Repeatable quest generation (Part 3) (#420)
* clean up EliminationQuestGenerator.cs * add locales
This commit is contained in:
@@ -474,8 +474,8 @@
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"minBossKills": 1,
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"maxPmcKills": 2,
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"minPmcKills": 1,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.15,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 15,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -700,8 +700,8 @@
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"minBossKills": 1,
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"maxPmcKills": 5,
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"minPmcKills": 2,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.15,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 15,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -921,8 +921,8 @@
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"minBossKills": 2,
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"maxPmcKills": 6,
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"minPmcKills": 3,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.15,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 15,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -1351,8 +1351,8 @@
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"minBossKills": 3,
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"maxPmcKills": 8,
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"minPmcKills": 5,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.2,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 20,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -1572,8 +1572,8 @@
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"minBossKills": 5,
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"maxPmcKills": 15,
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"minPmcKills": 10,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.15,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 15,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -1793,8 +1793,8 @@
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"minBossKills": 7,
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"maxPmcKills": 25,
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"minPmcKills": 10,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.2,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 20,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -2081,8 +2081,8 @@
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"minBossKills": 1,
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"maxPmcKills": 2,
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"minPmcKills": 1,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.3,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 30,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -2218,8 +2218,8 @@
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"minBossKills": 1,
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"maxPmcKills": 5,
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"minPmcKills": 2,
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"weaponRequirementProb": 0,
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"weaponCategoryRequirementProb": 0.3,
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"weaponRequirementChance": 0,
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"weaponCategoryRequirementChance": 30,
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"weaponCategoryRequirements": [
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{
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"key": "Shotgun",
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@@ -669,6 +669,14 @@
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"repeatable-unable_to_find_location_id_for_location_name": "Unable to find a locationId for: %s",
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"repeatable-unable_to_find_exits_for_location": "Unable to get location exits for location: %s",
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"repeatable-unable_choose_exit_pool_empty": "Unable to choose specific exit for map: %s as exit pool is empty",
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"repeatable-eliminationQuestGenerationData-is-null" : "Elimination generation data is null",
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"repeatable-no-bot-types-remain": "No remaining bot types remain in pool, skipping Elimination quest generation",
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"repeatable-unable-targets-are-null": "Unable to generate Elimination quest generation, targets are null",
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"repeatable-unable-get-target-pool": "Unable to get targetLocationPool for bot type: %s",
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"repeatable-unable-get-location-key": "Unable to get locationKey for bot type: %s",
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"repeatable-elimination-config-not-found": "Unable to find the elimination config",
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"repeatable-elimination-any-not-found": "We're not targeting a specific location and `any` was not found in locations",
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"repeatable-elimination-specific-weapon-null": "Specific allowed weapon categories are null",
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"reward-type_not_handled": "Reward type: {{rewardType}} not handled for quest/achievement: {{questId}}",
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"reward-unable_to_find_matching_hideout_production": "Unable to find matching hideout craft unlock for quest/achievement: {{questId}}, matches found: {{matchCount}}",
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"route_onupdate_no_response": "onUpdate: %s route doesn't report success or fail",
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+466
-207
@@ -42,8 +42,22 @@ public class EliminationQuestGenerator(
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{ BodyParts.Chest, [BodyParts.Chest, BodyParts.Stomach] },
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};
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/// <summary>
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/// MaxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
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/// </summary>
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protected const int MaxDistDifficulty = 2;
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protected QuestConfig QuestConfig = configServer.GetConfig<QuestConfig>();
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protected record EliminationQuestGenerationData(
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EliminationConfig EliminationConfig,
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Dictionary<ELocationName, List<string>> LocationsConfig,
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ProbabilityObjectArray<string, BossInfo> TargetsConfig,
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ProbabilityObjectArray<string, List<string>> BodyPartsConfig,
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ProbabilityObjectArray<string, List<string>> WeaponCategoryRequirementConfig,
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ProbabilityObjectArray<string, List<string>> WeaponRequirementConfig
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);
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/// <summary>
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/// Generate a randomised Elimination quest
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/// </summary>
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@@ -64,33 +78,12 @@ public class EliminationQuestGenerator(
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RepeatableQuestConfig repeatableConfig
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)
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{
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var rand = new Random();
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var eliminationConfig = repeatableQuestHelper.GetEliminationConfigByPmcLevel(
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pmcLevel,
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repeatableConfig
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);
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var locationsConfig = repeatableConfig.Locations;
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var targetsConfig = new ProbabilityObjectArray<string, BossInfo>(
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mathUtil,
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cloner,
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eliminationConfig.Targets
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);
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var bodyPartsConfig = new ProbabilityObjectArray<string, List<string>>(
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mathUtil,
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cloner,
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eliminationConfig.BodyParts
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);
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var weaponCategoryRequirementConfig = new ProbabilityObjectArray<string, List<string>>(
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mathUtil,
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cloner,
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eliminationConfig.WeaponCategoryRequirements
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);
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var weaponRequirementConfig = new ProbabilityObjectArray<string, List<string>>(
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mathUtil,
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cloner,
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eliminationConfig.WeaponRequirements
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);
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var generationData = GetGenerationData(repeatableConfig, pmcLevel);
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if (generationData is null)
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{
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logger.Error(localisationService.GetText("repeatable-eliminationQuestGenerationData-is-null"));
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return null;
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}
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// the difficulty of the quest varies in difficulty depending on the condition
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// possible conditions are
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@@ -108,229 +101,120 @@ public class EliminationQuestGenerator(
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// }
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// higher is more likely. We define the difficulty to be the inverse of the relative probability.
