LocationLootGen done

This commit is contained in:
CWX
2025-01-25 00:14:58 +00:00
parent 213c6e61f7
commit 0aa6ef2039
3 changed files with 443 additions and 57 deletions
@@ -422,7 +422,8 @@ public class LocationLootGenerator(
// Add forced loot to chosen item pool
var tplsToAddToContainer = tplsForced.Concat(chosenTpls);
foreach (var tplToAdd in tplsToAddToContainer) {
foreach (var tplToAdd in tplsToAddToContainer)
{
var chosenItemWithChildren = CreateStaticLootItem(tplToAdd, staticAmmoDist, parentId);
if (chosenItemWithChildren is null)
{
@@ -457,7 +458,8 @@ public class LocationLootGenerator(
result.Y.Value,
(int)width,
(int)height,
result.Rotation.GetValueOrDefault(false));
result.Rotation.GetValueOrDefault(false)
);
var rotation = result.Rotation.GetValueOrDefault(false) ? 1 : 0;
@@ -465,7 +467,8 @@ public class LocationLootGenerator(
items[0].Location = new { X = result.X, Y = result.Y, R = rotation };
// Add loot to container before returning
foreach (var item in items) {
foreach (var item in items)
{
containerClone.Template.Items.Add(item);
}
}
@@ -596,7 +599,189 @@ public class LocationLootGenerator(
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string locationName)
{
throw new NotImplementedException();
List<SpawnpointTemplate> loot = [];
List<Spawnpoint> dynamicForcedSpawnPoints = [];
// Remove christmas items from loot data
if (!_seasonalEventService.ChristmasEventEnabled())
{
dynamicLootDist.Spawnpoints = dynamicLootDist.Spawnpoints.Where(
(point) => !point.Template.Id.StartsWith("christmas")
)
.ToList();
dynamicLootDist.SpawnpointsForced = dynamicLootDist.SpawnpointsForced.Where(
(point) => !point.Template.Id.StartsWith("christmas")
)
.ToList();
}
// Build the list of forced loot from both `spawnpointsForced` and any point marked `IsAlwaysSpawn`
dynamicForcedSpawnPoints.AddRange(dynamicLootDist.SpawnpointsForced);
dynamicForcedSpawnPoints.AddRange(dynamicLootDist.Spawnpoints.Where((point) => point.Template.IsAlwaysSpawn ?? false));
// Add forced loot
AddForcedLoot(loot, dynamicForcedSpawnPoints, locationName, staticAmmoDist);
var allDynamicSpawnpoints = dynamicLootDist.Spawnpoints;
// Draw from random distribution
var desiredSpawnpointCount = Math.Round(
GetLooseLootMultiplerForLocation(locationName) *
_randomUtil.GetNormallyDistributedRandomNumber(
(double)dynamicLootDist.SpawnpointCount.Mean,
(double)dynamicLootDist.SpawnpointCount.Std
)
);
// Positions not in forced but have 100% chance to spawn
List<Spawnpoint> guaranteedLoosePoints = [];
var blacklistedSpawnpoints = _locationConfig.LooseLootBlacklist[locationName];
var spawnpointArray = new ProbabilityObjectArray<ProbabilityObject<string, Spawnpoint>, string, Spawnpoint>(_mathUtil, _cloner, []);
foreach (var spawnpoint in allDynamicSpawnpoints)
{
// Point is blacklsited, skip
if (blacklistedSpawnpoints?.Contains(spawnpoint.Template.Id) ?? false)
{
_logger.Debug($"Ignoring loose loot location: {spawnpoint.Template.Id}");
continue;
}
// We've handled IsAlwaysSpawn above, so skip them
if (spawnpoint.Template.IsAlwaysSpawn ?? false)
{
continue;
}
// 100%, add it to guaranteed
if (spawnpoint.Probability == 1)
{
guaranteedLoosePoints.Add(spawnpoint);
continue;
}
spawnpointArray.Add(new ProbabilityObject<string, Spawnpoint>(spawnpoint.Template.Id, spawnpoint.Probability ?? 0, spawnpoint));
}
// Select a number of spawn points to add loot to
// Add ALL loose loot with 100% chance to pool
List<Spawnpoint> chosenSpawnpoints = [];
chosenSpawnpoints.AddRange(guaranteedLoosePoints);
var randomSpawnpointCount = desiredSpawnpointCount - chosenSpawnpoints.Count;
// Only draw random spawn points if needed
if (randomSpawnpointCount > 0 && spawnpointArray.Count > 0)
{
// Add randomly chosen spawn points
foreach (var si in spawnpointArray.Draw((int)randomSpawnpointCount, false))
{
chosenSpawnpoints.Add(spawnpointArray.Data(si));
}
}
// Filter out duplicate locationIds // prob can be done better
