Cleaned up a lot of health-related code formatting to be more readable in prep for fixing effect transference issues

This commit is contained in:
Chomp
2025-06-29 14:54:09 +01:00
parent 7ab24629e2
commit b4024527df
2 changed files with 95 additions and 84 deletions
@@ -37,40 +37,40 @@ public class HealthHelper(
/// <summary>
/// Update player profile vitality values with changes from client request object
/// </summary>
/// <param name="pmcData">Player profile</param>
/// <param name="postRaidHealth">Post raid data</param>
/// <param name="sessionID">Session id</param>
/// <param name="isDead">Is player dead</param>
public void UpdateProfileHealthPostRaid(
PmcData pmcData,
BotBaseHealth postRaidHealth,
/// <param name="pmcProfileToUpdate">Player profile to apply changes to</param>
/// <param name="healthChanges">Changes to apply </param>
/// <param name="isDead">OPTIONAL - Is player dead</param>
public void ApplyHealthChangesToProfile(
string sessionID,
bool isDead
PmcData pmcProfileToUpdate,
BotBaseHealth healthChanges,
bool isDead = false
)
{
var fullProfile = _saveServer.GetProfile(sessionID);
var profileEdition = fullProfile.ProfileInfo.Edition;
var profileSide = fullProfile.CharacterData.PmcData.Info.Side;
// Get matching 'side e.g. USEC
// Get matching 'side' e.g. USEC
var matchingSide = _profileHelper.GetProfileTemplateForSide(profileEdition, profileSide);
var defaultTemperature =
matchingSide?.Character?.Health?.Temperature ?? new CurrentMinMax { Current = 36.6 };
fullProfile.StoreHydrationEnergyTempInProfile(
postRaidHealth.Hydration.Current ?? 0,
postRaidHealth.Energy.Current ?? 0,
healthChanges.Hydration.Current ?? 0,
healthChanges.Energy.Current ?? 0,
defaultTemperature.Current ?? 0 // Reset profile temp to the default to prevent very cold/hot temps persisting into next raid
);
// Store limb effects from post-raid in profile
foreach (var bodyPart in postRaidHealth.BodyParts)
foreach (var bodyPart in healthChanges.BodyParts)
{
// Effects
if (postRaidHealth.BodyParts[bodyPart.Key].Effects is not null)
if (healthChanges.BodyParts[bodyPart.Key].Effects is not null)
{
fullProfile.VitalityData.Health[bodyPart.Key].Effects = postRaidHealth
fullProfile.VitalityData.Health[bodyPart.Key].Effects = healthChanges
.BodyParts[bodyPart.Key]
.Effects;
}
@@ -80,75 +80,77 @@ public class HealthHelper(
// Player alive, not is limb alive
{
fullProfile.VitalityData.Health[bodyPart.Key].Health.Current =
postRaidHealth.BodyParts[bodyPart.Key].Health.Current ?? 0;
healthChanges.BodyParts[bodyPart.Key].Health.Current ?? 0;
}
else
{
fullProfile.VitalityData.Health[bodyPart.Key].Health.Current =
pmcData.Health.BodyParts[bodyPart.Key].Health.Maximum
pmcProfileToUpdate.Health.BodyParts[bodyPart.Key].Health.Maximum
* _healthConfig.HealthMultipliers.Death
?? 0;
}
}
TransferPostRaidLimbEffectsToProfile(postRaidHealth.BodyParts, pmcData);
// Alter saved profiles Health with values from post-raid client data
ModifyProfileHeathProperties(
healthChanges.BodyParts,
pmcProfileToUpdate,
["Dehydration", "Exhaustion"]
);
// Adjust hydration/energy/temp and limb hp using temp storage hydrated above
SaveHealth(pmcData, sessionID);
SaveHealth(pmcProfileToUpdate, sessionID);
// Reset temp storage
ResetVitality(sessionID);
// Update last edited timestamp
pmcData.Health.UpdateTime = _timeUtil.GetTimeStamp();
pmcProfileToUpdate.Health.UpdateTime = _timeUtil.GetTimeStamp();
}
/// <summary>
/// Take body part effects from client profile and apply to server profile
/// Apply Health values to profile
