A similar field can also be seen in static container generation which the value is respected
Also Limited the amount of random draws to avoid going over the `desiredSpawnpointCount`
- Consider a potential mod that changes every spawn point's `IsAlwaysSpawn` to true, then there is absolute no point for the generator to draw them again and only to have them removed during dedupe
Co-authored-by: qe201020335 <qe201020335@sina.com>
Reviewed-on: SPT-AKI/Server#226
Co-authored-by: qe201020335 <qe201020335@noreply.dev.sp-tarkov.com>
Co-committed-by: qe201020335 <qe201020335@noreply.dev.sp-tarkov.com>
Clone flea items prior to passing them off to the createSingleOfferForItem method
This change results in more armor on the flea having 100% durability, and less having identical non-max durability values
Resolves: SPT-AKI/Issues#447
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Server#223
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Updated `getItemQualityModifierForOfferItems()` to return root items quality modifer when its a weapon
Fixed `getItemQualityModifierForOfferItems()` assuming quality started at 1
The rewardItem.target has to be set after the item IDs are regenerated, so it gets the new root item ID
Resolves: SPT-AKI/Issues#470
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: SPT-AKI/Server#219
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Removed unused legacy function `placeItemInInventoryLegacy()`
Dont return stash layout as result in `fillContainerMapWithItem()`
Added small optimisation to `fillContainerMapWithItem()`, check if all slots of failled before trying to fit item
Expanded `condition` config system to separate out current and max durability
Added missing armor config settings
Rewrote weapon durability method `randomiseWeaponDurabilityValues()` to do work similar to `randomiseArmorDurabilityValues()`
Fixed various items being classified as ARMORED_EQUIPMENT and using the wrong category config values
Moved ARMORED_EQUIPMENT to bottom of config so its chosen last, fixes vests being flagged as wrong item
- Implemented deep cloning of input Items to prevent mutation.
- Reordered parameters: Items (required) now precede PMC data (optional).
- Updated method calls to bring them inline with these changes.
- Resolves an issue in bot generation caused by a missing parameter when calling the `shouldModBeSpawned` method.
- Adds a optional chaining operator within a condition to safeguard against undefined errors.
Contributed by: barlog_m
Thank you! :D