chosenSpawnpoints = chosenSpawnpoints.GroupBy(spawnpoint => spawnpoint.LocationId).Select(group => group.First()).ToList();
// Do we have enough items in pool to fulfill requirement
var tooManySpawnPointsRequested = desiredSpawnpointCount - chosenSpawnpoints.Count > 0;
if (tooManySpawnPointsRequested)
{
_logger.Debug(
_localisationService.GetText(
"location-spawn_point_count_requested_vs_found",
new
{
requested = desiredSpawnpointCount + guaranteedLoosePoints.Count,
found = chosenSpawnpoints.Count,
mapName = locationName,
}
)
);
}
// Iterate over spawnpoints
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
foreach (var spawnPoint in chosenSpawnpoints)
{
// Spawnpoint is invalid, skip it
if (spawnPoint.Template is null)
{
_logger.Warning(
_localisationService.GetText("location-missing_dynamic_template", spawnPoint.LocationId)
);
continue;
}
// Ensure no blacklisted lootable items are in pool
spawnPoint.Template.Items = spawnPoint.Template.Items.Where(
(item) => !_itemFilterService.IsLootableItemBlacklisted(item.Template)
)
.ToList();
// Ensure no seasonal items are in pool if not in-season
if (!seasonalEventActive)
{
spawnPoint.Template.Items = spawnPoint.Template.Items.Where(
(item) => !seasonalItemTplBlacklist.Contains(item.Template)
)
.ToList();
}
// Spawn point has no items after filtering, skip
if (spawnPoint.Template.Items is null || spawnPoint.Template.Items.Count == 0)
{
_logger.Warning(
_localisationService.GetText("location-spawnpoint_missing_items", spawnPoint.Template.Id)
);
continue;
}
// Get an array of allowed IDs after above filtering has occured
var validItemIds = spawnPoint.Template.Items.Select((item) => item.Id).ToList();
// Construct container to hold above filtered items, letting us pick an item for the spot
var itemArray = new ProbabilityObjectArray<ProbabilityObject<string, double?>, string, double?>(_mathUtil, _cloner, []);
foreach (var itemDist in spawnPoint.ItemDistribution)
{
if (!validItemIds.Contains(itemDist.ComposedKey.Key))
{
continue;
}
itemArray.Add(new ProbabilityObject<string, double?>(itemDist.ComposedKey.Key, itemDist.RelativeProbability ?? 0, null));
}
if (itemArray.Count == 0)
{
_logger.Warning(
_localisationService.GetText("location-loot_pool_is_empty_skipping", spawnPoint.Template.Id)
);
continue;
}
// Draw a random item from spawn points possible items
var chosenComposedKey = itemArray.Draw(1).FirstOrDefault();
var createItemResult = CreateDynamicLootItem(
chosenComposedKey,
spawnPoint.Template.Items,
staticAmmoDist
);
// Root id can change when generating a weapon, ensure ids match
spawnPoint.Template.Root = createItemResult.Items.FirstOrDefault().Id;
// Overwrite entire pool with chosen item
spawnPoint.Template.Items = createItemResult.Items;
loot.Add(spawnPoint.Template);
}
return loot;
}
/// <summary>
@@ -606,12 +791,186 @@ public class LocationLootGenerator(
/// <param name="forcedSpawnPoints">Forced loot locations that must be added</param>
/// <param name="locationName">Name of map currently having force loot created for</param>
protected void AddForcedLoot(List<SpawnpointTemplate> lootLocationTemplates,
List<SpawnpointsForced> forcedSpawnPoints, string locationName,
List<Spawnpoint> forcedSpawnPoints, string locationName,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
throw new NotImplementedException();
var lootToForceSingleAmountOnMap = _locationConfig.ForcedLootSingleSpawnById[locationName];
if (lootToForceSingleAmountOnMap is not null)
{
// Process loot items defined as requiring only 1 spawn position as they appear in multiple positions on the map
foreach (var itemTpl in lootToForceSingleAmountOnMap)
{
// Get all spawn positions for item tpl in forced loot array
var items = forcedSpawnPoints.Where(
(forcedSpawnPoint) => forcedSpawnPoint.Template.Items[0].Template == itemTpl
);
if (items is null || !items.Any())
{
_logger.Debug($"Unable to adjust loot item {itemTpl} as it does not exist inside {locationName} forced loot.");
continue;
}