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// We want to generate a reward which is scaled by the difficulty of this mission. To get a upper bound with which we scale
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// We want to generate a reward which is scaled by the difficulty of this mission. To get an upper bound with which we scale
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// the actual difficulty we calculate the minimum and maximum difficulty (max being the sum of max of each condition type
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// times the number of kills we have to perform):
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// The minimum difficulty is the difficulty for the most probable (= easiest target) with no additional conditions
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var minDifficulty = 1 / targetsConfig.MaxProbability(); // min difficulty is the lowest amount of scavs without any constraints
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var minDifficulty =
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1 / generationData.TargetsConfig
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.MaxProbability(); // min difficulty is the lowest amount of scavs without any constraints
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// Target on bodyPart max. difficulty is that of the least probable element
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var maxTargetDifficulty = 1 / targetsConfig.MinProbability();
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var maxBodyPartsDifficulty = eliminationConfig.MinKills / bodyPartsConfig.MinProbability();
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// maxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
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const int maxDistDifficulty = 2;
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var maxKillDifficulty = eliminationConfig.MaxKills;
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var maxTargetDifficulty = 1 / generationData.TargetsConfig.MinProbability();
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var maxBodyPartsDifficulty =
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generationData.EliminationConfig.MinKills / generationData.BodyPartsConfig.MinProbability();
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var maxKillDifficulty = generationData.EliminationConfig.MaxKills;
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var targetPool = questTypePool.Pool.Elimination;
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targetsConfig = targetsConfig.Filter(x => targetPool.Targets.ContainsKey(x.Key));
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if (targetsConfig.Count == 0 || targetsConfig.All(x => x.Data?.IsBoss ?? false))
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// Get a random bot type to eliminate
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var (botTypeToEliminate, targetsConfig) = GetBotTypeToEliminate(generationData, questTypePool);
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if (botTypeToEliminate is null || targetsConfig is null)
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{
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// There are no more targets left for elimination; delete it as a possible quest type
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// also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination
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// -> then it would not be a quest with low probability anymore
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questTypePool.Types = questTypePool.Types.Where(t => t != "Elimination").ToList();
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logger.Warning(localisationService.GetText("repeatable-no-bot-types-remain"));
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return null;
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}
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var botTypeToEliminate = targetsConfig.Draw()[0];
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var targetDifficulty = 1 / targetsConfig.Probability(botTypeToEliminate);
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targetPool.Targets.TryGetValue(botTypeToEliminate, out var targetLocationPool);
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var locations = targetLocationPool.Locations;
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// we use any as location if "any" is in the pool, and we don't hit the specific location random
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// we use any also if the random condition is not met in case only "any" was in the pool
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var locationKey = "any";
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if (
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locations.Contains("any")
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&& (
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randomUtil.GetChance100(eliminationConfig.SpecificLocationChance)
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|| locations.Count <= 1
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)
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)
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if (targetPool.Targets is null)
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{
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locationKey = "any";
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targetPool.Targets.Remove(botTypeToEliminate);
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logger.Error(localisationService.GetText("repeatable-unable-targets-are-null"));
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return null;
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}
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else
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{
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// Specific location
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locations = locations.Where(l => l != "any").ToList();
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if (locations.Count > 0)
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{
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// Get name of location we want elimination to occur on
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locationKey = randomUtil.DrawRandomFromList(locations).FirstOrDefault();
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// Get a pool of locations the chosen bot type can be eliminated on
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if (
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!targetPool.Targets.TryGetValue(
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botTypeToEliminate,
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out var possibleLocationPool
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)
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// Try and get a target location pool for this bot type
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if (!targetPool.Targets.TryGetValue(botTypeToEliminate, out var targetLocationPool))
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{
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logger.Error(localisationService.GetText(
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"repeatable-unable-get-target-pool",
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botTypeToEliminate
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)
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{
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logger.Warning(
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$"Bot to kill: {botTypeToEliminate} not found in elimination dict"
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);
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}
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);
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// Filter locations bot can be killed on to just those not chosen by key
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possibleLocationPool.Locations = possibleLocationPool
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.Locations.Where(location => location != locationKey)
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.ToList();
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// None left after filtering
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if (possibleLocationPool.Locations.Count == 0)
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{
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// TODO: Why do any of this?!
