemplateItem): void;
|
||||
/**
|
||||
* Adjust an items durability/maxDurability value
|
||||
* @param item item (weapon/armor) to Adjust
|
||||
* @param itemDbDetails Weapon details from db
|
||||
* @param maxMultiplier Value to multiply max durability by
|
||||
* @param currentMultiplier Value to multiply current durability by
|
||||
*/
|
||||
protected randomiseWeaponDurability(item: Item, itemDbDetails: ITemplateItem, maxMultiplier: number, currentMultiplier: number): void;
|
||||
/**
|
||||
* Randomise the durabiltiy values for an armors plates and soft inserts
|
||||
* @param armorWithMods Armor item with its child mods
|
||||
* @param currentMultiplier Chosen multipler to use for current durability value
|
||||
* @param maxMultiplier Chosen multipler to use for max durability value
|
||||
*/
|
||||
protected randomiseArmorDurabilityValues(armorWithMods: Item[], currentMultiplier: number, maxMultiplier: number): void;
|
||||
/**
|
||||
* Add missing conditions to an item if needed
|
||||
* Durabiltiy for repairable items
|
||||
* HpResource for medical items
|
||||
* @param item item to add conditions to
|
||||
*/
|
||||
protected addMissingConditions(item: Item): void;
|
||||
/**
|
||||
* Create a barter-based barter scheme, if not possible, fall back to making barter scheme currency based
|
||||
* @param offerItems Items for sale in offer
|
||||
* @returns Barter scheme
|
||||
*/
|
||||
protected createBarterBarterScheme(offerItems: Item[]): IBarterScheme[];
|
||||
/**
|
||||
* Get an array of flea prices + item tpl, cached in generator class inside `allowedFleaPriceItemsForBarter`
|
||||
* @returns array with tpl/price values
|
||||
*/
|
||||
protected getFleaPricesAsArray(): {
|
||||
tpl: string;
|
||||
price: number;
|
||||
}[];
|
||||
/**
|
||||
* Create a random currency-based barter scheme for an array of items
|
||||
* @param offerWithChildren Items on offer
|
||||
* @param isPackOffer Is the barter scheme being created for a pack offer
|
||||
* @param multipler What to multiply the resulting price by
|
||||
* @returns Barter scheme for offer
|
||||
*/
|
||||
protected createCurrencyBarterScheme(offerWithChildren: Item[], isPackOffer: boolean, multipler?: number): IBarterScheme[];
|
||||
}
|
||||
138
types/generators/RepeatableQuestGenerator.d.ts
vendored
Normal file
138
types/generators/RepeatableQuestGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,138 @@
|
||||
import { RepeatableQuestRewardGenerator } from "@spt/generators/RepeatableQuestRewardGenerator";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { RepeatableQuestHelper } from "@spt/helpers/RepeatableQuestHelper";
|
||||
import { Exit } from "@spt/models/eft/common/ILocationBase";
|
||||
import { TraderInfo } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { IQuestCondition, IQuestConditionCounterCondition } from "@spt/models/eft/common/tables/IQuest";
|
||||
import { IRepeatableQuest } from "@spt/models/eft/common/tables/IRepeatableQuests";
|
||||
import { IBossInfo, IEliminationConfig, IQuestConfig, IRepeatableQuestConfig } from "@spt/models/spt/config/IQuestConfig";
|
||||
import { IQuestTypePool } from "@spt/models/spt/repeatable/IQuestTypePool";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { MathUtil } from "@spt/utils/MathUtil";
|
||||
import { ObjectId } from "@spt/utils/ObjectId";
|
||||
import { ProbabilityObjectArray, RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class RepeatableQuestGenerator {
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected mathUtil: MathUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected objectId: ObjectId;
|
||||
protected repeatableQuestHelper: RepeatableQuestHelper;
|
||||
protected repeatableQuestRewardGenerator: RepeatableQuestRewardGenerator;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected questConfig: IQuestConfig;
|
||||
constructor(logger: ILogger, randomUtil: RandomUtil, mathUtil: MathUtil, databaseService: DatabaseService, itemHelper: ItemHelper, localisationService: LocalisationService, objectId: ObjectId, repeatableQuestHelper: RepeatableQuestHelper, repeatableQuestRewardGenerator: RepeatableQuestRewardGenerator, configServer: ConfigServer, cloner: ICloner);
|
||||
/**
|
||||
* This method is called by /GetClientRepeatableQuests/ and creates one element of quest type format (see assets/database/templates/repeatableQuests.json).
