Reduced complexity of post-raid health transfer

Likely fixed issue with effects not transferring over correctly out of raid
This commit is contained in:
Chomp
2025-06-29 15:48:23 +01:00
parent b4024527df
commit cb559fdf5c
2 changed files with 45 additions and 178 deletions
@@ -6,18 +6,6 @@ namespace SPTarkov.Server.Core.Extensions
{
public static class FullProfileExtensions
{
public static void StoreHydrationEnergyTempInProfile(
this SptProfile fullProfile,
double hydration,
double energy,
double temperature
)
{
fullProfile.VitalityData.Hydration = hydration;
fullProfile.VitalityData.Energy = energy;
fullProfile.VitalityData.Temperature = temperature;
}
/// <summary>
/// Add a list of suit ids to a profiles suit list, no duplicates
/// </summary>
@@ -1,8 +1,6 @@
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Models.Eft.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Eft.Profile;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Utils;
@@ -20,20 +18,6 @@ public class HealthHelper(
{
protected readonly HealthConfig _healthConfig = _configServer.GetConfig<HealthConfig>();
/// <summary>
/// Resets the profiles vitality/health and vitality/effects properties to their defaults
/// </summary>
/// <param name="sessionID">Session Id</param>
/// <returns>Updated profile</returns>
public SptProfile ResetVitality(string sessionID)
{
var profile = _saveServer.GetProfile(sessionID);
profile.VitalityData.SetDefaults();
return profile;
}
/// <summary>
/// Update player profile vitality values with changes from client request object
/// </summary>
@@ -58,50 +42,15 @@ public class HealthHelper(
var defaultTemperature =
matchingSide?.Character?.Health?.Temperature ?? new CurrentMinMax { Current = 36.6 };
fullProfile.StoreHydrationEnergyTempInProfile(
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 healthChanges.BodyParts)
{
// Effects
if (healthChanges.BodyParts[bodyPart.Key].Effects is not null)
{
fullProfile.VitalityData.Health[bodyPart.Key].Effects = healthChanges
.BodyParts[bodyPart.Key]
.Effects;
}
// Limb hp
if (!isDead)
// Player alive, not is limb alive
{
fullProfile.VitalityData.Health[bodyPart.Key].Health.Current =
healthChanges.BodyParts[bodyPart.Key].Health.Current ?? 0;
}
else
{
fullProfile.VitalityData.Health[bodyPart.Key].Health.Current =
pmcProfileToUpdate.Health.BodyParts[bodyPart.Key].Health.Maximum
* _healthConfig.HealthMultipliers.Death
?? 0;
}
}
// Alter saved profiles Health with values from post-raid client data
ModifyProfileHeathProperties(
healthChanges.BodyParts,
ModifyProfileHealthProperties(
pmcProfileToUpdate,
healthChanges.BodyParts,
["Dehydration", "Exhaustion"]
);
// Adjust hydration/energy/temp and limb hp using temp storage hydrated above
SaveHealth(pmcProfileToUpdate, sessionID);
// Reset temp storage
ResetVitality(sessionID);
// Adjust hydration/energy/temperature
AdjustProfileHydrationEnergyTemperature(pmcProfileToUpdate, healthChanges);
// Update last edited timestamp
pmcProfileToUpdate.Health.UpdateTime = _timeUtil.GetTimeStamp();
@@ -110,22 +59,39 @@ public class HealthHelper(
/// <summary>
/// Apply Health values to profile
/// </summary>
/// <param name="bodyPartChanges">Changes to apply</param>
/// <param name="profileToAdjust">Player profile on server</param>
/// <param name="bodyPartChanges">Changes to apply</param>
/// <param name="effectsToSkip"></param>
protected void ModifyProfileHeathProperties(
Dictionary<string, BodyPartHealth> bodyPartChanges,
protected void ModifyProfileHealthProperties(
PmcData profileToAdjust,
Dictionary<string, BodyPartHealth> bodyPartChanges,
HashSet<string>? effectsToSkip = null
)
{
foreach (var (partName, partProperties) in bodyPartChanges)
{
if (
!profileToAdjust.Health.BodyParts.TryGetValue(partName, out var matchingProfilePart)
)
{
continue;
}
if (_healthConfig.Save.Health)
{
// Apply hp changes to profile
matchingProfilePart.Health.Current =
