Store meta-data on weapon as its being generated e.g. if it has an optic/front sight/rear sight
use above meta-data to force a low/high profile gas block on weapon during generation
Rebranded src code and scripts to SPT
Co-authored-by: clodan <clodan@clodan.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/345
Co-authored-by: Alex <clodan@noreply.dev.sp-tarkov.com>
Co-committed-by: Alex <clodan@noreply.dev.sp-tarkov.com>
I don't want em'. Grumble. Ahem...
This change allows for "extra" parentheses to be added in situations where, without them, the code could possibly, potentially be seen as maybe a little-bit, tiny confusing.
Also, fixes a bunch of other ESLint errors. Mostly down to naming warnings now. Mostly.
Comment changes
Variable change
Only log debug message when default mod not found + multiple choices exist in pool
Fixed possible nullref if `getMatchingPreset()` returns null
This is the first pass of ESLint on the codebase.
ESLint formatting is less strict when it comes to line-length and line-breaks then dprint/biome, so if you see formatting that you don't like... fix it! It shouldn't require a configuration change.
- This should merge clean into master (when the time comes).
- This will not merge clean into `3.9.0-DEV`, but the conflicts aren't that bad.
Fixes a number of Biome linting issues:
- Variable implicitly has the any type.
- Use a function type instead of a call signature.
- Reassigning a function parameter is confusing.
- Suppression comment is not being used
This prevents weapons from getting the default mods for their base preset when they won't fit other required mods.
This was observed on the AK-74M, where the weapon generator would choose the VDM CS gas tube, which is incompatible with the default AK-74 polymer handguard (6P20 Sb.9).
When this occurs, the generator will bypass the default mod selection and instead choose from the loot pool assigned to the handguard in the bot configs.
https://dev.sp-tarkov.com/SPT-AKI/Issues/issues/596
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/299
Co-authored-by: Brent <wiggyvidyadev@gmail.com>
Co-committed-by: Brent <wiggyvidyadev@gmail.com>
- Made the sessionId parameter for generateBotNickname optional and marked it as deprecated, to be removed in v3.9. It wasn't being used.
- Refactored the tests for the generateBotNickname method in the BotGenerator class. Mostly to bring it inline with v3.8 changes to the structure of botGenerationDetails.
- Don't try to add items to the airdrop if the filtered item list is empty
- If we somehow get into `findAndAddRandomPresetToLoot` with an empty list, don't try to output the id of undefined
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/280
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Turns out `Array.filter` returns the filtered array, it doesn't modify the passed in array
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/277
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
- Dumped from the client using an aki-debugging patch
- Contains all extracts according to the map data, with a side indicator
- Cleaned up ILocation vs ILocationData duplication
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/266
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
- Switch item cost calculation to use a new helper that checks for a preset first, to more accurately keep track of the budget
- Subtract weapon price from reward budget
- Decrement reward counter for skipped ammo
- Add a new helper for filtering the reward pool by budget, so it's consistent in the two places it's done
- Add a metric boatload of debug output for daily generation
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/256
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Added % chance to have loot to config
Added currency added weigfht system to config (only roubles by default)
Added allowed wallet types array to config
Added WZ wallet to pool of wallets to add money to
Fixed bug where itemCount type was incorrect
Remove a tpl from loot pool once an item limit has been reached - prevents it being picked over and over
Remove loot data from pmc jsons as its generated dynamically, adding data into jsons now acts as an override for the dynamic generation
Reduced rouble max count to 1 for PMCs
Split PMC loot caches by side (usec/bear)
All loot is now weighted - weights come from offline-live bot dumps
Removed `lootNValue` - loot is no longer picked by its value
Regenerated bot loot files - i saw some additional weapons get added to scavs
Also move the relaxation key single spawn limit to Streets instead of shoreline
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/231
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
It now returns an empty array if the pool is initially empty.
This function does not guarantee the number of elements returned because it will break out the loop early if the pool is exhausted.
Co-authored-by: qe201020335 <qe201020335@sina.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/227
Co-authored-by: qe201020335 <qe201020335@noreply.dev.sp-tarkov.com>
Co-committed-by: qe201020335 <qe201020335@noreply.dev.sp-tarkov.com>
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: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/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: https://dev.sp-tarkov.com/SPT-AKI/Issues/issues/447
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/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: https://dev.sp-tarkov.com/SPT-AKI/Issues/issues/470
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/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