|
||||
* It randomly draws a quest type (currently Elimination, Completion or Exploration) as well as a trader who is providing the quest
|
||||
* @param pmcLevel Player's level for requested items and reward generation
|
||||
* @param pmcTraderInfo Players traper standing/rep levels
|
||||
* @param questTypePool Possible quest types pool
|
||||
* @param repeatableConfig Repeatable quest config
|
||||
* @returns IRepeatableQuest
|
||||
*/
|
||||
generateRepeatableQuest(pmcLevel: number, pmcTraderInfo: Record<string, TraderInfo>, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
|
||||
/**
|
||||
* Generate a randomised Elimination quest
|
||||
* @param pmcLevel Player's level for requested items and reward generation
|
||||
* @param traderId Trader from which the quest will be provided
|
||||
* @param questTypePool Pools for quests (used to avoid redundant quests)
|
||||
* @param repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
|
||||
* @returns Object of quest type format for "Elimination" (see assets/database/templates/repeatableQuests.json)
|
||||
*/
|
||||
protected generateEliminationQuest(pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
|
||||
/**
|
||||
* Get a number of kills neded to complete elimination quest
|
||||
* @param targetKey Target type desired e.g. anyPmc/bossBully/Savage
|
||||
* @param targetsConfig Config
|
||||
* @param eliminationConfig Config
|
||||
* @returns Number of AI to kill
|
||||
*/
|
||||
protected getEliminationKillCount(targetKey: string, targetsConfig: ProbabilityObjectArray<string, IBossInfo>, eliminationConfig: IEliminationConfig): number;
|
||||
/**
|
||||
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
|
||||
* This is a helper method for GenerateEliminationQuest to create a location condition.
|
||||
*
|
||||
* @param {string} location the location on which to fulfill the elimination quest
|
||||
* @returns {IEliminationCondition} object of "Elimination"-location-subcondition
|
||||
*/
|
||||
protected generateEliminationLocation(location: string[]): IQuestConditionCounterCondition;
|
||||
/**
|
||||
* Create kill condition for an elimination quest
|
||||
* @param target Bot type target of elimination quest e.g. "AnyPmc", "Savage"
|
||||
* @param targetedBodyParts Body parts player must hit
|
||||
* @param distance Distance from which to kill (currently only >= supported
|
||||
* @param allowedWeapon What weapon must be used - undefined = any
|
||||
* @param allowedWeaponCategory What category of weapon must be used - undefined = any
|
||||
* @returns IEliminationCondition object
|
||||
*/
|
||||
protected generateEliminationCondition(target: string, targetedBodyParts: string[], distance: number, allowedWeapon: string, allowedWeaponCategory: string): IQuestConditionCounterCondition;
|
||||
/**
|
||||
* Generates a valid Completion quest
|
||||
*
|
||||
* @param {integer} pmcLevel player's level for requested items and reward generation
|
||||
* @param {string} traderId trader from which the quest will be provided
|
||||
* @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
|
||||
* @returns {object} object of quest type format for "Completion" (see assets/database/templates/repeatableQuests.json)
|
||||
*/
|
||||
protected generateCompletionQuest(pmcLevel: number, traderId: string, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
|
||||
/**
|
||||
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
|
||||
* This is a helper method for GenerateCompletionQuest to create a completion condition (of which a completion quest theoretically can have many)
|
||||
*
|
||||
* @param {string} itemTpl id of the item to request
|
||||
* @param {integer} value amount of items of this specific type to request
|
||||
* @returns {object} object of "Completion"-condition
|
||||
*/
|
||||
protected generateCompletionAvailableForFinish(itemTpl: string, value: number): IQuestCondition;
|
||||
/**
|
||||
* Generates a valid Exploration quest
|
||||
*
|
||||
* @param {integer} pmcLevel player's level for reward generation
|
||||
* @param {string} traderId trader from which the quest will be provided
|
||||
* @param {object} questTypePool Pools for quests (used to avoid redundant quests)
|
||||
* @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
|
||||
* @returns {object} object of quest type format for "Exploration" (see assets/database/templates/repeatableQuests.json)
|
||||
*/
|
||||
protected generateExplorationQuest(pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
|
||||
/**
|
||||
* Filter a maps exits to just those for the desired side
|
||||
* @param locationKey Map id (e.g. factory4_day)
|
||||
* @param playerSide Scav/Pmc
|
||||
* @returns Array of Exit objects
|
||||
*/
|
||||
protected getLocationExitsForSide(locationKey: string, playerSide: string): Exit[];
|
||||
protected generatePickupQuest(pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
|
||||
/**
|
||||
* Convert a location into an quest code can read (e.g. factory4_day into 55f2d3fd4bdc2d5f408b4567)
|
||||
* @param locationKey e.g factory4_day
|
||||
* @returns guid
|
||||
*/
|
||||
protected getQuestLocationByMapId(locationKey: string): string;
|
||||
/**
|
||||
* Exploration repeatable quests can specify a required extraction point.
