Repeatable quest generation (Part 3) (#420)

* clean up EliminationQuestGenerator.cs

* add locales
This commit is contained in:
Cj
2025-06-23 09:54:43 -04:00
committed by GitHub
parent 059a86b773
commit 524fa65c29
4 changed files with 496 additions and 229 deletions
@@ -474,8 +474,8 @@
"minBossKills": 1,
"maxPmcKills": 2,
"minPmcKills": 1,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.15,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 15,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -700,8 +700,8 @@
"minBossKills": 1,
"maxPmcKills": 5,
"minPmcKills": 2,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.15,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 15,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -921,8 +921,8 @@
"minBossKills": 2,
"maxPmcKills": 6,
"minPmcKills": 3,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.15,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 15,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -1351,8 +1351,8 @@
"minBossKills": 3,
"maxPmcKills": 8,
"minPmcKills": 5,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.2,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 20,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -1572,8 +1572,8 @@
"minBossKills": 5,
"maxPmcKills": 15,
"minPmcKills": 10,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.15,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 15,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -1793,8 +1793,8 @@
"minBossKills": 7,
"maxPmcKills": 25,
"minPmcKills": 10,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.2,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 20,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -2081,8 +2081,8 @@
"minBossKills": 1,
"maxPmcKills": 2,
"minPmcKills": 1,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.3,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 30,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -2218,8 +2218,8 @@
"minBossKills": 1,
"maxPmcKills": 5,
"minPmcKills": 2,
"weaponRequirementProb": 0,
"weaponCategoryRequirementProb": 0.3,
"weaponRequirementChance": 0,
"weaponCategoryRequirementChance": 30,
"weaponCategoryRequirements": [
{
"key": "Shotgun",
@@ -669,6 +669,14 @@
"repeatable-unable_to_find_location_id_for_location_name": "Unable to find a locationId for: %s",
"repeatable-unable_to_find_exits_for_location": "Unable to get location exits for location: %s",
"repeatable-unable_choose_exit_pool_empty": "Unable to choose specific exit for map: %s as exit pool is empty",
"repeatable-eliminationQuestGenerationData-is-null" : "Elimination generation data is null",
"repeatable-no-bot-types-remain": "No remaining bot types remain in pool, skipping Elimination quest generation",
"repeatable-unable-targets-are-null": "Unable to generate Elimination quest generation, targets are null",
"repeatable-unable-get-target-pool": "Unable to get targetLocationPool for bot type: %s",
"repeatable-unable-get-location-key": "Unable to get locationKey for bot type: %s",
"repeatable-elimination-config-not-found": "Unable to find the elimination config",
"repeatable-elimination-any-not-found": "We're not targeting a specific location and `any` was not found in locations",
"repeatable-elimination-specific-weapon-null": "Specific allowed weapon categories are null",
"reward-type_not_handled": "Reward type: {{rewardType}} not handled for quest/achievement: {{questId}}",
"reward-unable_to_find_matching_hideout_production": "Unable to find matching hideout craft unlock for quest/achievement: {{questId}}, matches found: {{matchCount}}",
"route_onupdate_no_response": "onUpdate: %s route doesn't report success or fail",
@@ -42,8 +42,22 @@ public class EliminationQuestGenerator(
{ BodyParts.Chest, [BodyParts.Chest, BodyParts.Stomach] },
};
/// <summary>
/// MaxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
/// </summary>
protected const int MaxDistDifficulty = 2;
protected QuestConfig QuestConfig = configServer.GetConfig<QuestConfig>();
protected record EliminationQuestGenerationData(
EliminationConfig EliminationConfig,
Dictionary<ELocationName, List<string>> LocationsConfig,
ProbabilityObjectArray<string, BossInfo> TargetsConfig,
ProbabilityObjectArray<string, List<string>> BodyPartsConfig,
ProbabilityObjectArray<string, List<string>> WeaponCategoryRequirementConfig,
ProbabilityObjectArray<string, List<string>> WeaponRequirementConfig
);
/// <summary>
/// Generate a randomised Elimination quest
/// </summary>
@@ -64,33 +78,12 @@ public class EliminationQuestGenerator(
RepeatableQuestConfig repeatableConfig
)
{
var rand = new Random();
var eliminationConfig = repeatableQuestHelper.GetEliminationConfigByPmcLevel(
pmcLevel,
repeatableConfig
);
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
);
var generationData = GetGenerationData(repeatableConfig, pmcLevel);
if (generationData is null)
{
logger.Error(localisationService.GetText("repeatable-eliminationQuestGenerationData-is-null"));
return null;
}
// the difficulty of the quest varies in difficulty depending on the condition
// possible conditions are
@@ -108,229 +101,120 @@ public class EliminationQuestGenerator(
// }
// higher is more likely. We define the difficulty to be the inverse of the relative probability.