// Create probability array of all spawn positions for this spawn id
var spawnpointArray = new ProbabilityObjectArray<ProbabilityObject<string, Spawnpoint>, string, Spawnpoint>(_mathUtil, _cloner, []);
foreach (var si in items)
{
// use locationId as template.Id is the same across all items
spawnpointArray.Add(new ProbabilityObject<string, Spawnpoint>(si.LocationId, si.Probability ?? 0, si));
}
// Choose 1 out of all found spawn positions for spawn id and add to loot array
foreach (var spawnPointLocationId in spawnpointArray.Draw(1, false))
{
var itemToAdd = items.FirstOrDefault((item) => item.LocationId == spawnPointLocationId);
var lootItem = itemToAdd?.Template;
if (lootItem is null)
{
_logger.Warning($"Item with spawn point id {spawnPointLocationId} could not be found, skipping");
continue;
}
var createItemResult = CreateDynamicLootItem(
lootItem.Items.FirstOrDefault().Id,
lootItem.Items,
staticAmmoDist
);
// Update root ID with the dynamically generated ID
lootItem.Root = createItemResult.Items.FirstOrDefault().Id;
lootItem.Items = createItemResult.Items;
lootLocationTemplates.Add(lootItem);
}
}
}
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
// Add remaining forced loot to array
foreach (var forcedLootLocation in forcedSpawnPoints)
{
var firstLootItemTpl = forcedLootLocation.Template.Items.FirstOrDefault().Template;
// Skip spawn positions processed already
if (lootToForceSingleAmountOnMap?.Contains(firstLootItemTpl) ?? false)
{
continue;
}
// Skip adding seasonal items when seasonal event is not active
if (!seasonalEventActive && seasonalItemTplBlacklist.Contains(firstLootItemTpl))
{
continue;
}
var locationTemplateToAdd = forcedLootLocation.Template;
var createItemResult = CreateDynamicLootItem(
locationTemplateToAdd.Items.FirstOrDefault().Id,
forcedLootLocation.Template.Items,
staticAmmoDist
);
// Update root ID with the dynamically generated ID
forcedLootLocation.Template.Root = createItemResult.Items.FirstOrDefault().Id;
forcedLootLocation.Template.Items = createItemResult.Items;
// Push forced location into array as long as it doesnt exist already
var existingLocation = lootLocationTemplates.Any(
(spawnPoint) => spawnPoint.Id == locationTemplateToAdd.Id
);
if (!existingLocation)
{
lootLocationTemplates.Add(locationTemplateToAdd);
}
else
{
_logger.Debug(
$"Attempted to add a forced loot location with Id: {locationTemplateToAdd.Id} to map {locationName} that already has that id in use, skipping"
);
}
}
}
private ContainerItem CreateDynamicLootItem(string? chosenComposedKey, List<Item> items, Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
var chosenItem = items.FirstOrDefault((item) => item.Id == chosenComposedKey);
var chosenTpl = chosenItem?.Template;
if (chosenTpl is null) {
throw new Exception($"Item for tpl {chosenComposedKey} was not found in the spawn point");
}
var itemTemplate = _itemHelper.GetItem(chosenTpl).Value;
if (itemTemplate is null) {
_logger.Error($"Item tpl: {chosenTpl} cannot be found in database");
}
// Item array to return
List<Item> itemWithMods = [];
// Money/Ammo - don't rely on items in spawnPoint.template.Items so we can randomise it ourselves
if (_itemHelper.IsOfBaseclasses(chosenTpl, [BaseClasses.MONEY, BaseClasses.AMMO])) {
var stackCount =
itemTemplate.Properties.StackMaxSize == 1
? 1
: _randomUtil.GetInt((int)itemTemplate.Properties.StackMinRandom, (int)itemTemplate.Properties.StackMaxRandom);
itemWithMods.Add(new Item {
Id = _hashUtil.Generate(),
Template = chosenTpl,
Upd = new Upd { StackObjectsCount = stackCount }
});
} else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO_BOX)) {
// Fill with cartridges
List<Item> ammoBoxItem = [ new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
_itemHelper.AddCartridgesToAmmoBox(ammoBoxItem, itemTemplate);
itemWithMods.AddRange(ammoBoxItem);
} else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MAGAZINE)) {
// Create array with just magazine
List<Item> magazineItem = [new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