|
||||
* This method creates the according object which will be appended to the conditions array
|
||||
*
|
||||
* @param {string} exit The exit name to generate the condition for
|
||||
* @returns {object} Exit condition
|
||||
*/
|
||||
protected generateExplorationExitCondition(exit: Exit): IQuestConditionCounterCondition;
|
||||
/**
|
||||
* Generates the base object of quest type format given as templates in assets/database/templates/repeatableQuests.json
|
||||
* The templates include Elimination, Completion and Extraction quest types
|
||||
*
|
||||
* @param {string} type Quest type: "Elimination", "Completion" or "Extraction"
|
||||
* @param {string} traderId Trader from which the quest will be provided
|
||||
* @param {string} side Scav daily or pmc daily/weekly quest
|
||||
* @returns {object} Object which contains the base elements for repeatable quests of the requests type
|
||||
* (needs to be filled with reward and conditions by called to make a valid quest)
|
||||
*/
|
||||
protected generateRepeatableTemplate(type: string, traderId: string, side: string): IRepeatableQuest;
|
||||
}
|
||||
156
types/generators/RepeatableQuestRewardGenerator.d.ts
vendored
Normal file
156
types/generators/RepeatableQuestRewardGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,156 @@
|
||||
import { HandbookHelper } from "@spt/helpers/HandbookHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { IQuestReward, IQuestRewards } from "@spt/models/eft/common/tables/IQuest";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { IBaseQuestConfig, IQuestConfig, IRepeatableQuestConfig, IRewardScaling } from "@spt/models/spt/config/IQuestConfig";
|
||||
import { IQuestRewardValues } from "@spt/models/spt/repeatable/IQuestRewardValues";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { ICloner } from "@spt/utils/cloners/ICloner";
|
||||
import { MathUtil } from "@spt/utils/MathUtil";
|
||||
import { ObjectId } from "@spt/utils/ObjectId";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class RepeatableQuestRewardGenerator {
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected mathUtil: MathUtil;
|
||||
protected databaseService: DatabaseService;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected handbookHelper: HandbookHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected objectId: ObjectId;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected configServer: ConfigServer;
|
||||
protected cloner: ICloner;
|
||||
protected questConfig: IQuestConfig;
|
||||
constructor(logger: ILogger, randomUtil: RandomUtil, mathUtil: MathUtil, databaseService: DatabaseService, itemHelper: ItemHelper, presetHelper: PresetHelper, handbookHelper: HandbookHelper, localisationService: LocalisationService, objectId: ObjectId, itemFilterService: ItemFilterService, seasonalEventService: SeasonalEventService, configServer: ConfigServer, cloner: ICloner);
|
||||
/**
|
||||
* Generate the reward for a mission. A reward can consist of
|
||||
* - Experience
|
||||
* - Money
|
||||
* - Items
|
||||
* - Trader Reputation
|
||||
*
|
||||
* The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
|
||||
* experience / money / items / trader reputation can be defined in QuestConfig.js
|
||||
*
|
||||
* There's also a random variation of the reward the spread of which can be also defined in the config.