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// Remove chosen bot to eliminate from pool
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targetPool.Targets.Remove(botTypeToEliminate);
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}
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}
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else
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{
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// Never should reach this if everything works out
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logger.Error(
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localisationService.GetText(
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"quest-repeatable_elimination_generation_failed_please_report"
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)
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);
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}
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return null;
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}
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// draw the target body part and calculate the difficulty factor
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// Try and get a location key for this quest
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if (!TryGetLocationKey(generationData, targetPool, botTypeToEliminate, targetLocationPool.Locations,
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out var locationKey) || locationKey is null)
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{
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logger.Error(localisationService.GetText(
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"repeatable-unable-get-location-key",
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botTypeToEliminate
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)
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);
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return null;
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}
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// Generate a body part, make sure we ref the body part difficulty so it can be adjusted
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var bodyPartsToClient = new List<string>();
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var bodyPartDifficulty = 0d;
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if (randomUtil.GetChance100(eliminationConfig.BodyPartChance))
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var generateBodyParts = randomUtil.GetChance100(generationData.EliminationConfig.BodyPartChance);
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if (generateBodyParts)
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{
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// if we add a bodyPart condition, we draw randomly one or two parts
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// each bodyPart of the BODYPARTS ProbabilityObjectArray includes the string(s) which need to be presented to the client in ProbabilityObjectArray.data
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// e.g. we draw "Arms" from the probability array but must present ["LeftArm", "RightArm"] to the client
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bodyPartsToClient = [];
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var bodyParts = bodyPartsConfig.Draw(randomUtil.RandInt(1, 3), false);
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double probability = 0;
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foreach (var bodyPart in bodyParts)
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{
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// more than one part lead to an "OR" condition hence more parts reduce the difficulty
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probability += bodyPartsConfig.Probability(bodyPart).Value;
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if (_bodyPartsToClient.TryGetValue(bodyPart, out var bodyPartListToClient))
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{
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bodyPartsToClient.AddRange(bodyPartListToClient);
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}
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else
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{
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bodyPartsToClient.Add(bodyPart);
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}
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}
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bodyPartDifficulty = 1 / probability;
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// draw the target body part and calculate the difficulty factor
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bodyPartsToClient.AddRange(GenerateBodyParts(generationData, ref bodyPartDifficulty));
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}
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// Draw a distance condition
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var isDistanceRequirementAllowed = IsDistanceRequirementAllowed(
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generationData, botTypeToEliminate, locationKey, targetsConfig
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);
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int? distance = null;
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var distanceDifficulty = 0;
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var isDistanceRequirementAllowed = !eliminationConfig.DistLocationBlacklist.Contains(
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locationKey
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);
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if (targetsConfig.Data(botTypeToEliminate)?.IsBoss ?? false)
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// Generate a distance requirement
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if (isDistanceRequirementAllowed)
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{
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// Get all boss spawn information
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var bossSpawns = databaseService
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.GetLocations()
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.GetDictionary()
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.Select(x => x.Value)
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.Where(x => x.Base?.Id != null)
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.Select(x => new { x.Base.Id, BossSpawn = x.Base.BossLocationSpawn });
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// filter for the current boss to spawn on map
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var thisBossSpawns = bossSpawns
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.Select(x => new
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{
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x.Id,
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BossSpawn = x.BossSpawn.Where(e => e.BossName == botTypeToEliminate),
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})
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.Where(x => x.BossSpawn.Count() > 0);
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// remove blacklisted locations
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var allowedSpawns = thisBossSpawns.Where(x =>
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!eliminationConfig.DistLocationBlacklist.Contains(x.Id)
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);
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// if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement
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isDistanceRequirementAllowed = isDistanceRequirementAllowed && allowedSpawns.Any();
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}
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if (
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randomUtil.GetChance100(eliminationConfig.DistanceProbability)
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&& isDistanceRequirementAllowed
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)
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{
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// Random distance with lower values more likely; simple distribution for starters...
