Update readme + example 1 types
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@ -15,13 +15,13 @@ A system reboot may be needed after install.
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The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
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The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
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You can get VSCOde here: https://code.visualstudio.com/
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||||||
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## **Workspace:**
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## **Workspace:**
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||||||
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||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -13,15 +13,15 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
## **IDE:**
|
## **IDE:**
|
||||||
|
|
||||||
The second step is having an IDE ready. For the currect purpose we've setup a VSCodium workspace file.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Worspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
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@ -10,6 +10,7 @@ export declare class BotCallbacks {
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constructor(botController: BotController, httpResponse: HttpResponseUtil);
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constructor(botController: BotController, httpResponse: HttpResponseUtil);
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/**
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/**
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* Handle singleplayer/settings/bot/limit
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* Handle singleplayer/settings/bot/limit
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* Is called by client to define each bot roles wave limit
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* @returns string
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* @returns string
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*/
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*/
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getBotLimit(url: string, info: IEmptyRequestData, sessionID: string): string;
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getBotLimit(url: string, info: IEmptyRequestData, sessionID: string): string;
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@ -1,4 +1,5 @@
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import { DialogueHelper } from "../helpers/DialogueHelper";
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import { DialogueHelper } from "../helpers/DialogueHelper";
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import { ProfileHelper } from "../helpers/ProfileHelper";
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import { IGetAllAttachmentsResponse } from "../models/eft/dialog/IGetAllAttachmentsResponse";
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import { IGetAllAttachmentsResponse } from "../models/eft/dialog/IGetAllAttachmentsResponse";
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import { IGetFriendListDataResponse } from "../models/eft/dialog/IGetFriendListDataResponse";
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import { IGetFriendListDataResponse } from "../models/eft/dialog/IGetFriendListDataResponse";
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import { IGetMailDialogViewRequestData } from "../models/eft/dialog/IGetMailDialogViewRequestData";
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import { IGetMailDialogViewRequestData } from "../models/eft/dialog/IGetMailDialogViewRequestData";
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@ -11,16 +12,19 @@ import { SaveServer } from "../servers/SaveServer";
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import { GiftService } from "../services/GiftService";
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import { GiftService } from "../services/GiftService";
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import { MailSendService } from "../services/MailSendService";
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import { MailSendService } from "../services/MailSendService";
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import { HashUtil } from "../utils/HashUtil";
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import { HashUtil } from "../utils/HashUtil";
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import { RandomUtil } from "../utils/RandomUtil";
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import { TimeUtil } from "../utils/TimeUtil";
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import { TimeUtil } from "../utils/TimeUtil";
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export declare class DialogueController {
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export declare class DialogueController {
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protected logger: ILogger;
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protected logger: ILogger;
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protected saveServer: SaveServer;
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protected saveServer: SaveServer;
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protected timeUtil: TimeUtil;