/// </summary>
/// <param name="postRaidBodyParts">Post-raid body part data</param>
/// <param name="profileData">Player profile on server</param>
protected void TransferPostRaidLimbEffectsToProfile(
Dictionary<string, BodyPartHealth> postRaidBodyParts,
PmcData profileData
/// <param name="bodyPartChanges">Changes to apply</param>
/// <param name="profileToAdjust">Player profile on server</param>
/// <param name="effectsToSkip"></param>
protected void ModifyProfileHeathProperties(
Dictionary<string, BodyPartHealth> bodyPartChanges,
PmcData profileToAdjust,
HashSet<string>? effectsToSkip = null
)
{
// Iterate over each body part
HashSet<string> effectsToIgnore = ["Dehydration", "Exhaustion"];
foreach (var bodyPartId in postRaidBodyParts)
foreach (var (partName, partProperties) in bodyPartChanges)
{
// Get effects on body part from profile
var bodyPartEffects = postRaidBodyParts[bodyPartId.Key].Effects;
foreach (var (key, effectDetails) in bodyPartEffects)
// Process each effect for each part
foreach (var (key, effectDetails) in partProperties.Effects)
{
// Null guard
profileData.Health.BodyParts[bodyPartId.Key].Effects ??=
new Dictionary<string, BodyPartEffectProperties>();
var matchingProfilePart = profileToAdjust.Health.BodyParts[partName];
matchingProfilePart.Effects ??= new Dictionary<string, BodyPartEffectProperties>();
// Effect already exists on limb in server profile, skip
var profileBodyPartEffects = profileData.Health.BodyParts[bodyPartId.Key].Effects;
if (profileBodyPartEffects.ContainsKey(key))
if (matchingProfilePart.Effects.ContainsKey(key))
{
if (effectsToIgnore.Contains(key))
// Get rid of certain effects we don't want to persist out of raid
// Edge case - effect already exists at destination, but we don't want to overwrite details
if (effectsToSkip is not null && effectsToSkip.Contains(key))
{
profileBodyPartEffects[key] = null;
matchingProfilePart.Effects[key] = null;
}
continue;
}
if (effectsToIgnore.Contains(key))
// Do not pass some effects to out of raid profile
if (effectsToSkip is not null && effectsToSkip.Contains(key))
// Do not pass skipped effect into profile
{
continue;
}
var effectToAdd = new BodyPartEffectProperties { Time = effectDetails.Time ?? -1 };
// Add effect to server profile
if (profileBodyPartEffects.TryAdd(key, effectToAdd))
if (matchingProfilePart.Effects.TryAdd(key, effectToAdd))
{
profileBodyPartEffects[key] = effectToAdd;
matchingProfilePart.Effects[key] = effectToAdd;
}
}
}
@@ -187,22 +189,21 @@ public class HealthHelper(
pmcData.Health.Energy.Current = Math.Round(profileHealth.Energy ?? 0);
pmcData.Health.Temperature.Current = Math.Round(profileHealth.Temperature ?? 0);
foreach (var bodyPart in pmcData.Health.BodyParts)
foreach (var (partName, partProperties) in pmcData.Health.BodyParts)
{
if (profileHealth.Health[bodyPart.Key].Health.Maximum > bodyPart.Value.Health.Maximum)
var matchingProfilePart = profileHealth.Health[partName];
if (matchingProfilePart.Health.Maximum > partProperties.Health.Maximum)
{
profileHealth.Health[bodyPart.Key].Health.Maximum = bodyPart.Value.Health.Maximum;
matchingProfilePart.Health.Maximum = partProperties.Health.Maximum;
}
if (profileHealth.Health[bodyPart.Key].Health.Current == 0)
if (matchingProfilePart.Health.Current == 0)
{
profileHealth.Health[bodyPart.Key].Health.Current =
bodyPart.Value.Health.Maximum * _healthConfig.HealthMultipliers.Blacked;
matchingProfilePart.Health.Current =
partProperties.Health.Maximum * _healthConfig.HealthMultipliers.Blacked;