if (_randomUtil.GetChance100(_locationConfig.StaticMagazineLootHasAmmoChancePercent)) {
// Add randomised amount of cartridges
_itemHelper.FillMagazineWithRandomCartridge(
magazineItem,
itemTemplate, // Magazine template
staticAmmoDist,
null,
_locationConfig.MinFillLooseMagazinePercent / 100
);
}
itemWithMods.AddRange(magazineItem);
} else {
// Also used by armors to get child mods
// Get item + children and add into array we return
var itemWithChildren = _itemHelper.FindAndReturnChildrenAsItems(items, chosenItem.Id);
// Ensure all IDs are unique
itemWithChildren = _itemHelper.ReplaceIDs(itemWithChildren);
if (_locationConfig.TplsToStripChildItemsFrom.Contains(chosenItem.Template)) {
// Strip children from parent before adding
itemWithChildren = [itemWithChildren[0]];
}
itemWithMods.AddRange(itemWithChildren);
}
// Get inventory size of item
var size = _itemHelper.GetItemSize(itemWithMods, itemWithMods[0].Id);
return new ContainerItem { Items = itemWithMods, Width = size.Width, Height = size.Height };
}
private double GetLooseLootMultiplerForLocation(string location)
{
return _locationConfig.LooseLootMultiplier[location];
}
protected double getStaticLootMultiplerForLocation(string location) {
return _locationConfig.StaticLootMultiplier[location];
}
// TODO: rewrite, BIG yikes
protected ContainerItem? CreateStaticLootItem(
string chosenTpl,
@@ -619,81 +978,109 @@ public class LocationLootGenerator(
string? parentId = null)
{
var itemTemplate = _itemHelper.GetItem(chosenTpl).Value;
if (itemTemplate.Properties is null) {
if (itemTemplate.Properties is null)
{
_logger.Error($"Unable to process item: ${{chosenTpl}}. it lacks _props");
return null;
}
var width = itemTemplate.Properties.Width;
var height = itemTemplate.Properties.Height;
List<Item> items = [ new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
List<Item> items = [new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
var rootItem = items.FirstOrDefault();
// Use passed in parentId as override for new item
if (!string.IsNullOrEmpty(parentId)) {
if (!string.IsNullOrEmpty(parentId))
{
rootItem.ParentId = parentId;
}
if (
_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MONEY) ||
_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO)
) {
)
{
// Edge case - some ammos e.g. flares or M406 grenades shouldn't be stacked
var stackCount = itemTemplate.Properties.StackMaxSize == 1
? 1
: _randomUtil.GetInt((int)(itemTemplate.Properties.StackMinRandom), (int)(itemTemplate.Properties.StackMaxRandom));
? 1
: _randomUtil.GetInt((int)(itemTemplate.Properties.StackMinRandom), (int)(itemTemplate.Properties.StackMaxRandom));
rootItem.Upd = new Upd { StackObjectsCount = stackCount };
}
// No spawn point, use default template
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.WEAPON)) {
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.WEAPON))
{
List<Item> children = [];
var defaultPreset = _cloner.Clone(_presetHelper.GetDefaultPreset(chosenTpl));
if (defaultPreset?.Items is not null) {
try {
if (defaultPreset?.Items is not null)
{
try
{
children = _itemHelper.ReparentItemAndChildren(defaultPreset.Items[0], defaultPreset.Items);
} catch (Exception e) {
}
catch (Exception e)
{
// this item already broke it once without being reproducible tpl = "5839a40f24597726f856b511"; AKS-74UB Default
// 5ea03f7400685063ec28bfa8 // ppsh default
// 5ba26383d4351e00334c93d9 //mp7_devgru
_logger.Error(
_localisationService.GetText("location-preset_not_found", new {
tpl = chosenTpl,
defaultId = defaultPreset.Id,
defaultName = defaultPreset.Name,
parentId,
})
_localisationService.GetText(
"location-preset_not_found",
new
{
tpl = chosenTpl,
defaultId = defaultPreset.Id,
defaultName = defaultPreset.Name,
parentId,
}
)
);
throw;
}
} else {
}
else
{
// RSP30 (62178be9d0050232da3485d9/624c0b3340357b5f566e8766/6217726288ed9f0845317459) doesnt have any default presets and kills this code below as it has no chidren to reparent