|
||||
*
|
||||
* Additionally, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
|
||||
*
|
||||
* @param {integer} pmcLevel player's level
|
||||
* @param {number} difficulty a reward scaling factor from 0.2 to 1
|
||||
* @param {string} traderId the trader for reputation gain (and possible in the future filtering of reward item type based on trader)
|
||||
* @param {object} repeatableConfig The configuration for the repeatable kind (daily, weekly) as configured in QuestConfig for the requested quest
|
||||
* @returns {object} object of "Reward"-type that can be given for a repeatable mission
|
||||
*/
|
||||
generateReward(pmcLevel: number, difficulty: number, traderId: string, repeatableConfig: IRepeatableQuestConfig, questConfig: IBaseQuestConfig): IQuestRewards;
|
||||
protected getQuestRewardValues(rewardScaling: IRewardScaling, difficulty: number, pmcLevel: number): IQuestRewardValues;
|
||||
/**
|
||||
* Get an array of items + stack size to give to player as reward that fit inside of a rouble budget
|
||||
* @param itemPool All possible items to choose rewards from
|
||||
* @param maxItemCount Total number of items to reward
|
||||
* @param itemRewardBudget Rouble buget all item rewards must fit in
|
||||
* @param repeatableConfig config for quest type
|
||||
* @returns Items and stack size
|
||||
*/
|
||||
protected getRewardableItemsFromPoolWithinBudget(itemPool: ITemplateItem[], maxItemCount: number, itemRewardBudget: number, repeatableConfig: IRepeatableQuestConfig): {
|
||||
item: ITemplateItem;
|
||||
stackSize: number;
|
||||
}[];
|
||||
/**
|
||||
* Choose a random Weapon preset that fits inside of a rouble amount limit
|
||||
* @param roublesBudget
|
||||
* @param rewardIndex
|
||||
* @returns IQuestReward
|
||||
*/
|
||||
protected getRandomWeaponPresetWithinBudget(roublesBudget: number, rewardIndex: number): {
|
||||
weapon: IQuestReward;
|
||||
price: number;
|
||||
} | undefined;
|
||||
/**
|
||||
* @param rewardItems List of reward items to filter
|
||||
* @param roublesBudget The budget remaining for rewards
|
||||
* @param minPrice The minimum priced item to include
|
||||
* @returns True if any items remain in `rewardItems`, false otherwise
|
||||
*/
|
||||
protected filterRewardPoolWithinBudget(rewardItems: ITemplateItem[], roublesBudget: number, minPrice: number): ITemplateItem[];
|
||||
/**
|
||||
* Get a randomised number a reward items stack size should be based on its handbook price
|
||||
* @param item Reward item to get stack size for
|
||||
* @returns matching stack size for the passed in items price
|
||||
*/
|
||||
protected getRandomisedRewardItemStackSizeByPrice(item: ITemplateItem): number;
|
||||
/**
|
||||
* Should reward item have stack size increased (25% chance)
|
||||
* @param item Item to increase reward stack size of
|
||||
* @param maxRoublePriceToStack Maximum rouble price an item can be to still be chosen for stacking
|
||||
* @param randomChanceToPass Additional randomised chance of passing
|
||||
* @returns True if items stack size can be increased
|
||||
*/
|
||||
protected canIncreaseRewardItemStackSize(item: ITemplateItem, maxRoublePriceToStack: number, randomChanceToPass?: number): boolean;
|
||||
/**
|
||||
* Get a count of cartridges that fits the rouble budget amount provided
|
||||
* e.g. how many M80s for 50,000 roubles
|
||||
* @param itemSelected Cartridge
|
||||
* @param roublesBudget Rouble budget
|
||||
* @param rewardNumItems
|
||||
* @returns Count that fits budget (min 1)
|
||||
*/
|
||||
protected calculateAmmoStackSizeThatFitsBudget(itemSelected: ITemplateItem, roublesBudget: number, rewardNumItems: number): number;
|
||||
/**
|
||||
* Select a number of items that have a colelctive value of the passed in parameter
|
||||
* @param repeatableConfig Config
|
||||
* @param roublesBudget Total value of items to return
|
||||
* @param traderId Id of the trader who will give player reward
|
||||
* @returns Array of reward items that fit budget
|
||||
*/
|
||||
protected chooseRewardItemsWithinBudget(repeatableConfig: IRepeatableQuestConfig, roublesBudget: number, traderId: string): ITemplateItem[];
