Server/project/src/callbacks/BotCallbacks.ts
Refringe 4ac12ef70a Formatting/Linting Changes (!168)
These are the formatting & linting configuration changes from the `3.8.0` branch and the changes that they make to the overall project.

The majority of these changes are from running two commands:

`npm run lint:fix`
`npm run style:fix`

This has already been run on the `3.8.0` branch and this PR should make `master` play nicer when it comes to merges going forward.

There are now four VSCode plugins recommended for server development. They've been added to the workspace file and a user should get a UI notification when the workspace is opened if they're not installed.

The four plugins are:
https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig
https://marketplace.visualstudio.com/items?itemName=dprint.dprint
https://marketplace.visualstudio.com/items?itemName=dbaeumer.vscode-eslint
https://marketplace.visualstudio.com/items?itemName=biomejs.biome

Once installed they should just work within the workspace.

Also, be sure to `npm i` to get the new dprint application.

Co-authored-by: Refringe <brownelltyler@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/168
2023-11-16 21:42:06 +00:00

78 lines
2.5 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { BotController } from "@spt-aki/controllers/BotController";
import { IGenerateBotsRequestData } from "@spt-aki/models/eft/bot/IGenerateBotsRequestData";
import { IEmptyRequestData } from "@spt-aki/models/eft/common/IEmptyRequestData";
import { IBotBase } from "@spt-aki/models/eft/common/tables/IBotBase";
import { IGetBodyResponseData } from "@spt-aki/models/eft/httpResponse/IGetBodyResponseData";
import { HttpResponseUtil } from "@spt-aki/utils/HttpResponseUtil";
@injectable()
export class BotCallbacks
{
constructor(
@inject("BotController") protected botController: BotController,
@inject("HttpResponseUtil") protected httpResponse: HttpResponseUtil,
)
{}
/**
* Handle singleplayer/settings/bot/limit
* Is called by client to define each bot roles wave limit
* @returns string
*/
public getBotLimit(url: string, info: IEmptyRequestData, sessionID: string): string
{
const splittedUrl = url.split("/");
const type = splittedUrl[splittedUrl.length - 1];
return this.httpResponse.noBody(this.botController.getBotPresetGenerationLimit(type));
}
/**
* Handle singleplayer/settings/bot/difficulty
* @returns string
*/
public getBotDifficulty(url: string, info: IEmptyRequestData, sessionID: string): string
{
const splittedUrl = url.split("/");
const type = splittedUrl[splittedUrl.length - 2].toLowerCase();
const difficulty = splittedUrl[splittedUrl.length - 1];
if (difficulty === "core")
{
return this.httpResponse.noBody(this.botController.getBotCoreDifficulty());
}
return this.httpResponse.noBody(this.botController.getBotDifficulty(type, difficulty));
}
/**
* Handle client/game/bot/generate
* @returns IGetBodyResponseData
*/
public generateBots(
url: string,
info: IGenerateBotsRequestData,
sessionID: string,
): IGetBodyResponseData<IBotBase[]>
{
return this.httpResponse.getBody(this.botController.generate(sessionID, info));
}
/**
* Handle singleplayer/settings/bot/maxCap
* @returns string
*/
public getBotCap(): string
{
return this.httpResponse.noBody(this.botController.getBotCap());
}
/**
* Handle singleplayer/settings/bot/getBotBehaviours
* @returns string
*/
public getBotBehaviours(): string
{
return this.httpResponse.noBody(this.botController.getAiBotBrainTypes());
}
}