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distance = (int)
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Math.Floor(
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Math.Abs(rand.NextDouble() - rand.NextDouble())
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* (1 + eliminationConfig.MaxDistance - eliminationConfig.MinDistance)
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+ eliminationConfig.MinDistance
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);
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distance = (int)Math.Ceiling((decimal)(distance / 5)) * 5;
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distanceDifficulty = (int)(
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maxDistDifficulty * distance / eliminationConfig.MaxDistance
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);
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var (dist, distDiff) = GenerateDistanceRequirement(generationData);
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distance = dist;
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distanceDifficulty = distDiff;
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}
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string? allowedWeaponsCategory = null;
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if (randomUtil.GetChance100(eliminationConfig.WeaponCategoryRequirementProbability))
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var generateWeaponCategoryRequirement =
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randomUtil.GetChance100(generationData.EliminationConfig.WeaponCategoryRequirementChance);
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// Generate a weapon category requirement
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if (generateWeaponCategoryRequirement)
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{
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// Filter out close range weapons from far distance requirement
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if (distance > 50)
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{
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List<string> weaponTypeBlacklist = ["Shotgun", "Pistol"];
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// Filter out close range weapons from long distance requirement
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weaponCategoryRequirementConfig.RemoveAll(category =>
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weaponTypeBlacklist.Contains(category.Key)
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);
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}
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else if (distance < 20)
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{
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List<string> weaponTypeBlacklist = ["MarksmanRifle", "DMR"];
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// Filter out far range weapons from close distance requirement
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weaponCategoryRequirementConfig.RemoveAll(category =>
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weaponTypeBlacklist.Contains(category.Key)
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);
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}
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// Pick a weighted weapon category
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var weaponRequirement = weaponCategoryRequirementConfig.Draw(1, false);
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// Get the hideout id value stored in the .data array
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allowedWeaponsCategory = weaponCategoryRequirementConfig.Data(weaponRequirement[0])[0];
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allowedWeaponsCategory = GenerateWeaponCategoryRequirement(generationData, distance);
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}
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// Only allow a specific weapon requirement if a weapon category was not chosen
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string? allowedWeapon = null;
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if (
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allowedWeaponsCategory is not null