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protected timeUtil: TimeUtil;
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protected dialogueHelper: DialogueHelper;
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protected dialogueHelper: DialogueHelper;
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protected profileHelper: ProfileHelper;
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protected randomUtil: RandomUtil;
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protected mailSendService: MailSendService;
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protected mailSendService: MailSendService;
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protected giftService: GiftService;
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protected giftService: GiftService;
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protected hashUtil: HashUtil;
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protected hashUtil: HashUtil;
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constructor(logger: ILogger, saveServer: SaveServer, timeUtil: TimeUtil, dialogueHelper: DialogueHelper, mailSendService: MailSendService, giftService: GiftService, hashUtil: HashUtil);
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constructor(logger: ILogger, saveServer: SaveServer, timeUtil: TimeUtil, dialogueHelper: DialogueHelper, profileHelper: ProfileHelper, randomUtil: RandomUtil, mailSendService: MailSendService, giftService: GiftService, hashUtil: HashUtil);
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/** Handle onUpdate spt event */
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/** Handle onUpdate spt event */
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update(): void;
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update(): void;
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/**
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/**
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@ -69,7 +73,7 @@ export declare class DialogueController {
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*/
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*/
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protected getDialogByIdFromProfile(profile: IAkiProfile, request: IGetMailDialogViewRequestData): Dialogue;
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protected getDialogByIdFromProfile(profile: IAkiProfile, request: IGetMailDialogViewRequestData): Dialogue;
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/**
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/**
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* Get the users involved in a mail between two entities
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* Get the users involved in a mail between two entities
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* @param fullProfile Player profile
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* @param fullProfile Player profile
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* @param dialogUsers The participants of the mail
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* @param dialogUsers The participants of the mail
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* @returns IUserDialogInfo array
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* @returns IUserDialogInfo array
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@ -88,21 +92,37 @@ export declare class DialogueController {
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* @returns true if uncollected rewards found
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* @returns true if uncollected rewards found
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*/
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*/
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protected messagesHaveUncollectedRewards(messages: Message[]): boolean;
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protected messagesHaveUncollectedRewards(messages: Message[]): boolean;
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/** Handle client/mail/dialog/remove */
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/**
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removeDialogue(dialogueID: string, sessionID: string): void;
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* Handle client/mail/dialog/remove
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setDialoguePin(dialogueID: string, shouldPin: boolean, sessionID: string): void;
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* Remove an entire dialog with an entity (trader/user)
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/** Handle client/mail/dialog/read */
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* @param dialogueId id of the dialog to remove
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setRead(dialogueIDs: string[], sessionID: string): void;
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* @param sessionId Player id
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*/
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removeDialogue(dialogueId: string, sessionId: string): void;
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/** Handle client/mail/dialog/pin && Handle client/mail/dialog/unpin */
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setDialoguePin(dialogueId: string, shouldPin: boolean, sessionId: string): void;