|
||||
/**
|
||||
* Helper to create a reward item structured as required by the client
|
||||
*
|
||||
* @param {string} tpl ItemId of the rewarded item
|
||||
* @param {integer} count Amount of items to give
|
||||
* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
|
||||
* @param preset Optional array of preset items
|
||||
* @returns {object} Object of "Reward"-item-type
|
||||
*/
|
||||
protected generateItemReward(tpl: string, count: number, index: number): IQuestReward;
|
||||
/**
|
||||
* Helper to create a reward item structured as required by the client
|
||||
*
|
||||
* @param {string} tpl ItemId of the rewarded item
|
||||
* @param {integer} count Amount of items to give
|
||||
* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
|
||||
* @param preset Optional array of preset items
|
||||
* @returns {object} Object of "Reward"-item-type
|
||||
*/
|
||||
protected generatePresetReward(tpl: string, count: number, index: number, preset?: Item[]): IQuestReward;
|
||||
/**
|
||||
* Picks rewardable items from items.json
|
||||
* This means they must:
|
||||
* - Fit into the inventory
|
||||
* - Shouldn't be keys
|
||||
* - Have a price greater than 0
|
||||
* @param repeatableQuestConfig Config file
|
||||
* @param traderId Id of trader who will give reward to player
|
||||
* @returns List of rewardable items [[_tpl, itemTemplate],...]
|
||||
*/
|
||||
getRewardableItems(repeatableQuestConfig: IRepeatableQuestConfig, traderId: string): [string, ITemplateItem][];
|
||||
/**
|
||||
* Checks if an id is a valid item. Valid meaning that it's an item that may be a reward
|
||||
* or content of bot loot. Items that are tested as valid may be in a player backpack or stash.
|
||||
* @param {string} tpl template id of item to check
|
||||
* @returns True if item is valid reward
|
||||
*/
|
||||
protected isValidRewardItem(tpl: string, repeatableQuestConfig: IRepeatableQuestConfig, itemBaseWhitelist: string[]): boolean;
|
||||
protected getMoneyReward(traderId: string, rewardRoubles: number, rewardIndex: number): IQuestReward;
|
||||
}
|
||||
98
types/generators/ScavCaseRewardGenerator.d.ts
vendored
Normal file
98
types/generators/ScavCaseRewardGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,98 @@
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { PresetHelper } from "@spt/helpers/PresetHelper";
|
||||
import { Item } from "@spt/models/eft/common/tables/IItem";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { IHideoutScavCase } from "@spt/models/eft/hideout/IHideoutScavCase";
|
||||
import { IScavCaseConfig } from "@spt/models/spt/config/IScavCaseConfig";
|
||||
import { RewardCountAndPriceDetails, ScavCaseRewardCountsAndPrices } from "@spt/models/spt/hideout/ScavCaseRewardCountsAndPrices";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { DatabaseService } from "@spt/services/DatabaseService";
|
||||
import { ItemFilterService } from "@spt/services/ItemFilterService";
|
||||
import { RagfairPriceService } from "@spt/services/RagfairPriceService";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { HashUtil } from "@spt/utils/HashUtil";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
/**
|
||||
* Handle the creation of randomised scav case rewards
|
||||
*/
|
||||
export declare class ScavCaseRewardGenerator {
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected hashUtil: HashUtil;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected presetHelper: PresetHelper;
|
||||
protected databaseService: DatabaseService;
|
||||
protected ragfairPriceService: RagfairPriceService;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected itemFilterService: ItemFilterService;
|
||||
protected configServer: ConfigServer;
|
||||
protected scavCaseConfig: IScavCaseConfig;
|
||||
protected dbItemsCache: ITemplateItem[];
|
||||
protected dbAmmoItemsCache: ITemplateItem[];
|
||||
constructor(logger: ILogger, randomUtil: RandomUtil, hashUtil: HashUtil, itemHelper: ItemHelper, presetHelper: PresetHelper, databaseService: DatabaseService, ragfairPriceService: RagfairPriceService, seasonalEventService: SeasonalEventService, itemFilterService: ItemFilterService, configServer: ConfigServer);