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&& eliminationConfig.WeaponRequirementProbability > rand.NextDouble()
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)
|
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|
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var generateWeaponRequirement =
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randomUtil.GetChance100(generationData.EliminationConfig.WeaponRequirementChance);
|
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|
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// Generate a weapon requirement
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if (!generateWeaponCategoryRequirement && generateWeaponRequirement)
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{
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||||
var weaponRequirement = weaponRequirementConfig.Draw(1, false);
|
||||
var specificAllowedWeaponCategory = weaponRequirementConfig.Data(weaponRequirement[0]);
|
||||
var allowedWeapons = itemHelper.GetItemTplsOfBaseType(specificAllowedWeaponCategory[0]);
|
||||
allowedWeapon = randomUtil.GetArrayValue(allowedWeapons);
|
||||
allowedWeapon = GenerateSpecificWeaponRequirement(generationData);
|
||||
}
|
||||
|
||||
// Draw how many npm kills are required
|
||||
var desiredKillCount = GetEliminationKillCount(
|
||||
botTypeToEliminate,
|
||||
targetsConfig,
|
||||
eliminationConfig
|
||||
generationData.EliminationConfig
|
||||
);
|
||||
|
||||
var killDifficulty = desiredKillCount;
|
||||
|
||||
// not perfectly happy here; we give difficulty = 1 to the quest reward generation when we have the most difficult mission
|
||||
@@ -339,7 +223,7 @@ public class EliminationQuestGenerator(
|
||||
var curDifficulty = DifficultyWeighing(
|
||||
targetDifficulty.Value / maxTargetDifficulty,
|
||||
bodyPartDifficulty / maxBodyPartsDifficulty,
|
||||
distanceDifficulty / maxDistDifficulty,
|
||||
distanceDifficulty / MaxDistDifficulty,
|
||||
killDifficulty / maxKillDifficulty,
|
||||
allowedWeaponsCategory is not null || allowedWeapon is not null ? 1 : 0
|
||||
);
|
||||
@@ -356,14 +240,26 @@ public class EliminationQuestGenerator(
|
||||
sessionId
|
||||
);
|
||||
|
||||
if (quest is null)
|
||||
{
|
||||
logger.Error(
|
||||
localisationService.GetText(
|
||||
"repeatable-quest_generation_failed_no_template",
|
||||
"elimination"
|
||||
)
|
||||
);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// ASSUMPTION: All fence quests are for scavs
|
||||
if (traderId == Traders.FENCE)
|
||||
{
|
||||
quest.Side = "Scav";
|
||||
}
|
||||
|
||||
var availableForFinishCondition = quest.Conditions.AvailableForFinish[0];
|
||||
availableForFinishCondition.Counter.Id = hashUtil.Generate();
|
||||
var availableForFinishCondition = quest.Conditions.AvailableForFinish![0];
|
||||
availableForFinishCondition.Counter!.Id = hashUtil.Generate();
|
||||
availableForFinishCondition.Counter.Conditions = [];
|
||||
|
||||
// Only add specific location condition if specific map selected
|
||||
@@ -371,7 +267,7 @@ public class EliminationQuestGenerator(
|
||||
{
|
||||
var locationId = Enum.Parse<ELocationName>(locationKey);
|
||||
availableForFinishCondition.Counter.Conditions.Add(
|
||||
GenerateEliminationLocation(locationsConfig[locationId])
|
||||
GenerateEliminationLocation(generationData.LocationsConfig[locationId])
|
||||
);
|
||||
}
|
||||
|
||||
@@ -395,12 +291,375 @@ public class EliminationQuestGenerator(
|
||||
Math.Min(difficulty, 1),
|
||||
traderId,
|
||||
repeatableConfig,
|
||||
eliminationConfig
|
||||
generationData.EliminationConfig
|
||||
);
|
||||
|
||||
return quest;
|
||||
}
|
||||
|
||||
protected EliminationQuestGenerationData? GetGenerationData(RepeatableQuestConfig repeatableConfig, int pmcLevel)
|
||||
{
|
||||
var eliminationConfig = repeatableQuestHelper.GetEliminationConfigByPmcLevel(
|
||||
pmcLevel,
|
||||
repeatableConfig
|
||||
);
|
||||
|
||||
if (eliminationConfig is null)
|
||||
{
|
||||
logger.Error(localisationService.GetText("repeatable-elimination-config-not-found"));
|
||||
return null;
|
||||
}
|
||||
|
||||
var locationsConfig = repeatableConfig.Locations;
|
||||
|
||||
var targetsConfig = new ProbabilityObjectArray<string, BossInfo>(
|
||||
mathUtil,
|
||||
cloner,
|
||||
eliminationConfig.Targets
|
||||
);
|
||||
var bodyPartsConfig = new ProbabilityObjectArray<string, List<string>>(
|
||||
mathUtil,
|
||||
cloner,
|
||||
eliminationConfig.BodyParts
|
||||
);
|
||||