}
bodyPart.Value.Health.Current = Math.Round(
profileHealth.Health[bodyPart.Key].Health.Current ?? 0
);
partProperties.Health.Current = Math.Round(matchingProfilePart.Health.Current ?? 0);
}
}
@@ -459,7 +459,7 @@ public class LocationLifecycleService
{
// Manually store the map player just left
request.LocationTransit.SptLastVisitedLocation = locationName;
// TODO - Persist each players last visited location history over multiple transits, e.g using InMemoryCacheService, need to take care to not let data get stored forever
// TODO - Persist each players last visited location history over multiple transits, e.g. using InMemoryCacheService, need to take care to not let data get stored forever
// Store transfer data for later use in `startLocalRaid()` when next raid starts
request.LocationTransit.SptExitName = request.Results.ExitName;
_profileActivityService.GetProfileActivityRaidData(sessionId).LocationTransit =
@@ -881,7 +881,7 @@ public class LocationLifecycleService
/// Handles PMC Profile after the raid
/// </summary>
/// <param name="sessionId"> Player id </param>
/// <param name="fullProfile"> Pmc profile </param>
/// <param name="fullServerProfile"> Pmc profile from server</param>
/// <param name="scavProfile"> Scav profile </param>
/// <param name="isDead"> Player died/got left behind in raid </param>
/// <param name="isSurvived"> Not same as opposite of `isDead`, specific status </param>
@@ -890,7 +890,7 @@ public class LocationLifecycleService
/// <param name="locationName"> Current finished Raid location </param>
protected void HandlePostRaidPmc(
string sessionId,
SptProfile fullProfile,
SptProfile fullServerProfile,
PmcData scavProfile,
bool isDead,
bool isSurvived,
@@ -899,78 +899,84 @@ public class LocationLifecycleService
string locationName
)
{
var pmcProfile = fullProfile.CharacterData.PmcData;
var serverPmcProfile = fullServerProfile.CharacterData.PmcData;
var postRaidProfile = request.Results.Profile;
var preRaidProfileQuestDataClone = _cloner.Clone(pmcProfile.Quests);
var preRaidProfileQuestDataClone = _cloner.Clone(serverPmcProfile.Quests);
// MUST occur BEFORE inventory actions (setInventory()) occur
// Player died, get quest items they lost for use later
var lostQuestItems = postRaidProfile.GetQuestItemsInProfile();
// Update inventory
_inRaidHelper.SetInventory(sessionId, pmcProfile, postRaidProfile, isSurvived, isTransfer);
_inRaidHelper.SetInventory(
sessionId,
serverPmcProfile,
postRaidProfile,
isSurvived,
isTransfer
);
pmcProfile.Info.Level = postRaidProfile.Info.Level;
pmcProfile.Skills = postRaidProfile.Skills;
pmcProfile.Stats.Eft = postRaidProfile.Stats.Eft;
pmcProfile.Encyclopedia = postRaidProfile.Encyclopedia;
pmcProfile.TaskConditionCounters = postRaidProfile.TaskConditionCounters;
pmcProfile.SurvivorClass = postRaidProfile.SurvivorClass;
serverPmcProfile.Info.Level = postRaidProfile.Info.Level;
serverPmcProfile.Skills = postRaidProfile.Skills;
serverPmcProfile.Stats.Eft = postRaidProfile.Stats.Eft;
serverPmcProfile.Encyclopedia = postRaidProfile.Encyclopedia;
serverPmcProfile.TaskConditionCounters = postRaidProfile.TaskConditionCounters;
serverPmcProfile.SurvivorClass = postRaidProfile.SurvivorClass;
// MUST occur prior to profile achievements being overwritten by post-raid achievements
ProcessAchievementRewards(fullProfile, postRaidProfile.Achievements);
ProcessAchievementRewards(fullServerProfile, postRaidProfile.Achievements);
pmcProfile.Achievements = postRaidProfile.Achievements;