|
||||
/**
|
||||
* Create an array of rewards that will be given to the player upon completing their scav case build
|
||||
* @param recipeId recipe of the scav case craft
|
||||
* @returns Product array
|
||||
*/
|
||||
generate(recipeId: string): Item[][];
|
||||
/**
|
||||
* Get all db items that are not blacklisted in scavcase config or global blacklist
|
||||
* Store in class field
|
||||
*/
|
||||
protected cacheDbItems(): void;
|
||||
/**
|
||||
* Pick a number of items to be rewards, the count is defined by the values in `itemFilters` param
|
||||
* @param items item pool to pick rewards from
|
||||
* @param itemFilters how the rewards should be filtered down (by item count)
|
||||
* @returns
|
||||
*/
|
||||
protected pickRandomRewards(items: ITemplateItem[], itemFilters: RewardCountAndPriceDetails, rarity: string): ITemplateItem[];
|
||||
/**
|
||||
* Choose if money should be a reward based on the moneyRewardChancePercent config chance in scavCaseConfig
|
||||
* @returns true if reward should be money
|
||||
*/
|
||||
protected rewardShouldBeMoney(): boolean;
|
||||
/**
|
||||
* Choose if ammo should be a reward based on the ammoRewardChancePercent config chance in scavCaseConfig
|
||||
* @returns true if reward should be ammo
|
||||
*/
|
||||
protected rewardShouldBeAmmo(): boolean;
|
||||
/**
|
||||
* Choose from rouble/dollar/euro at random
|
||||
*/
|
||||
protected getRandomMoney(): ITemplateItem;
|
||||
/**
|
||||
* Get a random ammo from items.json that is not in the ammo blacklist AND inside the price rage defined in scavcase.json config
|
||||
* @param rarity The rarity this ammo reward is for
|
||||
* @returns random ammo item from items.json
|
||||
*/
|
||||
protected getRandomAmmo(rarity: string): ITemplateItem;
|
||||
/**
|
||||
* Take all the rewards picked create the Product object array ready to return to calling code
|
||||
* Also add a stack count to ammo and money
|
||||
* @param rewardItems items to convert
|
||||
* @returns Product array
|
||||
*/
|
||||
protected randomiseContainerItemRewards(rewardItems: ITemplateItem[], rarity: string): Item[][];
|
||||
/**
|
||||
* @param dbItems all items from the items.json
|
||||
* @param itemFilters controls how the dbItems will be filtered and returned (handbook price)
|
||||
* @returns filtered dbItems array
|
||||
*/
|
||||
protected getFilteredItemsByPrice(dbItems: ITemplateItem[], itemFilters: RewardCountAndPriceDetails): ITemplateItem[];
|
||||
/**
|
||||
* Gathers the reward min and max count params for each reward quality level from config and scavcase.json into a single object
|
||||
* @param scavCaseDetails scavcase.json values
|
||||
* @returns ScavCaseRewardCountsAndPrices object
|
||||
*/
|
||||
protected getScavCaseRewardCountsAndPrices(scavCaseDetails: IHideoutScavCase): ScavCaseRewardCountsAndPrices;
|
||||
/**
|
||||
* Randomises the size of ammo and money stacks
|
||||
* @param itemToCalculate ammo or money item
|
||||
* @param rarity rarity (common/rare/superrare)
|
||||
* @returns value to set stack count to
|
||||
*/
|
||||
protected getRandomAmountRewardForScavCase(itemToCalculate: ITemplateItem, rarity: string): number;
|
||||
}
|
||||
63
types/generators/WeatherGenerator.d.ts
vendored
Normal file
63
types/generators/WeatherGenerator.d.ts
vendored
Normal file
@@ -0,0 +1,63 @@
|
||||
import { ApplicationContext } from "@spt/context/ApplicationContext";
|
||||
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
|
||||
import { IWeather, IWeatherData } from "@spt/models/eft/weather/IWeatherData";
|
||||
import { WindDirection } from "@spt/models/enums/WindDirection";
|
||||
import { IWeatherConfig } from "@spt/models/spt/config/IWeatherConfig";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt/servers/ConfigServer";
|
||||
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
import { TimeUtil } from "@spt/utils/TimeUtil";
|
||||
export declare class WeatherGenerator {
|
||||