// We want to generate a reward which is scaled by the difficulty of this mission. To get a upper bound with which we scale
// We want to generate a reward which is scaled by the difficulty of this mission. To get an upper bound with which we scale
// the actual difficulty we calculate the minimum and maximum difficulty (max being the sum of max of each condition type
// times the number of kills we have to perform):
// The minimum difficulty is the difficulty for the most probable (= easiest target) with no additional conditions
var minDifficulty = 1 / targetsConfig.MaxProbability(); // min difficulty is the lowest amount of scavs without any constraints
var minDifficulty =
1 / generationData.TargetsConfig
.MaxProbability(); // min difficulty is the lowest amount of scavs without any constraints
// Target on bodyPart max. difficulty is that of the least probable element
var maxTargetDifficulty = 1 / targetsConfig.MinProbability();
var maxBodyPartsDifficulty = eliminationConfig.MinKills / bodyPartsConfig.MinProbability();
// maxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
const int maxDistDifficulty = 2;
var maxKillDifficulty = eliminationConfig.MaxKills;
var maxTargetDifficulty = 1 / generationData.TargetsConfig.MinProbability();
var maxBodyPartsDifficulty =
generationData.EliminationConfig.MinKills / generationData.BodyPartsConfig.MinProbability();
var maxKillDifficulty = generationData.EliminationConfig.MaxKills;
var targetPool = questTypePool.Pool.Elimination;
targetsConfig = targetsConfig.Filter(x => targetPool.Targets.ContainsKey(x.Key));
if (targetsConfig.Count == 0 || targetsConfig.All(x => x.Data?.IsBoss ?? false))
// Get a random bot type to eliminate
var (botTypeToEliminate, targetsConfig) = GetBotTypeToEliminate(generationData, questTypePool);
if (botTypeToEliminate is null || targetsConfig is null)
{
// 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();
logger.Warning(localisationService.GetText("repeatable-no-bot-types-remain"));
return null;
}
var botTypeToEliminate = targetsConfig.Draw()[0];
var targetDifficulty = 1 / targetsConfig.Probability(botTypeToEliminate);
targetPool.Targets.TryGetValue(botTypeToEliminate, out var targetLocationPool);
var locations = targetLocationPool.Locations;
// we use any as location if "any" is in the pool, and we don't 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.Contains("any")
&& (
randomUtil.GetChance100(eliminationConfig.SpecificLocationChance)
|| locations.Count <= 1
)
)
if (targetPool.Targets is null)
{
locationKey = "any";
targetPool.Targets.Remove(botTypeToEliminate);
logger.Error(localisationService.GetText("repeatable-unable-targets-are-null"));
return null;
}
else
{
// Specific location
locations = locations.Where(l => l != "any").ToList();
if (locations.Count > 0)
{
// Get name of location we want elimination to occur on
locationKey = randomUtil.DrawRandomFromList(locations).FirstOrDefault();
// Get a pool of locations the chosen bot type can be eliminated on
if (
!targetPool.Targets.TryGetValue(
botTypeToEliminate,
out var possibleLocationPool
)
// Try and get a target location pool for this bot type
if (!targetPool.Targets.TryGetValue(botTypeToEliminate, out var targetLocationPool))
{
logger.Error(localisationService.GetText(
"repeatable-unable-get-target-pool",
botTypeToEliminate
)
{
logger.Warning(
$"Bot to kill: {botTypeToEliminate} not found in elimination dict"
);
}
);
// Filter locations bot can be killed on to just those not chosen by key
possibleLocationPool.Locations = possibleLocationPool
.Locations.Where(location => location != locationKey)
.ToList();
// None left after filtering
if (possibleLocationPool.Locations.Count == 0)
{
// TODO: Why do any of this?!