var weaponCategoryRequirementConfig = new ProbabilityObjectArray<string, List<string>>(
|
||||
mathUtil,
|
||||
cloner,
|
||||
eliminationConfig.WeaponCategoryRequirements
|
||||
);
|
||||
var weaponRequirementConfig = new ProbabilityObjectArray<string, List<string>>(
|
||||
mathUtil,
|
||||
cloner,
|
||||
eliminationConfig.WeaponRequirements
|
||||
);
|
||||
|
||||
return new EliminationQuestGenerationData(
|
||||
eliminationConfig,
|
||||
locationsConfig,
|
||||
targetsConfig,
|
||||
bodyPartsConfig,
|
||||
weaponCategoryRequirementConfig,
|
||||
weaponRequirementConfig
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets and filters a bot type for this elimination quest
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <param name="questTypePool">Quest pool to generate from</param>
|
||||
/// <returns>target, filtered targets config</returns>
|
||||
protected (string?, ProbabilityObjectArray<string, BossInfo>?) GetBotTypeToEliminate(
|
||||
EliminationQuestGenerationData generationData,
|
||||
QuestTypePool questTypePool
|
||||
)
|
||||
{
|
||||
var targetPool = questTypePool.Pool.Elimination;
|
||||
|
||||
var targetsConfig = generationData.TargetsConfig
|
||||
.Filter(x => targetPool.Targets.ContainsKey(x.Key));
|
||||
|
||||
if (targetsConfig.Count != 0 && !targetsConfig.All(x => x.Data?.IsBoss ?? false))
|
||||
{
|
||||
return (targetsConfig.Draw()[0], targetsConfig);
|
||||
}
|
||||
|
||||
// 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").ToList();
|
||||
return (null, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try and get a location key to generate this quest for
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <param name="targetPool">Target pool</param>
|
||||
/// <param name="botTypeToEliminate">Bot type to eliminate</param>
|
||||
/// <param name="locations">locations to choose from</param>
|
||||
/// <param name="locationKey">selected location key</param>
|
||||
/// <returns>True if location key selected, false otherwise</returns>
|
||||
protected bool TryGetLocationKey(
|
||||
EliminationQuestGenerationData generationData,
|
||||
EliminationPool targetPool,
|
||||
string botTypeToEliminate,
|
||||
List<string> locations,
|
||||
out string? locationKey
|
||||
)
|
||||
{
|
||||
var useSpecificLocation = randomUtil.GetChance100(generationData.EliminationConfig.SpecificLocationChance);
|
||||
|
||||
switch (useSpecificLocation)
|
||||
{
|
||||
// We're not using a specific location, and the locations contain any.
|
||||
case false when locations.Contains("any"):
|
||||
locationKey = "any";
|
||||
return true;
|
||||
// We're not using a specific location and locations didn't contain any.
|
||||
case false:
|
||||
logger.Error(localisationService.GetText("repeatable-elimination-any-not-found"));
|
||||
locationKey = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Specific location
|
||||
locations = locations.Where(location => location != "any").ToList();
|
||||
if (locations.Count == 0)
|
||||
{
|
||||
// Never should reach this if everything works out
|
||||
logger.Error(
|
||||
localisationService.GetText(
|
||||
"quest-repeatable_elimination_generation_failed_please_report"
|
||||
)
|
||||
);
|
||||
|
||||
locationKey = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get name of location we want elimination to occur on
|
||||
locationKey = randomUtil.DrawRandomFromList(locations).First();
|
||||
|
||||
// Get a pool of locations the chosen bot type can be eliminated on
|
||||
if (!targetPool.Targets!.TryGetValue(botTypeToEliminate, out var possibleLocationPool))
|
||||
{
|
||||
logger.Warning(
|
||||
$"Bot to kill: {botTypeToEliminate} not found in elimination dict"
|
||||
);
|
||||
|
||||
locationKey = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Can't use out params in lambda's
|
||||
var tmpKey = locationKey;
|
||||
|
||||
// Filter locations bot can be killed on to just those not chosen by key
|
||||
possibleLocationPool.Locations = possibleLocationPool
|
||||
.Locations?.Where(location => location != tmpKey)
|
||||
.ToList();
|
||||
|
||||
// None left after filtering
|
||||
if (possibleLocationPool.Locations?.Count is null or 0)
|
||||
{
|
||||
// TODO: Why do any of this?!
|
||||
// Remove chosen bot to eliminate from pool
|
||||
targetPool.Targets.Remove(botTypeToEliminate);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects body parts to add to the condition. Modifies the bodyPartDifficulty based on selection.