_logger.Debug($"createStaticLootItem() No preset found for weapon: {chosenTpl}");
}
rootItem = items[0];
if (rootItem is null) {
if (rootItem is null)
{
_logger.Error(
_localisationService.GetText("location-missing_root_item", new {
tpl = chosenTpl,
parentId,
})
_localisationService.GetText(
"location-missing_root_item",
new
{
tpl = chosenTpl,
parentId,
}
)
);
throw new Exception(_localisationService.GetText("location-critical_error_see_log"));
}
try {
if (children?.Count > 0) {
try
{
if (children?.Count > 0)
{
items = _itemHelper.ReparentItemAndChildren(rootItem, children);
}
} catch (Exception e) {
}
catch (Exception e)
{
_logger.Error(
_localisationService.GetText("location-unable_to_reparent_item", new {
tpl = chosenTpl,
parentId = parentId,
})
_localisationService.GetText(
"location-unable_to_reparent_item",
new
{
tpl = chosenTpl,
parentId = parentId,
}
)
);
throw;
@@ -705,7 +1092,8 @@ public class LocationLootGenerator(
// BotGenerator
var magazine = items.FirstOrDefault(item => item.SlotId == "mod_magazine");
// some weapon presets come without magazine; only fill the mag if it exists
if (magazine is not null) {
if (magazine is not null)
{
var magTemplate = _itemHelper.GetItem(magazine.Template).Value;
var weaponTemplate = _itemHelper.GetItem(chosenTpl).Value;
@@ -732,10 +1120,14 @@ public class LocationLootGenerator(
height = size.Height;
}
// No spawnpoint to fall back on, generate manually
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO_BOX)) {
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO_BOX))
{
_itemHelper.AddCartridgesToAmmoBox(items, itemTemplate);
} else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MAGAZINE)) {
if (_randomUtil.GetChance100(_locationConfig.MagazineLootHasAmmoChancePercent)) {
}
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MAGAZINE))
{
if (_randomUtil.GetChance100(_locationConfig.MagazineLootHasAmmoChancePercent))
{
// Create array with just magazine
List<Item> magazineWithCartridges = [rootItem];
_itemHelper.FillMagazineWithRandomCartridge(
@@ -750,18 +1142,24 @@ public class LocationLootGenerator(
items.Remove(rootItem);
items.AddRange(magazineWithCartridges);
}
} else if (_itemHelper.ArmorItemCanHoldMods(chosenTpl)) {
}
else if (_itemHelper.ArmorItemCanHoldMods(chosenTpl))
{
var defaultPreset = _presetHelper.GetDefaultPreset(chosenTpl);
if (defaultPreset is not null) {
if (defaultPreset is not null)
{
List<Item> presetAndMods = _itemHelper.ReplaceIDs(defaultPreset.Items);
_itemHelper.RemapRootItemId(presetAndMods);
// Use original items parentId otherwise item doesnt get added to container correctly
presetAndMods[0].ParentId = rootItem.ParentId;
items = presetAndMods;
} else {
}
else
{
// We make base item above, at start of function, no need to do it here
if ((itemTemplate.Properties.Slots?.Count ?? 0) > 0) {
if ((itemTemplate.Properties.Slots?.Count ?? 0) > 0)
{
items = _itemHelper.AddChildSlotItems(
items,
itemTemplate,
+1 -13
View File
@@ -9,7 +9,7 @@ public record LooseLoot
public SpawnpointCount? SpawnpointCount { get; set; }
[JsonPropertyName("spawnpointsForced")]
public List<SpawnpointsForced>? SpawnpointsForced { get; set; }
public List<Spawnpoint>? SpawnpointsForced { get; set; }
[JsonPropertyName("spawnpoints")]
public List<Spawnpoint>? Spawnpoints { get; set; }
@@ -24,18 +24,6 @@ public record SpawnpointCount
public double? Std { get; set; }
}
public record SpawnpointsForced
{
[JsonPropertyName("locationId")]
public string? LocationId { get; set; }
[JsonPropertyName("probability")]
public double? Probability { get; set; }
[JsonPropertyName("template")]
public SpawnpointTemplate? Template { get; set; }
}
public record SpawnpointTemplate
{
[JsonPropertyName("Id")]
+1 -1
View File
@@ -83,7 +83,7 @@ public class App
_logger.Success(GetRandomisedStartMessage());
_logger.Success(".oooO Oooo.");
_logger.Success("( ( ) ( ) )");
_logger.Success("( ( ) ( ) )"); // TODO: Remove later
_logger.Success(" \\ ( ) /");
_logger.Success(" \\_) (_/");
}