Further implementation of generator

This commit is contained in:
Chomp
2025-01-17 21:28:43 +00:00
parent 0d5e1ec9f6
commit 1aa1737db3
+50 -37
View File
@@ -104,6 +104,8 @@ public class RepeatableQuestGenerator
RepeatableQuestConfig repeatableConfig
)
{
var rand = new Random();
var eliminationConfig = _repeatableQuestHelper.GetEliminationConfigByPmcLevel(pmcLevel, repeatableConfig);
var locationsConfig = repeatableConfig.Locations;
var targetsConfig = _repeatableQuestHelper.ProbabilityObjectArray<Target, string, BossInfo>(eliminationConfig.Targets);
@@ -143,27 +145,26 @@ public class RepeatableQuestGenerator
var maxKillDifficulty = eliminationConfig.MaxKills;
targetsConfig = targetsConfig.Where((x) =>
(questTypePool.Pool.Elimination.Targets).Contains(x.key));
if (targetsConfig.Count == 0 || targetsConfig.All((x) => x.Data.isBoss))
targetsConfig = targetsConfig.Where((x) => questTypePool.Pool.Elimination.Targets.Contains(x.Key));
if (targetsConfig.Count == 0 || targetsConfig.All((x) => x.Data.IsBoss))
{
// There are no more targets left for elimination; delete it as a possible quest type
// also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination
// -> then it would not be a quest with low probability anymore
questTypePool.Types = questTypePool.Types.Where((t) => t != "Elimination");
questTypePool.Types = questTypePool.Types.Where((t) => t != "Elimination").ToList();
return null;
}
var targetKey = targetsConfig.Draw()[0];
var targetDifficulty = 1 / targetsConfig.Probability(targetKey);
var locations: string[] = questTypePool.Pool.Elimination.Targets[targetKey].locations;
var locations = questTypePool.Pool.Elimination.Targets[targetKey].locations;
// we use any as location if "any" is in the pool and we do not hit the specific location random
// we use any also if the random condition is not met in case only "any" was in the pool
var locationKey = "any";
if (locations.includes("any") &&
(eliminationConfig.specificLocationProb < Math.random() || locations.length <= 1)
(eliminationConfig.SpecificLocationProbability < rand.Next() || locations.length <= 1)
)
{
locationKey = "any";
@@ -190,69 +191,78 @@ public class RepeatableQuestGenerator
}
// draw the target body part and calculate the difficulty factor
var bodyPartsToClient = null;
var bodyPartsToClient = new List<string>();
var bodyPartDifficulty = 0;
if (eliminationConfig.BodyPartProb > Math.Random())
if (eliminationConfig.BodyPartProbability > rand.Next())
{
// if we add a bodyPart condition, we draw randomly one or two parts
// each bodyPart of the BODYPARTS ProbabilityObjectArray includes the string(s) which need to be presented to the client in ProbabilityObjectArray.data
// e.g. we draw "Arms" from the probability array but must present ["LeftArm", "RightArm"] to the client
bodyPartsToClient = [];
var bodyParts = bodypartsConfig.Draw(_randomUtil.RandInt(1, 3), false);
var probability = 0;
foreach (var bi in bodyParts) {
double probability = 0;
foreach (var bi in bodyParts)
{
// more than one part lead to an "OR" condition hence more parts reduce the difficulty
probability += bodypartsConfig.Probability(bi);
foreach (var biClient in bodypartsConfig.Data(bi)) {
bodyPartsToClient.push(biClient);
foreach (var biClient in bodypartsConfig.Data(bi))
{
bodyPartsToClient.Add(biClient);
}
}
bodyPartDifficulty = 1 / probability;
}
// Draw a distance condition
var distance = null;
int distance;
var distanceDifficulty = 0;
var isDistanceRequirementAllowed = !eliminationConfig.DistLocationBlacklist.Contains(locationKey);
if (targetsConfig.Data(targetKey).isBoss)
if (targetsConfig.Data(targetKey).IsBoss)
{
// Get all boss spawn information
var bossSpawns = _databaseService.GetLocations().GetDictionary()
.Where((x) => "base" in x && "Id" in x.base)
.Select((x) => ({ Id: x.base.Id, BossSpawn: x.base.BossLocationSpawn }));
.Select(x => x.Value)
.Where(x => x.Base?.Id != null)
.Select(x => (new { x.Base.Id, BossSpawn = x.Base.BossLocationSpawn }));
// filter for the current boss to spawn on map
var thisBossSpawns = bossSpawns.Select((x) => ({ Id: x.Id,BossSpawn: x.BossSpawn.Where((e) => e.BossName == targetKey)})).Where((x) => x.BossSpawn.length > 0);
var thisBossSpawns = bossSpawns
.Select(x => new {
x.Id,
BossSpawn = x.BossSpawn
.Where(e => e.BossName == targetKey)
})
.Where((x) => x.BossSpawn.Count() > 0);
// remove blacklisted locations
var allowedSpawns = thisBossSpawns.filter((x) => !eliminationConfig.distLocationBlacklist.includes(x.Id));
var allowedSpawns = thisBossSpawns.Where((x) => !eliminationConfig.DistLocationBlacklist.Contains(x.Id));
// if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement
isDistanceRequirementAllowed = isDistanceRequirementAllowed && allowedSpawns.length > 0;
isDistanceRequirementAllowed = isDistanceRequirementAllowed && allowedSpawns.Count() > 0;
}
if (eliminationConfig.DistProb > Math.Random() && isDistanceRequirementAllowed)
if (eliminationConfig.DistanceProbability > rand.Next() && isDistanceRequirementAllowed)
{
// Random distance with lower values more likely; simple distribution for starters...