// Remove chosen bot to eliminate from pool
targetPool.Targets.Remove(botTypeToEliminate);
}
}
else
{
// Never should reach this if everything works out
logger.Error(
localisationService.GetText(
"quest-repeatable_elimination_generation_failed_please_report"
)
);
}
return null;
}
// draw the target body part and calculate the difficulty factor
// Try and get a location key for this quest
if (!TryGetLocationKey(generationData, targetPool, botTypeToEliminate, targetLocationPool.Locations,
out var locationKey) || locationKey is null)
{
logger.Error(localisationService.GetText(
"repeatable-unable-get-location-key",
botTypeToEliminate
)
);
return null;
}
// Generate a body part, make sure we ref the body part difficulty so it can be adjusted
var bodyPartsToClient = new List<string>();
var bodyPartDifficulty = 0d;
if (randomUtil.GetChance100(eliminationConfig.BodyPartChance))
var generateBodyParts = randomUtil.GetChance100(generationData.EliminationConfig.BodyPartChance);
if (generateBodyParts)
{
// 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);
double probability = 0;
foreach (var bodyPart in bodyParts)
{
// more than one part lead to an "OR" condition hence more parts reduce the difficulty
probability += bodyPartsConfig.Probability(bodyPart).Value;
if (_bodyPartsToClient.TryGetValue(bodyPart, out var bodyPartListToClient))
{
bodyPartsToClient.AddRange(bodyPartListToClient);
}
else
{
bodyPartsToClient.Add(bodyPart);
}
}
bodyPartDifficulty = 1 / probability;
// draw the target body part and calculate the difficulty factor
bodyPartsToClient.AddRange(GenerateBodyParts(generationData, ref bodyPartDifficulty));
}
// Draw a distance condition
var isDistanceRequirementAllowed = IsDistanceRequirementAllowed(
generationData, botTypeToEliminate, locationKey, targetsConfig
);
int? distance = null;
var distanceDifficulty = 0;
var isDistanceRequirementAllowed = !eliminationConfig.DistLocationBlacklist.Contains(
locationKey
);
if (targetsConfig.Data(botTypeToEliminate)?.IsBoss ?? false)
// Generate a distance requirement
if (isDistanceRequirementAllowed)
{
// Get all boss spawn information
var bossSpawns = databaseService
.GetLocations()
.GetDictionary()
.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 => new
{
x.Id,
BossSpawn = x.BossSpawn.Where(e => e.BossName == botTypeToEliminate),
})
.Where(x => x.BossSpawn.Count() > 0);
// remove blacklisted locations
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.Any();
}
if (
randomUtil.GetChance100(eliminationConfig.DistanceProbability)
&& isDistanceRequirementAllowed
)
{
// Random distance with lower values more likely; simple distribution for starters...
distance = (int)
Math.Floor(
Math.Abs(rand.NextDouble() - rand.NextDouble())
* (1 + eliminationConfig.MaxDistance - eliminationConfig.MinDistance)
+ eliminationConfig.MinDistance
);
distance = (int)Math.Ceiling((decimal)(distance / 5)) * 5;
distanceDifficulty = (int)(
maxDistDifficulty * distance / eliminationConfig.MaxDistance
);
var (dist, distDiff) = GenerateDistanceRequirement(generationData);
distance = dist;
distanceDifficulty = distDiff;
}
string? allowedWeaponsCategory = null;
if (randomUtil.GetChance100(eliminationConfig.WeaponCategoryRequirementProbability))
var generateWeaponCategoryRequirement =
randomUtil.GetChance100(generationData.EliminationConfig.WeaponCategoryRequirementChance);
// Generate a weapon category requirement
if (generateWeaponCategoryRequirement)
{
// Filter out close range weapons from far distance requirement
if (distance > 50)
{
List<string> weaponTypeBlacklist = ["Shotgun", "Pistol"];
// Filter out close range weapons from long distance requirement
weaponCategoryRequirementConfig.RemoveAll(category =>
weaponTypeBlacklist.Contains(category.Key)
);
}
else if (distance < 20)
{
List<string> weaponTypeBlacklist = ["MarksmanRifle", "DMR"];
// Filter out far range weapons from close distance requirement
weaponCategoryRequirementConfig.RemoveAll(category =>
weaponTypeBlacklist.Contains(category.Key)
);
}
// Pick a weighted weapon category
var weaponRequirement = weaponCategoryRequirementConfig.Draw(1, false);
// Get the hideout id value stored in the .data array
allowedWeaponsCategory = weaponCategoryRequirementConfig.Data(weaponRequirement[0])[0];
allowedWeaponsCategory = GenerateWeaponCategoryRequirement(generationData, distance);
}
// Only allow a specific weapon requirement if a weapon category was not chosen
string? allowedWeapon = null;
if (
allowedWeaponsCategory is not null
&& eliminationConfig.WeaponRequirementProbability > rand.NextDouble()
)
var generateWeaponRequirement =
randomUtil.GetChance100(generationData.EliminationConfig.WeaponRequirementChance);
// Generate a weapon requirement
if (!generateWeaponCategoryRequirement && generateWeaponRequirement)
{
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