352 lines
9.6 KiB
Markdown
352 lines
9.6 KiB
Markdown
# Server
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Modding framework for Escape From Tarkov
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[![Build Status](https://drone.sp-tarkov.com/api/badges/SPT-AKI/Server/status.svg?ref=refs/heads/development)](https://drone.sp-tarkov.com/SPT-AKI/Server)
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[![Quality Gate Status](https://sonar.sp-tarkov.com/api/project_badges/measure?project=AKI&metric=alert_status&token=d3b87ff5fac591c1f49a57d4a2883c92bfe6a77f)](https://sonar.sp-tarkov.com/dashboard?id=AKI)
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## Privacy
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SPT is an open source project. Your commit credentials as author of a commit will be visible by anyone. Please make sure you understand this before submitting a PR.
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Feel free to use a "fake" username and email on your commits by using the following commands:
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```bash
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git config --local user.name "USERNAME"
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git config --local user.email "USERNAME@SOMETHING.com"
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```
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## Requirements
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- NodeJS (with npm)
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- Visual Studio Code
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- git [LFS](https://git-lfs.github.com/)
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## Observations
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- The server was tested to work with **NodeJS 18.15.0**, if you are using a different version and experiencing difficulties change it before looking for support
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- If you are updating a branch you've had for some time, run `npm ci` before running any tasks. This will run the clean and install target from npm.
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- You can debug your mods using the server, just copy your mod files into the `user/mods` folder and put breakpoints on the **JS** files. **DO NOT** contact the dev team for support on this.
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## Pulling
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- Run `git lfs fetch` and `git lfs pull` to acquire loot files
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## Setup
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1. Visual Studio Code > File > Open Workspace... > `project\Server.code-workspace`
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2. Visual Studio Code > Terminal > Run Task... > npm > npm: Install
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## Build
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This is for preparing for a release, not to run locally.
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**Mode** | **Location**
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-------- | -----------------------------------------------------------------
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release | Visual Studio Code > Terminal > Run Build Task... > build:release
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debug | Visual Studio Code > Terminal > Run Build Task... > build:debug
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## Test / Run locally
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Visual Studio Code > Run > Start Debugging
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# Features
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## Progression
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Player profile is stored in SPT folder as a JSON file, allowing for changes to persist
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- Scav:
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- Stats increase by doing scav raids
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- Skills increase by doing scav raids
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- Scav reputation system (Karma)
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- Scavs hostile below certain level
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- Scav run cooldown adjustment
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- Scav follow chance adjustment
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- Scav case
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- ~~Completion time adjustment~~ NOT IMPLEMENTED
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- ~~Equipment chance adjustment~~ NOT IMPLEMENTED
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- Bosses hostile below certain level
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- ~~Exfil price adjustment~~ NOT IMPLEMENTED
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- Improved gear with higher rep
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- Increase rep by exiting through car extracts
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- PMC:
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- Stats increase by doing PMC raids
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- Skills increase by doing PMC raids
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- Hydration/food
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- Increase out of raid
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- Post-raid levels are persisted to profile
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- Raid stat tracking
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- Raid count
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- Survived count
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- KIA count
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- MIA count
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- AWOL count
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- Kills count
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## Bots
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- Emulated bots:
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- assault (scav)
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- bossBully (Reshalla)
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- bossGluhar
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- bossKilla
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- bossKnight
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- bossKojainy (Shturman)
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- bossSanitar
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- bossTagilla
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- bossZryachiy
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- bossBoar (Kaban)
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- bossBoarSniper
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- curedAssault
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- exUsec (Rogue)
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- followerBigPipe
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- Grenade launcher
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- followerBirdEye
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- followerBoar
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- followerBully
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- followerGluharAssault
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- followerGluharScout
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- followerGluharSecurity
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- followerGluharSnipe
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- followerKojaniy
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- followerSanitar
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- followerzryachiy
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- gifter (Santa)
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- Gives gifts (partially implemented)
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- marksman
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- pmcBot (Raider)
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- sectantPriest (Cultist)
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- sectantWarrior (Cultist)
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- Gear
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- Semi-randomised gear chosen with weighting system
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- Randomised durability of gear
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- Ammo
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- Ammo weighting system to mimic live
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- Loot
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- Semi-randomised loot
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- Item type spawn limit system
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- Per-map AI types
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## PMCs
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- Simulated PMC players
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- Custom weapons
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- Semi-randomly generated with weighting system
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- Semi-randomly chosen ammo with weighting system
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- Custom gear
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- Semi-randomly generated with weighting system
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- Custom headgear
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- Randomised attachments with percentage based chance to appear
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- Face shields
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- Flashlights
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- Randomised AI brains
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- Chooses random AI behaviour from pool of possible bot types (e.g. raider/rogue/killa)
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- Dogtags
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- Random level
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- Random name
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- Voices
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- Bear/usec voices for each faction
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- Loot item blacklist/whitelist
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- Highly configurable in config
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- Level-relative gear for PMCs from levels 1-15 and 15+
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- 1-15 bots have lower-tier items
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- 15+ bots have access to anything
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## Inventory
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- Move/split/delete stacks
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- Tags (add/modify/remove)
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- Armor/weapon kit item repair
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- Auto-sort
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- Out of raid healing
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- Out of raid eating
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- Special slots (compass etc)
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## Traders
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- Buy/Sell
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- Listed items are refreshed every hour
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- purchase limits per refresh period
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- Track sold rouble count
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- Loyalty levels
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- Build reputation
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- Item repair
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- Calculate randomised durability level based on item type/values
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- Alternate clothing from Ragman
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- Buy/unlock new clothing
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- Insurance
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- chance for items to be returned - higher chance for more expensive trader
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- Chance parts will be stripped from returned weapons
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- Fence
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- Lists random items for sale
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- Emulated system of 'churn' for items sold by fence