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/**
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* Handle client/mail/dialog/read
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* Set a dialog to be read (no number alert/attachment alert)
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* @param dialogueIds Dialog ids to set as read
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* @param sessionId Player profile id
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*/
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setRead(dialogueIds: string[], sessionId: string): void;
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/**
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/**
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* Handle client/mail/dialog/getAllAttachments
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* Handle client/mail/dialog/getAllAttachments
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* Get all uncollected items attached to mail in a particular dialog
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* Get all uncollected items attached to mail in a particular dialog
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* @param dialogueID Dialog to get mail attachments from
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* @param dialogueId Dialog to get mail attachments from
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* @param sessionID Session id
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* @param sessionId Session id
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* @returns
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* @returns
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*/
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*/
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getAllAttachments(dialogueID: string, sessionID: string): IGetAllAttachmentsResponse;
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getAllAttachments(dialogueId: string, sessionId: string): IGetAllAttachmentsResponse;
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/** client/mail/msg/send */
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/** client/mail/msg/send */
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sendMessage(sessionId: string, request: ISendMessageRequest): string;
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sendMessage(sessionId: string, request: ISendMessageRequest): string;
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/**
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* Send responses back to player when they communicate with SPT friend on friends list
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* @param sessionId Session Id
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* @param request send message request
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*/
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protected handleChatWithSPTFriend(sessionId: string, request: ISendMessageRequest): void;
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protected handleChatWithSPTFriend(sessionId: string, request: ISendMessageRequest): void;
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protected getSptFriendData(friendId?: string): IUserDialogInfo;
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protected getSptFriendData(friendId?: string): IUserDialogInfo;
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/**
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/**
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@ -132,7 +132,7 @@ export declare class QuestController {
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*/
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*/
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protected getQuestsFailedByCompletingQuest(completedQuestId: string): IQuest[];
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protected getQuestsFailedByCompletingQuest(completedQuestId: string): IQuest[];
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/**
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/**
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* Fail the quests provided
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* Fail the provided quests
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* Update quest in profile, otherwise add fresh quest object with failed status
|
* Update quest in profile, otherwise add fresh quest object with failed status
|
||||||
* @param sessionID session id
|
* @param sessionID session id
|
||||||
* @param pmcData player profile
|
* @param pmcData player profile
|
||||||
|
@ -40,6 +40,12 @@ export declare class BotLootGenerator {
|
|||||||
* @param botLevel Level of bot
|
* @param botLevel Level of bot
|
||||||
*/
|
*/
|
||||||
generateLoot(sessionId: string, botJsonTemplate: IBotType, isPmc: boolean, botRole: string, botInventory: PmcInventory, botLevel: number): void;
|
generateLoot(sessionId: string, botJsonTemplate: IBotType, isPmc: boolean, botRole: string, botInventory: PmcInventory, botLevel: number): void;
|
||||||
|
/**
|
||||||
|
* Force healing items onto bot to ensure they can heal in-raid
|
||||||
|
* @param botInventory Inventory to add items to
|
||||||
|
* @param botRole Role of bot (sptBear/sptUsec)
|
||||||
|
*/
|
||||||
|
