forked from chomp/BotGenerator
handle revolver gen correctly, dont include patron_in_weapon for them
move to generic .net6
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@ -2,7 +2,7 @@
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0-windows</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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@ -48,8 +48,13 @@ namespace PMCGenerator
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// Get top level mods types for this gun
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var uniqueModSlots = flatModList.Where(x => x.ParentId == weapon.Id).Select(x => x.SlotId).Distinct().ToList();
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var chamberedBulletModItemName = "patron_in_weapon";
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uniqueModSlots.AddUnique(chamberedBulletModItemName);
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if (weapon.TemplateId != "60db29ce99594040e04c4a27") // shotgun revolver
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{
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uniqueModSlots.AddUnique(chamberedBulletModItemName);
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}
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foreach (var modSlotId in uniqueModSlots)
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{
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Dictionary<string, List<string>> weaponModsToModify = output.mods[weapon.TemplateId];
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@ -61,9 +66,12 @@ namespace PMCGenerator
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}
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// Add compatible bullets to weapons gun chamber
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var modItemToAddBulletsTo = output.mods[weapon.TemplateId].FirstOrDefault(x => x.Key == chamberedBulletModItemName);
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var compatibleBullets = GetCompatibileBullets(itemLibrary, weapon);
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modItemToAddBulletsTo.Value.AddUniqueRange(compatibleBullets);
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var modItemToAddBulletsTo = output.mods[weapon.TemplateId].FirstOrDefault(x => x.Key == chamberedBulletModItemName);
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if (modItemToAddBulletsTo.Key != null) // some guns dont have a mod you add bullets to (e.g. revolvers)
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{
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modItemToAddBulletsTo.Value.AddUniqueRange(compatibleBullets);
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}
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// Add compatabible mods to weapon
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var modsForWeapon = flatModList.Where(x => x.ParentId == weapon.Id).ToList();
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@ -152,7 +160,7 @@ namespace PMCGenerator
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var workingPath = Directory.GetCurrentDirectory();
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var itemsLibraryJson = File.ReadAllText(workingPath + "\\input" + "\\items.json");
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var itemsLibraryJson = File.ReadAllText(workingPath + "\\Assets" + "\\items.json");
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return JsonConvert.DeserializeObject<Dictionary<string, Item>>(itemsLibraryJson);
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}
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