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- every 4 minutes 20% of fences' items are replaced
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- Configurable through config
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## Flea market
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- Buy and sell items
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- Prices pulled from live data
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- Listing tax fee
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- Offer filtering
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- Offer search
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- Filter by item
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- Linked search
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- Simulated player offers
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- Generated with random names/ratings/expiry times
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- Variable prices based on live price (20% above/below)
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- Weapon presets as offers
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- Bartering offers
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- Listed currency
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- Rouble
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- Euro
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- Dollar
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- Rating
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- Increase flea rating by selling items
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- Decrease flea rating by failing to sell items
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- Will be purchased by simulated players
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- Greater chance listed item will be purchased the lower it is listed for
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- Adjust flea prices that are massively below trader buy price
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- Receive purchased item through mail from seller
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- Sorting by
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- Rating
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- Price
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- Name
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- Configurable using config
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## Quests
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- ~~Accurate quest list~~ INCOMPLETE (85% complete)
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- Trader quests
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- Accept/Complete
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- Daily Quests
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- Simulated system of daily quests
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- Replace daily quest
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- Replace quest with new one
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- Charged fee
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- Scav daily quests
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- Types
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- Elimination
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- Exit location
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- Find
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- Trader item unlocks through completion of quests
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- Receive mail from traders after accepting/completing/failing a quest
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- Item rewards given through mail
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## Hideout
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- Areas supported
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- Air filter
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- Air filter degradation speed calculation
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- Skill levelling boost + 40%
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- Bitcoin farm
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- Coin generation speed calculation
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- Booze generator
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- Create moonshine
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- Generator
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- Fuel usage calculation
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- Heating
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- Energy regen rate
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- Negative effects removal rate x2
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- Illumination
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- Intel centre
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- ~~Unlocks scav tasks from fence~~ NOT IMPLEMENTED - unlocks at level 5
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- ~~Reduces insurance return time by 20%~~ NOT IMPLEMENTED
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- Quest money reward boost
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- Lavatory
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- Library
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- Medstation
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- Nutrition unit
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- Rest space
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- Scav case
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- Custom reward system
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- Configurable in config
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- Security
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- Shooting range
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- Solar power
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- Stash
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- Gives bonus storage space
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- Vents
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- Water collector
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- Workbench
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- Christmas tree
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- Item crafting
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- Found in raid on completion
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- Crafts when server not running
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## Weapon building
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- Create weapon presets
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- Saving of presets
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## Raids
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- Supported maps
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- Customs
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- Factory day
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- Factory night
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- Reserve
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- Woods
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- Lighthouse
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- Laboratory
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- Shoreline
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- Streets
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- Loot
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- Generated from over 30,000 loot runs on live, spawn chances calculated from all runs to give fairly accurate depiction of live loot.
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- Static loot (containers)
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- Each container type can contain items appropriate to that type
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- Loose loot
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- Randomised loose items found on map
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- Airdrops
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- Randomised chance of spawning
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- Fire red flare to request an airdrop
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- Drops 'themed' crates:
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- Weapons / armor
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- Only weapons and armor
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- Food / medical
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- Only food and medical items
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- Barter goods
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- Only barter goods
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- Mixed
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- A mixture of any of the above items
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- Drops lootable crate in:
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- Customs
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- Reserve
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- Woods
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- Lighthouse
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- Shoreline
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- Streets
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- Can be adjusted via config file
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- Raid damage
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- Exiting a raid with injury to player character will be persisted out of raid
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- Post-raid therapist healing
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- Scav Raids
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- Adjusted time when running raids as scav
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- Simulated loot being taken by other players the later into the raid player starts
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## Messages
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- Receive from traders
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- Pin/unpin senders
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- Accept all attachments
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- Accept individual mail attachment
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## Modding
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- Extensive system that allows for the modification of nearly any aspect of SPT
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- Example mods covering a good slice of modding capabilities
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## Misc
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- Profiles
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- Standard/Left Behind/Prepare To Escape/Edge Of Darkness
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- Custom profiles
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- SPT Easy start
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- Lots of money / some QoL skills level 20 / level 69
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- SPT Zero to hero
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- No money, skills, trader rep or items, only a knife
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- SPT Developer
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- Testing profile, level 69, most skills maxed, max trader rep
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- USEC have all quests ready to start
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- BEAR have all quests ready to hand in
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- Note system
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- Add
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- Edit
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- Delete
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- Extensive config system
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- Alter how SPT works
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- Holiday themes in hideout on appropriate days
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- Halloween
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- Christmas
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## Code
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- TypeScript
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- Majority of EFT request/response classes passed from client to server have been mapped
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- Unit Tests
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- Supports tests via jest
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- Dependency injection
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- Config files accessible from `Aki_Data\Server\configs` / `project\assets\configs` |