pmcProfile.Quests = ProcessPostRaidQuests(postRaidProfile.Quests);
serverPmcProfile.Achievements = postRaidProfile.Achievements;
serverPmcProfile.Quests = ProcessPostRaidQuests(postRaidProfile.Quests);
// Handle edge case - must occur AFTER processPostRaidQuests()
LightkeeperQuestWorkaround(
sessionId,
postRaidProfile.Quests,
preRaidProfileQuestDataClone,
pmcProfile
serverPmcProfile
);
pmcProfile.WishList = postRaidProfile.WishList;
serverPmcProfile.WishList = postRaidProfile.WishList;
pmcProfile.Info.Experience = postRaidProfile.Info.Experience;
serverPmcProfile.Info.Experience = postRaidProfile.Info.Experience;
ApplyTraderStandingAdjustments(pmcProfile.TradersInfo, postRaidProfile.TradersInfo);
ApplyTraderStandingAdjustments(serverPmcProfile.TradersInfo, postRaidProfile.TradersInfo);
// Must occur AFTER experience is set and stats copied over
pmcProfile.Stats.Eft.TotalSessionExperience = 0;
serverPmcProfile.Stats.Eft.TotalSessionExperience = 0;
const string fenceId = Traders.FENCE;
// Clamp fence standing
var currentFenceStanding = postRaidProfile.TradersInfo[fenceId].Standing;
pmcProfile.TradersInfo[fenceId].Standing = Math.Min(
serverPmcProfile.TradersInfo[fenceId].Standing = Math.Min(
Math.Max((double)currentFenceStanding, -7),
15
); // Ensure it stays between -7 and 15
// Copy fence values to Scav
scavProfile.TradersInfo[fenceId] = pmcProfile.TradersInfo[fenceId];
scavProfile.TradersInfo[fenceId] = serverPmcProfile.TradersInfo[fenceId];
// MUST occur AFTER encyclopedia updated
MergePmcAndScavEncyclopedias(pmcProfile, scavProfile);
MergePmcAndScavEncyclopedias(serverPmcProfile, scavProfile);
// Handle temp, hydration, limb hp/effects
_healthHelper.UpdateProfileHealthPostRaid(
pmcProfile,
postRaidProfile.Health,
_healthHelper.ApplyHealthChangesToProfile(
sessionId,
serverPmcProfile,
postRaidProfile.Health,
isDead
);
if (isTransfer)
{
// Adjust limb hp and effects while transiting
UpdateLimbValuesAfterTransit(pmcProfile.Health);
UpdateLimbValuesAfterTransit(serverPmcProfile.Health);
}
// This must occur _BEFORE_ `deleteInventory`, as that method clears insured items
HandleInsuredItemLostEvent(sessionId, pmcProfile, request, locationName);
HandleInsuredItemLostEvent(sessionId, serverPmcProfile, request, locationName);
if (isDead)
{
@@ -978,7 +984,11 @@ public class LocationLifecycleService
// MUST occur AFTER quests have post raid quest data has been merged "processPostRaidQuests()"
// Player is dead + had quest items, check and fix any broken find item quests
{
CheckForAndFixPickupQuestsAfterDeath(sessionId, lostQuestItems, pmcProfile.Quests);
CheckForAndFixPickupQuestsAfterDeath(
sessionId,
lostQuestItems,
serverPmcProfile.Quests
);
}
if (postRaidProfile.Stats.Eft.Aggressor is not null)
@@ -987,16 +997,16 @@ public class LocationLifecycleService
postRaidProfile.Stats.Eft.Aggressor.ProfileId = request.Results.KillerId;
_pmcChatResponseService.SendKillerResponse(
sessionId,
pmcProfile,
serverPmcProfile,
postRaidProfile.Stats.Eft.Aggressor
);
}
_inRaidHelper.DeleteInventory(pmcProfile, sessionId);
_inRaidHelper.DeleteInventory(serverPmcProfile, sessionId);
_inRaidHelper.RemoveFiRStatusFromItemsInContainer(
sessionId,
pmcProfile,
serverPmcProfile,
"SecuredContainer"
);
}
@@ -1012,7 +1022,7 @@ public class LocationLifecycleService
if (victims?.Count > 0)
// Player killed PMCs, send some mail responses to them
{
_pmcChatResponseService.SendVictimResponse(sessionId, victims, pmcProfile);
_pmcChatResponseService.SendVictimResponse(sessionId, victims, serverPmcProfile);
}
}