protected weightedRandomHelper: WeightedRandomHelper;
|
||||
protected logger: ILogger;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected timeUtil: TimeUtil;
|
||||
protected seasonalEventService: SeasonalEventService;
|
||||
protected applicationContext: ApplicationContext;
|
||||
protected configServer: ConfigServer;
|
||||
protected weatherConfig: IWeatherConfig;
|
||||
private serverStartTimestampMS;
|
||||
constructor(weightedRandomHelper: WeightedRandomHelper, logger: ILogger, randomUtil: RandomUtil, timeUtil: TimeUtil, seasonalEventService: SeasonalEventService, applicationContext: ApplicationContext, configServer: ConfigServer);
|
||||
/**
|
||||
* Get current + raid datetime and format into correct BSG format and return
|
||||
* @param data Weather data
|
||||
* @returns IWeatherData
|
||||
*/
|
||||
calculateGameTime(data: IWeatherData): IWeatherData;
|
||||
/**
|
||||
* Get server uptime seconds multiplied by a multiplier and add to current time as seconds
|
||||
* Format to BSGs requirements
|
||||
* @param currentDate current date
|
||||
* @returns formatted time
|
||||
*/
|
||||
protected getBsgFormattedInRaidTime(): string;
|
||||
/**
|
||||
* Get the current in-raid time
|
||||
* @param currentDate (new Date())
|
||||
* @returns Date object of current in-raid time
|
||||
*/
|
||||
getInRaidTime(): Date;
|
||||
/**
|
||||
* Get current time formatted to fit BSGs requirement
|
||||
* @param date date to format into bsg style
|
||||
* @returns Time formatted in BSG format
|
||||
*/
|
||||
protected getBSGFormattedTime(date: Date): string;
|
||||
/**
|
||||
* Return randomised Weather data with help of config/weather.json
|
||||
* @returns Randomised weather data
|
||||
*/
|
||||
generateWeather(): IWeather;
|
||||
/**
|
||||
* Set IWeather date/time/timestamp values to now
|
||||
* @param weather Object to update
|
||||
*/
|
||||
protected setCurrentDateTime(weather: IWeather): void;
|
||||
protected getWeightedWindDirection(): WindDirection;
|
||||
protected getWeightedClouds(): number;
|
||||
protected getWeightedWindSpeed(): number;
|
||||
protected getWeightedFog(): number;
|
||||
protected getWeightedRain(): number;
|
||||
protected getRandomFloat(node: string): number;
|
||||
}
|
||||
6
types/generators/weapongen/IInventoryMagGen.d.ts
vendored
Normal file
6
types/generators/weapongen/IInventoryMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
import { InventoryMagGen } from "@spt/generators/weapongen/InventoryMagGen";
|
||||
export interface IInventoryMagGen {
|
||||
getPriority(): number;
|
||||
canHandleInventoryMagGen(inventoryMagGen: InventoryMagGen): boolean;
|
||||
process(inventoryMagGen: InventoryMagGen): void;
|
||||
}
|
||||
16
types/generators/weapongen/InventoryMagGen.d.ts
vendored
Normal file
16
types/generators/weapongen/InventoryMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,16 @@
|
||||
import { Inventory } from "@spt/models/eft/common/tables/IBotBase";
|
||||
import { GenerationData } from "@spt/models/eft/common/tables/IBotType";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
export declare class InventoryMagGen {
|
||||
private magCounts;
|
||||
private magazineTemplate;
|
||||
private weaponTemplate;
|
||||
private ammoTemplate;
|
||||
private pmcInventory;
|
||||
constructor(magCounts: GenerationData, magazineTemplate: ITemplateItem, weaponTemplate: ITemplateItem, ammoTemplate: ITemplateItem, pmcInventory: Inventory);
|
||||
getMagCount(): GenerationData;
|
||||
getMagazineTemplate(): ITemplateItem;
|
||||
getWeaponTemplate(): ITemplateItem;
|
||||
getAmmoTemplate(): ITemplateItem;
|
||||
getPmcInventory(): Inventory;
|
||||
}
|
||||
12
types/generators/weapongen/implementations/BarrelInventoryMagGen.d.ts
vendored
Normal file
12
types/generators/weapongen/implementations/BarrelInventoryMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,12 @@
|
||||
import { IInventoryMagGen } from "@spt/generators/weapongen/IInventoryMagGen";
|
||||
import { InventoryMagGen } from "@spt/generators/weapongen/InventoryMagGen";
|
||||