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <param name="bodyPartDifficulty">BodyPartDifficulty to modify based on selection</param>
|
||||
/// <returns>List of selected body parts</returns>
|
||||
protected List<string> GenerateBodyParts(
|
||||
EliminationQuestGenerationData generationData,
|
||||
ref double bodyPartDifficulty
|
||||
)
|
||||
{
|
||||
// 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
|
||||
var bodyPartsToClient = new List<string>();
|
||||
|
||||
var bodyParts = generationData.BodyPartsConfig.Draw(
|
||||
randomUtil.RandInt(1, 3),
|
||||
false);
|
||||
|
||||
var probability = 0d;
|
||||
|
||||
foreach (var bodyPart in bodyParts)
|
||||
{
|
||||
// more than one part lead to an "OR" condition hence more parts reduce the difficulty
|
||||
probability += generationData.BodyPartsConfig?.Probability(bodyPart) ?? 0d;
|
||||
|
||||
// Add multiple body parts needed for key
|
||||
if (_bodyPartsToClient.TryGetValue(bodyPart, out var bodyPartListToClient))
|
||||
{
|
||||
bodyPartsToClient.AddRange(bodyPartListToClient);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Add singular body-part, e.g. head
|
||||
bodyPartsToClient.Add(bodyPart);
|
||||
}
|
||||
|
||||
bodyPartDifficulty = 1 / probability;
|
||||
|
||||
return bodyPartsToClient;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if we're allowed to generate a distance requirement for this location.
|
||||
/// Takes into account location whitelist, random chance, and boss location modifiers
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <param name="botTypeToEliminate">Bot type to eliminate</param>
|
||||
/// <param name="locationKey">Location key to check</param>
|
||||
/// <param name="targetsConfig">Targets config</param>
|
||||
/// <returns>True if allowed, false if not</returns>
|
||||
protected bool IsDistanceRequirementAllowed(
|
||||
EliminationQuestGenerationData generationData,
|
||||
string botTypeToEliminate,
|
||||
string locationKey,
|
||||
ProbabilityObjectArray<string, BossInfo> targetsConfig
|
||||
)
|
||||
{
|
||||
// This location is can be chosen for a distance requirement
|
||||
var whitelisted = !generationData.EliminationConfig.DistLocationBlacklist.Contains(
|
||||
locationKey
|
||||
);
|
||||
|
||||
// We're not whitelisted, exit early to avoid doing a roll for no reason
|
||||
if (!whitelisted)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Are we allowed a distance condition by chance?
|
||||
var isAllowedByChance = randomUtil.GetChance100(generationData.EliminationConfig.DistanceProbability);
|
||||
|
||||
// Not allowed by chance, return early.
|
||||
// We now just assume we rolled this condition and don't take it into account anymore.
|
||||
if (!isAllowedByChance)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// We're not a boss, return true if this location is whitelisted
|
||||
if (!(targetsConfig.Data(botTypeToEliminate)?.IsBoss ?? false))
|
||||
{
|
||||
return whitelisted;
|
||||
}
|
||||
|
||||
// Get all boss spawn information
|
||||
var bossSpawns = databaseService
|
||||
.GetLocations()
|
||||
.GetDictionary()
|
||||
.Select(x => x.Value)
|
||||
.Where(location => location.Base?.Id != null)
|
||||
.Select(location => new
|
||||
{
|
||||
location.Base.Id,
|
||||
BossSpawn = location.Base.BossLocationSpawn
|
||||
});
|
||||
|
||||
// filter for the current boss to spawn on map
|
||||
var thisBossSpawns = bossSpawns
|
||||
.Select(x => new
|
||||
{
|
||||
x.Id,
|
||||
BossSpawn = x.BossSpawn.Where(e => e.BossName == botTypeToEliminate)
|
||||
})
|
||||
.Where(x => x.BossSpawn.Any());
|
||||
|
||||
// remove blacklisted locations
|
||||
var allowedSpawns = thisBossSpawns.Where(x =>
|
||||
!generationData.EliminationConfig.DistLocationBlacklist.Contains(x.Id)
|
||||
);
|
||||
|
||||
// if the boss spawns on non-blacklisted locations and the current location is allowed,
|
||||
// we can generate a distance kill requirement
|
||||
return whitelisted && allowedSpawns.Any();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a distance requirement and difficulty modifier
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <returns>distance and difficulty modifier</returns>
|
||||
protected (int, int) GenerateDistanceRequirement(EliminationQuestGenerationData generationData)
|
||||
{
|
||||
// Random distance with lower values more likely; simple distribution for starters...