protected addForcedMedicalItemsToPmcSecure(botInventory: PmcInventory, botRole: string): void;
|
||||||
protected getRandomisedCount(min: number, max: number, nValue: number): 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 is reached
|
* Take random items from a pool and add to an inventory until totalItemCount or totalValueLimit is reached
|
||||||
|
@ -3,6 +3,7 @@ import { Inventory } from "../models/eft/common/tables/IBotBase";
|
|||||||
import { Item } from "../models/eft/common/tables/IItem";
|
import { Item } from "../models/eft/common/tables/IItem";
|
||||||
import { Grid, ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
|
import { Grid, ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
|
||||||
import { EquipmentSlots } from "../models/enums/EquipmentSlots";
|
import { EquipmentSlots } from "../models/enums/EquipmentSlots";
|
||||||
|
import { ItemAddedResult } from "../models/enums/ItemAddedResult";
|
||||||
import { ILogger } from "../models/spt/utils/ILogger";
|
import { ILogger } from "../models/spt/utils/ILogger";
|
||||||
import { DatabaseServer } from "../servers/DatabaseServer";
|
import { DatabaseServer } from "../servers/DatabaseServer";
|
||||||
import { LocalisationService } from "../services/LocalisationService";
|
import { LocalisationService } from "../services/LocalisationService";
|
||||||
@ -72,7 +73,7 @@ export declare class BotWeaponGeneratorHelper {
|
|||||||
* @param inventory Inventory to add item+children into
|
* @param inventory Inventory to add item+children into
|
||||||
* @returns a `boolean` indicating item was added
|
* @returns a `boolean` indicating item was added
|
||||||
*/
|
*/
|
||||||
addItemWithChildrenToEquipmentSlot(equipmentSlots: string[], parentId: string, parentTpl: string, itemWithChildren: Item[], inventory: Inventory): boolean;
|
addItemWithChildrenToEquipmentSlot(equipmentSlots: string[], parentId: string, parentTpl: string, itemWithChildren: Item[], inventory: Inventory): ItemAddedResult;
|
||||||
/**
|
/**
|
||||||
* is the provided item allowed inside a container
|
* is the provided item allowed inside a container
|
||||||
* @param slot location item wants to be placed in
|
* @param slot location item wants to be placed in
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
import { IPmcData } from "../models/eft/common/IPmcData";
|
import { IPmcData } from "../models/eft/common/IPmcData";
|
||||||
import { Victim } from "../models/eft/common/tables/IBotBase";
|
import { Quest, Victim } from "../models/eft/common/tables/IBotBase";
|
||||||
import { Item } from "../models/eft/common/tables/IItem";
|
import { Item } from "../models/eft/common/tables/IItem";
|
||||||
import { ISaveProgressRequestData } from "../models/eft/inRaid/ISaveProgressRequestData";
|
import { ISaveProgressRequestData } from "../models/eft/inRaid/ISaveProgressRequestData";
|
||||||
import { ILostOnDeathConfig } from "../models/spt/config/ILostOnDeathConfig";
|
import { ILostOnDeathConfig } from "../models/spt/config/ILostOnDeathConfig";
|
||||||
@ -13,6 +13,7 @@ import { JsonUtil } from "../utils/JsonUtil";
|
|||||||
import { InventoryHelper } from "./InventoryHelper";
|
import { InventoryHelper } from "./InventoryHelper";
|
||||||
import { ItemHelper } from "./ItemHelper";
|
import { ItemHelper } from "./ItemHelper";
|
||||||
import { PaymentHelper } from "./PaymentHelper";
|
import { PaymentHelper } from "./PaymentHelper";
|
||||||
|
import { QuestHelper } from "./QuestHelper";
|
||||||
export declare class InRaidHelper {
|
export declare class InRaidHelper {
|
||||||
protected logger: ILogger;
|
protected logger: ILogger;
|
||||||
protected saveServer: SaveServer;
|
protected saveServer: SaveServer;
|
||||||
@ -20,12 +21,13 @@ export declare class InRaidHelper {
|
|||||||
protected itemHelper: ItemHelper;
|
protected itemHelper: ItemHelper;
|
||||||
protected databaseServer: DatabaseServer;
|
protected databaseServer: DatabaseServer;
|
||||||
protected inventoryHelper: InventoryHelper;
|
protected inventoryHelper: InventoryHelper;
|
||||||
|
protected questHelper: QuestHelper;
|
||||||
protected paymentHelper: PaymentHelper;
|
protected paymentHelper: PaymentHelper;
|
||||||
protected localisationService: LocalisationService;
|
protected localisationService: LocalisationService;
|
||||||
protected profileFixerService: ProfileFixerService;
|
protected profileFixerService: ProfileFixerService;
|
||||||
protected configServer: ConfigServer;
|
protected configServer: ConfigServer;
|
||||||
protected lostOnDeathConfig: ILostOnDeathConfig;
|
protected lostOnDeathConfig: ILostOnDeathConfig;
|
||||||
constructor(logger: ILogger, saveServer: SaveServer, jsonUtil: JsonUtil, itemHelper: ItemHelper, databaseServer: DatabaseServer, inventoryHelper: InventoryHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, profileFixerService: ProfileFixerService, configServer: ConfigServer);
|
constructor(logger: ILogger, saveServer: SaveServer, jsonUtil: JsonUtil, itemHelper: ItemHelper, databaseServer: DatabaseServer, inventoryHelper: InventoryHelper, questHelper: QuestHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, profileFixerService: ProfileFixerService, configServer: ConfigServer);
|
||||||
/**
|
/**
|
||||||
* Lookup quest item loss from lostOnDeath config
|
* Lookup quest item loss from lostOnDeath config
|
||||||
* @returns True if items should be removed from inventory
|