distance = Math.Floor(
Math.Abs(Math.random() - Math.Random()) * (1 + eliminationConfig.MaxDist - eliminationConfig.MinDist) +
eliminationConfig.MinDist);
Math.Abs(Math.Random() - rand.Next()) * (1 + eliminationConfig.MaxDistance - eliminationConfig.MinDistance) +
eliminationConfig.MinDistance);
distance = Math.Ceiling(distance / 5) * 5;
distanceDifficulty = (maxDistDifficulty * distance) / eliminationConfig.MaxDist;
distanceDifficulty = (maxDistDifficulty * distance) / eliminationConfig.MaxDistance;
}
string allowedWeaponsCategory;
if (eliminationConfig.WeaponCategoryRequirementProb > Math.Random())
if (eliminationConfig.WeaponCategoryRequirementProbability > rand.Next())
{
// Filter out close range weapons from far distance requirement
if (distance > 50)
{
weaponCategoryRequirementConfig = weaponCategoryRequirementConfig.Where((category) =>
["Shotgun", "Pistol"].Contains(category.key));
["Shotgun", "Pistol"].Contains(category.Key));
}
else if (distance < 20)
{
// Filter out far range weapons from close distance requirement
weaponCategoryRequirementConfig = weaponCategoryRequirementConfig.Where((category) =>
["MarksmanRifle", "DMR"].Contains(category.key));
["MarksmanRifle", "DMR"].Contains(category.Key));
}
// Pick a weighted weapon category
@@ -264,7 +274,7 @@ public class RepeatableQuestGenerator
// Only allow a specific weapon requirement if a weapon category was not chosen
string allowedWeapon;
if (!allowedWeaponsCategory && eliminationConfig.WeaponRequirementProb > Math.Random())
if (!allowedWeaponsCategory && eliminationConfig.WeaponRequirementProb > rand.Next())
{
var weaponRequirement = weaponRequirementConfig.Draw(1, false);
var allowedWeaponsCategory = weaponRequirementConfig.Data(weaponRequirement[0])[0];
@@ -339,25 +349,28 @@ public class RepeatableQuestGenerator
*/
protected int GetEliminationKillCount(
string targetKey,
object targetsConfig , //ProbabilityObjectArray<string, IBossInfo>
EliminationConfig eliminationConfig) {
if (targetsConfig.Data(targetKey).isBoss) {
object targetsConfig, //ProbabilityObjectArray<string, IBossInfo>
EliminationConfig eliminationConfig)
{
if (targetsConfig.Data(targetKey).isBoss)
{
return _randomUtil.RandInt(eliminationConfig.MinBossKills, eliminationConfig.MaxBossKills + 1);
}
if (targetsConfig.Data(targetKey).isPmc) {
if (targetsConfig.Data(targetKey).isPmc)
{
return _randomUtil.RandInt(eliminationConfig.MinPmcKills, eliminationConfig.MaxPmcKills + 1);
}
return _randomUtil.RandInt(eliminationConfig.MinKills, eliminationConfig.MaxKills + 1);
}
protected double DifficultyWeighing(
int target,
int bodyPart,
int dist,
int kill,
int weaponRequirement)
protected double DifficultyWeighing(
int target,
int bodyPart,
int dist,
int kill,
int weaponRequirement)
{
return Math.Sqrt(Math.Sqrt(target) + bodyPart + dist + weaponRequirement) * kill;
}