|
||||
var distance = (int)
|
||||
Math.Floor(
|
||||
Math.Abs(randomUtil.Random.NextDouble() - randomUtil.Random.NextDouble())
|
||||
* (1 + generationData.EliminationConfig.MaxDistance - generationData.EliminationConfig.MinDistance)
|
||||
+ generationData.EliminationConfig.MinDistance
|
||||
);
|
||||
|
||||
distance = (int) Math.Ceiling((decimal) (distance / 5d)) * 5;
|
||||
|
||||
var distanceDifficulty = (int) (
|
||||
MaxDistDifficulty * distance / generationData.EliminationConfig.MaxDistance
|
||||
);
|
||||
|
||||
return (distance, distanceDifficulty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a weapon category requirement
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <param name="distance">Distance to generate it for, pass null if not required</param>
|
||||
/// <returns>Weapon requirement category selected</returns>
|
||||
protected string? GenerateWeaponCategoryRequirement(
|
||||
EliminationQuestGenerationData generationData,
|
||||
int? distance
|
||||
)
|
||||
{
|
||||
switch (distance)
|
||||
{
|
||||
// Filter out close range weapons from far distance requirement
|
||||
case > 50:
|
||||
{
|
||||
List<string> weaponTypeBlacklist = ["Shotgun", "Pistol"];
|
||||
|
||||
// Filter out close range weapons from long distance requirement
|
||||
generationData.WeaponCategoryRequirementConfig.RemoveAll(category =>
|
||||
weaponTypeBlacklist.Contains(category.Key)
|
||||
);
|
||||
break;
|
||||
}
|
||||
// Filter out long range weapons from close distance requirement
|
||||
case < 20:
|
||||
{
|
||||
List<string> weaponTypeBlacklist = ["MarksmanRifle", "DMR"];
|
||||
|
||||
// Filter out far range weapons from close distance requirement
|
||||
generationData.WeaponCategoryRequirementConfig.RemoveAll(category =>
|
||||
weaponTypeBlacklist.Contains(category.Key)
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Pick a weighted weapon category
|
||||
var weaponRequirement = generationData.WeaponCategoryRequirementConfig.Draw(1, false);
|
||||
|
||||
// Get the hideout id value stored in the .data array
|
||||
return generationData.WeaponCategoryRequirementConfig.Data(weaponRequirement[0])?[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a specific weapon to use, only use this if we aren't already using a weapon category requirement
|
||||
/// </summary>
|
||||
/// <param name="generationData">Generation data</param>
|
||||
/// <returns>Weapon to use</returns>
|
||||
protected string? GenerateSpecificWeaponRequirement(
|
||||
EliminationQuestGenerationData generationData
|
||||
)
|
||||
{
|
||||
var weaponRequirement = generationData.WeaponRequirementConfig.Draw(1, false);
|
||||
var specificAllowedWeaponCategory = generationData.WeaponRequirementConfig.Data(weaponRequirement[0]);
|
||||
|
||||
if (specificAllowedWeaponCategory?[0] is null)
|
||||
{
|
||||
logger.Error(localisationService.GetText("repeatable-elimination-specific-weapon-null"));
|
||||
return null;
|
||||
}
|
||||
|
||||
var allowedWeapons = itemHelper.GetItemTplsOfBaseType(specificAllowedWeaponCategory[0]);
|
||||
|
||||
return randomUtil.GetArrayValue(allowedWeapons);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a number of kills needed to complete elimination quest
|
||||
/// </summary>
|
||||
|
||||
@@ -598,16 +598,16 @@ public record EliminationConfig : BaseQuestConfig
|
||||
public required int MinPmcKills { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Probability that a specific weapon requirement is chosen
|
||||
/// Chance that a specific weapon requirement is chosen
|
||||
/// </summary>
|
||||
[JsonPropertyName("weaponRequirementProb")]
|
||||
public required double WeaponRequirementProbability { get; set; }
|
||||
[JsonPropertyName("weaponRequirementChance")]
|
||||
public required int WeaponRequirementChance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Probability that a weapon category requirement is chosen
|
||||
/// Chance that a weapon category requirement is chosen
|
||||
/// </summary>
|
||||
[JsonPropertyName("weaponCategoryRequirementProb")]
|
||||
public required double WeaponCategoryRequirementProbability { get; set; }
|
||||
[JsonPropertyName("weaponCategoryRequirementChance")]
|
||||
public required int WeaponCategoryRequirementChance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If a weapon category requirement is chosen, pick from these categories
|
||||
|
||||
Reference in New Issue
Block a user