* @returns True if items should be removed from inventory
|
||||||
@ -61,6 +63,14 @@ export declare class InRaidHelper {
|
|||||||
* @returns Reset profile object
|
* @returns Reset profile object
|
||||||
*/
|
*/
|
||||||
updateProfileBaseStats(profileData: IPmcData, saveProgressRequest: ISaveProgressRequestData, sessionID: string): IPmcData;
|
updateProfileBaseStats(profileData: IPmcData, saveProgressRequest: ISaveProgressRequestData, sessionID: string): IPmcData;
|
||||||
|
/**
|
||||||
|
* Look for quests not are now status = fail that were not failed pre-raid and run the failQuest() function
|
||||||
|
* @param sessionId Player id
|
||||||
|
* @param pmcData Player profile
|
||||||
|
* @param preRaidQuests Quests prior to starting raid
|
||||||
|
* @param postRaidQuests Quest after raid
|
||||||
|
*/
|
||||||
|
protected processFailedQuests(sessionId: string, pmcData: IPmcData, preRaidQuests: Quest[], postRaidQuests: Quest[]): void;
|
||||||
protected resetSkillPointsEarnedDuringRaid(profile: IPmcData): void;
|
protected resetSkillPointsEarnedDuringRaid(profile: IPmcData): void;
|
||||||
/**
|
/**
|
||||||
* Take body part effects from client profile and apply to server profile
|
* Take body part effects from client profile and apply to server profile
|
||||||
|
@ -116,7 +116,7 @@ export declare class QuestHelper {
|
|||||||
* Get quests that can be shown to player after failing a quest
|
* Get quests that can be shown to player after failing a quest
|
||||||
* @param failedQuestId Id of the quest failed by player
|
* @param failedQuestId Id of the quest failed by player
|
||||||
* @param sessionId Session id
|
* @param sessionId Session id
|
||||||
* @returns
|
* @returns IQuest array
|
||||||
*/
|
*/
|
||||||
failedUnlocked(failedQuestId: string, sessionId: string): IQuest[];
|
failedUnlocked(failedQuestId: string, sessionId: string): IQuest[];
|
||||||
/**
|
/**
|
||||||
|
@ -69,6 +69,7 @@ export interface AvailableForProps {
|
|||||||
zoneId?: string;
|
zoneId?: string;
|
||||||
type?: boolean;
|
type?: boolean;
|
||||||
countInRaid?: boolean;
|
countInRaid?: boolean;
|
||||||
|
globalQuestCounterId?: any;
|
||||||
}
|
}
|
||||||
export interface AvailableForCounter {
|
export interface AvailableForCounter {
|
||||||
id: string;
|
id: string;
|
||||||
|
4
TypeScript/1LogToConsole/types/models/enums/ItemAddedResult.d.ts
vendored
Normal file
4
TypeScript/1LogToConsole/types/models/enums/ItemAddedResult.d.ts
vendored
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
export declare enum ItemAddedResult {
|
||||||
|
SUCCESS = 1,
|
||||||
|
NO_SPACE = 2
|
||||||
|
}
|
@ -7,5 +7,6 @@ export declare enum QuestRewardType {
|
|||||||
ASSORTMENT_UNLOCK = "AssortmentUnlock",
|
ASSORTMENT_UNLOCK = "AssortmentUnlock",
|
||||||
PRODUCTIONS_SCHEME = "ProductionScheme",
|
PRODUCTIONS_SCHEME = "ProductionScheme",
|
||||||
TRADER_STANDING_RESET = "TraderStandingReset",
|
TRADER_STANDING_RESET = "TraderStandingReset",
|
||||||
TRADER_STANDING_RESTORE = "TraderStandingRestore"
|
TRADER_STANDING_RESTORE = "TraderStandingRestore",
|
||||||
|
STASH_ROWS = "StashRows"
|
||||||
}
|
}
|
||||||
|
@ -31,5 +31,8 @@ export declare enum WildSpawnTypeNumber {
|
|||||||
BOSSZRYACHIY = 29,
|
BOSSZRYACHIY = 29,
|
||||||
FOLLOWERZRYACHIY = 30,
|
FOLLOWERZRYACHIY = 30,
|
||||||
ARENAFIGHTER = 31,
|
ARENAFIGHTER = 31,
|
||||||
ARENAFIGHTEREVENT = 32
|
ARENAFIGHTEREVENT = 32,
|
||||||
|
CRAZYASSAULTEVENT = 33,
|
||||||
|
SPTUSEC = 34,
|
||||||
|
SPTBEAR = 35
|
||||||
}
|
}
|
||||||
|
@ -62,6 +62,11 @@ export interface PresetBatch {
|
|||||||
gifter: number;
|
gifter: number;
|
||||||
test: number;
|
test: number;
|
||||||
exUsec: number;
|
exUsec: number;
|
||||||
|
arenaFighterEvent: number;
|
||||||
|
arenaFighter: number;
|
||||||
|
crazyAssaultEvent: number;
|
||||||
|
sptUsec: number;
|
||||||
|
sptBear: number;
|
||||||
}
|
}
|
||||||
export interface LootNvalue {
|
export interface LootNvalue {
|
||||||
scav: number;
|
scav: number;
|
||||||
|
@ -38,6 +38,8 @@ export interface IPmcConfig {
|
|||||||
enemyTypes: string[];
|
enemyTypes: string[];
|
||||||
/** How many levels above player level can a PMC be */
|
/** How many levels above player level can a PMC be */
|
||||||
botRelativeLevelDeltaMax: number;
|
botRelativeLevelDeltaMax: number;
|
||||||
|
/** Force a number of healing items into PMCs secure container to ensure they can heal */
|
||||||
|
forceHealingItemsIntoSecure: boolean;
|
||||||
}
|
}
|
||||||
export interface PmcTypes {
|
export interface PmcTypes {
|
||||||
usec: string;
|
usec: string;
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||||
|
|
||||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||||
|
|
||||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
|||||||
|
|
||||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||||
|
|
||||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||||
|
|
||||||
You can get VSCodium here: https://vscodium.com/#install
|
You can get VSCOde here: https://code.visualstudio.com/
|
||||||
|
|
||||||
## **Workspace:**
|
## **Workspace:**
|
||||||
|
|
||||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
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Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
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Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
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