import { inject, injectAll, injectable } from "tsyringe"; import { BotEquipmentModGenerator } from "@spt-aki/generators/BotEquipmentModGenerator"; import { IInventoryMagGen } from "@spt-aki/generators/weapongen/IInventoryMagGen"; import { InventoryMagGen } from "@spt-aki/generators/weapongen/InventoryMagGen"; import { BotGeneratorHelper } from "@spt-aki/helpers/BotGeneratorHelper"; import { BotWeaponGeneratorHelper } from "@spt-aki/helpers/BotWeaponGeneratorHelper"; import { ItemHelper } from "@spt-aki/helpers/ItemHelper"; import { WeightedRandomHelper } from "@spt-aki/helpers/WeightedRandomHelper"; import { IPreset } from "@spt-aki/models/eft/common/IGlobals"; import { Inventory as PmcInventory } from "@spt-aki/models/eft/common/tables/IBotBase"; import { GenerationData, Inventory, ModsChances } from "@spt-aki/models/eft/common/tables/IBotType"; import { Item } from "@spt-aki/models/eft/common/tables/IItem"; import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem"; import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes"; import { EquipmentSlots } from "@spt-aki/models/enums/EquipmentSlots"; import { GenerateWeaponResult } from "@spt-aki/models/spt/bots/GenerateWeaponResult"; import { IBotConfig } from "@spt-aki/models/spt/config/IBotConfig"; import { IPmcConfig } from "@spt-aki/models/spt/config/IPmcConfig"; import { IRepairConfig } from "@spt-aki/models/spt/config/IRepairConfig"; import { ILogger } from "@spt-aki/models/spt/utils/ILogger"; import { ConfigServer } from "@spt-aki/servers/ConfigServer"; import { DatabaseServer } from "@spt-aki/servers/DatabaseServer"; import { BotWeaponModLimitService } from "@spt-aki/services/BotWeaponModLimitService"; import { LocalisationService } from "@spt-aki/services/LocalisationService"; import { RepairService } from "@spt-aki/services/RepairService"; import { HashUtil } from "@spt-aki/utils/HashUtil"; import { JsonUtil } from "@spt-aki/utils/JsonUtil"; import { RandomUtil } from "@spt-aki/utils/RandomUtil"; @injectable() export class BotWeaponGenerator { protected readonly modMagazineSlotId = "mod_magazine"; protected botConfig: IBotConfig; protected pmcConfig: IPmcConfig; protected repairConfig: IRepairConfig; constructor( @inject("JsonUtil") protected jsonUtil: JsonUtil, @inject("WinstonLogger") protected logger: ILogger, @inject("HashUtil") protected hashUtil: HashUtil, @inject("DatabaseServer") protected databaseServer: DatabaseServer, @inject("ItemHelper") protected itemHelper: ItemHelper, @inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper, @inject("BotGeneratorHelper") protected botGeneratorHelper: BotGeneratorHelper, @inject("RandomUtil") protected randomUtil: RandomUtil, @inject("ConfigServer") protected configServer: ConfigServer, @inject("BotWeaponGeneratorHelper") protected botWeaponGeneratorHelper: BotWeaponGeneratorHelper, @inject("BotWeaponModLimitService") protected botWeaponModLimitService: BotWeaponModLimitService, @inject("BotEquipmentModGenerator") protected botEquipmentModGenerator: BotEquipmentModGenerator, @inject("LocalisationService") protected localisationService: LocalisationService, @inject("RepairService") protected repairService: RepairService, @injectAll("InventoryMagGen") protected inventoryMagGenComponents: IInventoryMagGen[], ) { this.botConfig = this.configServer.getConfig(ConfigTypes.BOT); this.pmcConfig = this.configServer.getConfig(ConfigTypes.PMC); this.repairConfig = this.configServer.getConfig(ConfigTypes.REPAIR); this.inventoryMagGenComponents.sort((a, b) => a.getPriority() - b.getPriority()); } /** * 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 */ public generateRandomWeapon( sessionId: string, equipmentSlot: string, botTemplateInventory: Inventory, weaponParentId: string, modChances: ModsChances, botRole: string, isPmc: boolean, botLevel: number, ): GenerateWeaponResult { const weaponTpl = this.pickWeightedWeaponTplFromPool(equipmentSlot, botTemplateInventory); return this.generateWeaponByTpl( sessionId, weaponTpl, equipmentSlot, botTemplateInventory, weaponParentId, modChances, botRole, isPmc, botLevel, ); } /** * 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 */ public pickWeightedWeaponTplFromPool(equipmentSlot: string, botTemplateInventory: Inventory): string { const weaponPool = botTemplateInventory.equipment[equipmentSlot]; return this.weightedRandomHelper.getWeightedValue(weaponPool); } /** * 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 */ public generateWeaponByTpl( sessionId: string, weaponTpl: string, equipmentSlot: string, botTemplateInventory: Inventory, weaponParentId: string, modChances: ModsChances, botRole: string, isPmc: boolean, botLevel: number, ): GenerateWeaponResult { const modPool = botTemplateInventory.mods; const weaponItemTemplate = this.itemHelper.getItem(weaponTpl)[1]; if (!weaponItemTemplate) { this.logger.error(this.localisationService.getText("bot-missing_item_template", weaponTpl)); this.logger.error(`WeaponSlot -> ${equipmentSlot}`); return; } // Find ammo to use when filling magazines/chamber if (!botTemplateInventory.Ammo) { this.logger.error(this.localisationService.getText("bot-no_ammo_found_in_bot_json", botRole)); throw new Error(this.localisationService.getText("bot-generation_failed")); } const ammoTpl = this.getWeightedCompatibleAmmo(botTemplateInventory.Ammo, weaponItemTemplate); // Create with just base weapon item let weaponWithModsArray = this.constructWeaponBaseArray( weaponTpl, weaponParentId, equipmentSlot, weaponItemTemplate, botRole, ); // Chance to add randomised weapon enhancement if (isPmc && this.randomUtil.getChance100(this.pmcConfig.weaponHasEnhancementChancePercent)) { const weaponConfig = this.repairConfig.repairKit.weapon; this.repairService.addBuff(weaponConfig, weaponWithModsArray[0]); } // Add mods to weapon base if (Object.keys(modPool).includes(weaponTpl)) { const botEquipmentRole = this.botGeneratorHelper.getBotEquipmentRole(botRole); const modLimits = this.botWeaponModLimitService.getWeaponModLimits(botEquipmentRole); weaponWithModsArray = this.botEquipmentModGenerator.generateModsForWeapon( sessionId, weaponWithModsArray, modPool, weaponWithModsArray[0]._id, weaponItemTemplate, modChances, ammoTpl, botRole, botLevel, modLimits, botEquipmentRole, ); } // Use weapon preset from globals.json if weapon isnt valid if (!this.isWeaponValid(weaponWithModsArray, botRole)) { // Weapon is bad, fall back to weapons preset weaponWithModsArray = this.getPresetWeaponMods( weaponTpl, equipmentSlot, weaponParentId, weaponItemTemplate, botRole, ); } // Fill existing magazines to full and sync ammo type for (const magazine of weaponWithModsArray.filter((x) => x.slotId === this.modMagazineSlotId)) { this.fillExistingMagazines(weaponWithModsArray, magazine, ammoTpl); } // Add cartridge(s) to gun chamber(s) if ( weaponItemTemplate._props.Chambers?.length > 0 && weaponItemTemplate._props.Chambers[0]?._props?.filters[0]?.Filter?.includes(ammoTpl) ) { // Guns have variety of possible Chamber ids, patron_in_weapon/patron_in_weapon_000/patron_in_weapon_001 const chamberSlotNames = weaponItemTemplate._props.Chambers.map(x => x._name); this.addCartridgeToChamber(weaponWithModsArray, ammoTpl, chamberSlotNames); } // Fill UBGL if found const ubglMod = weaponWithModsArray.find((x) => x.slotId === "mod_launcher"); let ubglAmmoTpl: string = undefined; if (ubglMod) { const ubglTemplate = this.itemHelper.getItem(ubglMod._tpl)[1]; ubglAmmoTpl = this.getWeightedCompatibleAmmo(botTemplateInventory.Ammo, ubglTemplate); this.fillUbgl(weaponWithModsArray, ubglMod, ubglAmmoTpl); } return { weapon: weaponWithModsArray, chosenAmmoTpl: ammoTpl, chosenUbglAmmoTpl: ubglAmmoTpl, weaponMods: modPool, weaponTemplate: weaponItemTemplate, }; } /** * 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 { for (const slotId of chamberSlotIds) { const existingItemWithSlot = weaponWithModsArray.find((x) => x.slotId === slotId); if (!existingItemWithSlot) { // Not found, add new slot to weapon weaponWithModsArray.push({ _id: this.hashUtil.generate(), _tpl: ammoTpl, parentId: weaponWithModsArray[0]._id, slotId: slotId, upd: { StackObjectsCount: 1 }, }); } else { // Already exists, update values existingItemWithSlot._tpl = ammoTpl; existingItemWithSlot.upd = { StackObjectsCount: 1 }; } } } /** * 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[] { return [{ _id: this.hashUtil.generate(), _tpl: weaponTpl, parentId: weaponParentId, slotId: equipmentSlot, ...this.botGeneratorHelper.generateExtraPropertiesForItem(weaponItemTemplate, botRole), }]; } /** * 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[] { // Invalid weapon generated, fallback to preset this.logger.warning( this.localisationService.getText("bot-weapon_generated_incorrect_using_default", weaponTpl), ); const weaponMods = []; // TODO: Right now, preset weapons trigger a lot of warnings regarding missing ammo in magazines & such let preset: IPreset; for (const presetObj of Object.values(this.databaseServer.getTables().globals.ItemPresets)) { if (presetObj._items[0]._tpl === weaponTpl) { preset = this.jsonUtil.clone(presetObj); break; } } if (preset) { const parentItem = preset._items[0]; preset._items[0] = { ...parentItem, ...{ parentId: weaponParentId, slotId: equipmentSlot, ...this.botGeneratorHelper.generateExtraPropertiesForItem(itemTemplate, botRole), }, }; weaponMods.push(...preset._items); } else { throw new Error(this.localisationService.getText("bot-missing_weapon_preset", weaponTpl)); } return weaponMods; } /** * 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 { for (const mod of weaponItemArray) { const modDbTemplate = this.itemHelper.getItem(mod._tpl)[1]; if (!modDbTemplate._props.Slots?.length) { continue; } // Iterate over slots in db item, if required, check tpl in that slot matches the filter list for (const modSlot of modDbTemplate._props.Slots) { // Ignore optional mods if (!modSlot._required) { continue; } const allowedTpls = modSlot._props.filters[0].Filter; const slotName = modSlot._name; const weaponSlotItem = weaponItemArray.find((x) => x.parentId === mod._id && x.slotId === slotName); if (!weaponSlotItem) { this.logger.warning( this.localisationService.getText("bot-weapons_required_slot_missing_item", { modSlot: modSlot._name, modName: modDbTemplate._name, slotId: mod.slotId, botRole: botRole, }), ); return false; } if (!allowedTpls.includes(weaponSlotItem._tpl)) { this.logger.warning( this.localisationService.getText("bot-weapon_contains_invalid_item", { modSlot: modSlot._name, modName: modDbTemplate._name, weaponTpl: weaponSlotItem._tpl, }), ); return false; } } } return true; } /** * 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 */ public addExtraMagazinesToInventory( generatedWeaponResult: GenerateWeaponResult, magWeights: GenerationData, inventory: PmcInventory, botRole: string, ): void { const weaponAndMods = generatedWeaponResult.weapon; const weaponTemplate = generatedWeaponResult.weaponTemplate; const magazineTpl = this.getMagazineTplFromWeaponTemplate(weaponAndMods, weaponTemplate, botRole); const magTemplate = this.itemHelper.getItem(magazineTpl)[1]; if (!magTemplate) { this.logger.error(this.localisationService.getText("bot-unable_to_find_magazine_item", magazineTpl)); return; } const ammoTemplate = this.itemHelper.getItem(generatedWeaponResult.chosenAmmoTpl)[1]; if (!ammoTemplate) { this.logger.error( this.localisationService.getText("bot-unable_to_find_ammo_item", generatedWeaponResult.chosenAmmoTpl), ); return; } // Has an UBGL if (generatedWeaponResult.chosenUbglAmmoTpl) { this.addUbglGrenadesToBotInventory(weaponAndMods, generatedWeaponResult, inventory); } const inventoryMagGenModel = new InventoryMagGen( magWeights, magTemplate, weaponTemplate, ammoTemplate, inventory, ); this.inventoryMagGenComponents.find((v) => v.canHandleInventoryMagGen(inventoryMagGenModel)).process( inventoryMagGenModel, ); // Add x stacks of bullets to SecuredContainer (bots use a magic mag packing skill to reload instantly) this.addAmmoToSecureContainer( this.botConfig.secureContainerAmmoStackCount, generatedWeaponResult.chosenAmmoTpl, ammoTemplate._props.StackMaxSize, inventory, ); } /** * 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 { // Find ubgl mod item + get details of it from db const ubglMod = weaponMods.find((x) => x.slotId === "mod_launcher"); const ubglDbTemplate = this.itemHelper.getItem(ubglMod._tpl)[1]; // Define min/max of how many grenades bot will have const ubglMinMax: GenerationData = { // eslint-disable-next-line @typescript-eslint/naming-convention weights: { "1": 1, "2": 1 }, whitelist: [], }; // get ammo template from db const ubglAmmoDbTemplate = this.itemHelper.getItem(generatedWeaponResult.chosenUbglAmmoTpl)[1]; // Add greandes to bot inventory const ubglAmmoGenModel = new InventoryMagGen( ubglMinMax, ubglDbTemplate, ubglDbTemplate, ubglAmmoDbTemplate, inventory, ); this.inventoryMagGenComponents.find((v) => v.canHandleInventoryMagGen(ubglAmmoGenModel)).process( ubglAmmoGenModel, ); // Store extra grenades in secure container this.addAmmoToSecureContainer(5, generatedWeaponResult.chosenUbglAmmoTpl, 20, inventory); } /** * 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 { for (let i = 0; i < stackCount; i++) { const id = this.hashUtil.generate(); this.botWeaponGeneratorHelper.addItemWithChildrenToEquipmentSlot( [EquipmentSlots.SECURED_CONTAINER], id, ammoTpl, [{ _id: id, _tpl: ammoTpl, upd: { StackObjectsCount: stackSize } }], inventory, ); } } /** * 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 { const magazine = weaponMods.find((m) => m.slotId === this.modMagazineSlotId); if (!magazine) { // Edge case - magazineless chamber loaded weapons dont have magazines, e.g. mp18 // return default mag tpl if (weaponTemplate._props.ReloadMode === "OnlyBarrel") { return this.botWeaponGeneratorHelper.getWeaponsDefaultMagazineTpl(weaponTemplate); } // log error if no magazine AND not a chamber loaded weapon (e.g. shotgun revolver) if (!weaponTemplate._props.isChamberLoad) { // Shouldn't happen this.logger.warning( this.localisationService.getText("bot-weapon_missing_magazine_or_chamber", {weaponId: weaponTemplate._id, botRole: botRole}), ); } const defaultMagTplId = this.botWeaponGeneratorHelper.getWeaponsDefaultMagazineTpl(weaponTemplate); this.logger.debug( `[${botRole}] Unable to find magazine for weapon: ${weaponTemplate._id} ${weaponTemplate._name}, using mag template default: ${defaultMagTplId}.`, ); return defaultMagTplId; } return magazine._tpl; } /** * 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>, weaponTemplate: ITemplateItem, ): string { const desiredCaliber = this.getWeaponCaliber(weaponTemplate); const compatibleCartridges = this.jsonUtil.clone(ammo[desiredCaliber]); if (!compatibleCartridges || compatibleCartridges?.length === 0) { this.logger.debug( this.localisationService.getText("bot-no_caliber_data_for_weapon_falling_back_to_default", { weaponId: weaponTemplate._id, weaponName: weaponTemplate._name, defaultAmmo: weaponTemplate._props.defAmmo, }), ); // Immediately returns, as default ammo is guaranteed to be compatible return weaponTemplate._props.defAmmo; } let chosenAmmoTpl: string; while (!chosenAmmoTpl) { const possibleAmmo = this.weightedRandomHelper.getWeightedValue(compatibleCartridges); // Weapon has chamber but does not support cartridge if (weaponTemplate._props.Chambers[0] && !weaponTemplate._props.Chambers[0]._props.filters[0].Filter.includes(possibleAmmo) ) { // Ran out of possible choices, use default ammo if (Object.keys(compatibleCartridges).length === 0) { this.logger.debug( this.localisationService.getText("bot-incompatible_ammo_for_weapon_falling_back_to_default", { chosenAmmo: chosenAmmoTpl, weaponId: weaponTemplate._id, weaponName: weaponTemplate._name, defaultAmmo: weaponTemplate._props.defAmmo, }), ); // Set ammo to default and exit chosenAmmoTpl = weaponTemplate._props.defAmmo; break; } // Not compatible, remove item from possible list and try again delete compatibleCartridges[possibleAmmo]; } else { // Compatible ammo found chosenAmmoTpl = possibleAmmo; break; } } return chosenAmmoTpl; } /** * Get a weapons compatible cartridge caliber * @param weaponTemplate Weapon to look up caliber of * @returns caliber as string */ protected getWeaponCaliber(weaponTemplate: ITemplateItem): string { if (weaponTemplate._props.Caliber) { return weaponTemplate._props.Caliber; } if (weaponTemplate._props.ammoCaliber) { // 9x18pmm has a typo, should be Caliber9x18PM return weaponTemplate._props.ammoCaliber === "Caliber9x18PMM" ? "Caliber9x18PM" : weaponTemplate._props.ammoCaliber; } if (weaponTemplate._props.LinkedWeapon) { const ammoInChamber = this.itemHelper.getItem( weaponTemplate._props.Chambers[0]._props.filters[0].Filter[0], ); if (!ammoInChamber[0]) { return; } return ammoInChamber[1]._props.Caliber; } } /** * 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 { const magazineTemplate = this.itemHelper.getItem(magazine._tpl)[1]; if (!magazineTemplate) { this.logger.error(this.localisationService.getText("bot-unable_to_find_magazine_item", magazine._tpl)); return; } // Magazine, usually const parentItem = this.itemHelper.getItem(magazineTemplate._parent)[1]; // the revolver shotgun uses a magazine with chambers, not cartridges ("camora_xxx") // Exchange of the camora ammo is not necessary we could also just check for stackSize > 0 here // and remove the else if (this.botWeaponGeneratorHelper.magazineIsCylinderRelated(parentItem._name)) { this.fillCamorasWithAmmo(weaponMods, magazine._id, cartridgeTpl); } else { this.addOrUpdateMagazinesChildWithAmmo(weaponMods, magazine, cartridgeTpl, magazineTemplate); } } /** * 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 { weaponMods.push({ _id: this.hashUtil.generate(), _tpl: ubglAmmoTpl, parentId: ubglMod._id, slotId: "patron_in_weapon", upd: { StackObjectsCount: 1 }, }); } /** * 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 { const magazineCartridgeChildItem = weaponWithMods.find((m) => m.parentId === magazine._id && m.slotId === "cartridges" ); if (magazineCartridgeChildItem) { // Delete the existing cartridge object and create fresh below weaponWithMods.splice(weaponWithMods.indexOf(magazineCartridgeChildItem), 1); } // Create array with just magazine const magazineWithCartridges = [magazine]; // Add full cartridge child items to above array this.itemHelper.fillMagazineWithCartridge(magazineWithCartridges, magazineTemplate, chosenAmmoTpl, 1); // Replace existing magazine with above array of mag + cartridge stacks weaponWithMods.splice(weaponWithMods.indexOf(magazine), 1, ...magazineWithCartridges); } /** * 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 { // for CylinderMagazine we exchange the ammo in the "camoras". // This might not be necessary since we already filled the camoras with a random whitelisted and compatible ammo type, // but I'm not sure whether this is also used elsewhere const camoras = weaponMods.filter((x) => x.parentId === magazineId && x.slotId.startsWith("camora")); for (const camora of camoras) { camora._tpl = ammoTpl; if (camora.upd) { camora.upd.StackObjectsCount = 1; } else { camora.upd = { StackObjectsCount: 1 }; } } } }