import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class BarrelInventoryMagGen implements IInventoryMagGen {
|
||||
protected randomUtil: RandomUtil;
|
||||
protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
|
||||
constructor(randomUtil: RandomUtil, botWeaponGeneratorHelper: BotWeaponGeneratorHelper);
|
||||
getPriority(): number;
|
||||
canHandleInventoryMagGen(inventoryMagGen: InventoryMagGen): boolean;
|
||||
process(inventoryMagGen: InventoryMagGen): void;
|
||||
}
|
||||
27
types/generators/weapongen/implementations/ExternalInventoryMagGen.d.ts
vendored
Normal file
27
types/generators/weapongen/implementations/ExternalInventoryMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
import { IInventoryMagGen } from "@spt/generators/weapongen/IInventoryMagGen";
|
||||
import { InventoryMagGen } from "@spt/generators/weapongen/InventoryMagGen";
|
||||
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
|
||||
import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
|
||||
import { ItemHelper } from "@spt/helpers/ItemHelper";
|
||||
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
|
||||
import { ILogger } from "@spt/models/spt/utils/ILogger";
|
||||
import { LocalisationService } from "@spt/services/LocalisationService";
|
||||
import { RandomUtil } from "@spt/utils/RandomUtil";
|
||||
export declare class ExternalInventoryMagGen implements IInventoryMagGen {
|
||||
protected logger: ILogger;
|
||||
protected itemHelper: ItemHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
|
||||
protected botGeneratorHelper: BotGeneratorHelper;
|
||||
protected randomUtil: RandomUtil;
|
||||
constructor(logger: ILogger, itemHelper: ItemHelper, localisationService: LocalisationService, botWeaponGeneratorHelper: BotWeaponGeneratorHelper, botGeneratorHelper: BotGeneratorHelper, randomUtil: RandomUtil);
|
||||
getPriority(): number;
|
||||
canHandleInventoryMagGen(inventoryMagGen: InventoryMagGen): boolean;
|
||||
process(inventoryMagGen: InventoryMagGen): void;
|
||||
/**
|
||||
* Get a random compatible external magazine for a weapon, exclude internal magazines from possible pool
|
||||
* @param weaponTpl Weapon to get mag for
|
||||
* @returns tpl of magazine
|
||||
*/
|
||||
protected getRandomExternalMagazineForInternalMagazineGun(weaponTpl: string, magazineBlacklist: string[]): ITemplateItem | undefined;
|
||||
}
|
||||
10
types/generators/weapongen/implementations/InternalMagazineInventoryMagGen.d.ts
vendored
Normal file
10
types/generators/weapongen/implementations/InternalMagazineInventoryMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
import { IInventoryMagGen } from "@spt/generators/weapongen/IInventoryMagGen";
|
||||
import { InventoryMagGen } from "@spt/generators/weapongen/InventoryMagGen";
|
||||
import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
|
||||
export declare class InternalMagazineInventoryMagGen implements IInventoryMagGen {
|
||||
protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
|
||||
constructor(botWeaponGeneratorHelper: BotWeaponGeneratorHelper);
|
||||
getPriority(): number;
|
||||
canHandleInventoryMagGen(inventoryMagGen: InventoryMagGen): boolean;
|
||||
process(inventoryMagGen: InventoryMagGen): void;
|
||||
}
|
||||
10
types/generators/weapongen/implementations/UbglExternalMagGen.d.ts
vendored
Normal file
10
types/generators/weapongen/implementations/UbglExternalMagGen.d.ts
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
import { IInventoryMagGen } from "@spt/generators/weapongen/IInventoryMagGen";
|
||||
import { InventoryMagGen } from "@spt/generators/weapongen/InventoryMagGen";
|
||||
import { BotWeaponGeneratorHelper } from "@spt/helpers/BotWeaponGeneratorHelper";
|
||||
export declare class UbglExternalMagGen implements IInventoryMagGen {
|
||||
protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper;
|
||||
constructor(botWeaponGeneratorHelper: BotWeaponGeneratorHelper);
|
||||
getPriority(): number;
|
||||
canHandleInventoryMagGen(inventoryMagGen: InventoryMagGen): boolean;
|
||||
process(inventoryMagGen: InventoryMagGen): void;
|
||||
}
|
||||
Reference in New Issue
Block a user