partProperties.Health.Current == 0
? partProperties.Health.Maximum * _healthConfig.HealthMultipliers.Blacked
: partProperties.Health.Current;
matchingProfilePart.Health.Maximum = partProperties.Health.Maximum;
}
// Process each effect for each part
foreach (var (key, effectDetails) in partProperties.Effects)
{
// Null guard
var matchingProfilePart = profileToAdjust.Health.BodyParts[partName];
matchingProfilePart.Effects ??= new Dictionary<string, BodyPartEffectProperties>();
// Effect already exists on limb in server profile, skip
@@ -157,117 +123,30 @@ public class HealthHelper(
}
/// <summary>
/// Adjust hydration/energy/temperate and body part hp values in player profile to values in `profile.vitality`
/// Adjust hydration/energy/temperate
/// </summary>
/// <param name="pmcData">Profile to update</param>
/// <param name="sessionID">Session id</param>
protected void SaveHealth(PmcData pmcData, string sessionID)
{
if (!_healthConfig.Save.Health)
{
return;
}
var profileHealth = _saveServer.GetProfile(sessionID).VitalityData;
if (profileHealth.Hydration > pmcData.Health.Hydration.Maximum)
{
profileHealth.Hydration = pmcData.Health.Hydration.Maximum;
}
if (profileHealth.Energy > pmcData.Health.Energy.Maximum)
{
profileHealth.Energy = pmcData.Health.Energy.Maximum;
}
if (profileHealth.Temperature > pmcData.Health.Temperature.Maximum)
{
profileHealth.Temperature = pmcData.Health.Temperature.Maximum;
}
pmcData.Health.Hydration.Current = Math.Round(profileHealth.Hydration ?? 0);
pmcData.Health.Energy.Current = Math.Round(profileHealth.Energy ?? 0);
pmcData.Health.Temperature.Current = Math.Round(profileHealth.Temperature ?? 0);
foreach (var (partName, partProperties) in pmcData.Health.BodyParts)
{
var matchingProfilePart = profileHealth.Health[partName];
if (matchingProfilePart.Health.Maximum > partProperties.Health.Maximum)
{
matchingProfilePart.Health.Maximum = partProperties.Health.Maximum;
}
if (matchingProfilePart.Health.Current == 0)
{
matchingProfilePart.Health.Current =
partProperties.Health.Maximum * _healthConfig.HealthMultipliers.Blacked;
}
partProperties.Health.Current = Math.Round(matchingProfilePart.Health.Current ?? 0);
}
}
/// <summary>
/// Save effects to profile
/// Works by removing all effects and adding them back from profile
/// Removes empty 'Effects' objects if found
/// </summary>
/// <param name="pmcData">Player profile</param>
/// <param name="sessionID">Session id</param>
/// <param name="bodyPartsWithEffects">Dictionary of body parts with effects that should be added to profile</param>
/// <param name="deleteExistingEffects">Should effects be added back to profile</param>
protected void SaveEffects(
PmcData pmcData,
string sessionID,
Dictionary<string, BodyPartHealth> bodyPartsWithEffects,
bool deleteExistingEffects = true
/// <param name="profileToUpdate">Profile to update</param>
/// <param name="healthChanges"></param>
protected void AdjustProfileHydrationEnergyTemperature(
PmcData profileToUpdate,
BotBaseHealth healthChanges
)
{
// TODO: this will need to change, typing is all fucked up
if (!_healthConfig.Save.Effects)
{
return;
}
// Ensure current hydration/energy/temp are copied over and don't exceed maximum
var profileHealth = profileToUpdate.Health;
profileHealth.Hydration.Current =
profileHealth.Hydration.Current > healthChanges.Hydration.Maximum
? healthChanges.Hydration.Maximum
: Math.Round(healthChanges.Hydration.Current ?? 0);
foreach (var bodyPart in bodyPartsWithEffects)
{
// clear effects from profile bodyPart
if (deleteExistingEffects)
{
pmcData.Health.BodyParts[bodyPart.Key].Effects =
new Dictionary<string, BodyPartEffectProperties>();
}
profileHealth.Energy.Current =
profileHealth.Energy.Current > healthChanges.Energy.Maximum
? healthChanges.Energy.Maximum
: Math.Round(healthChanges.Energy.Current ?? 0);
foreach (var effectType in bodyPartsWithEffects[bodyPart.Key].Effects)
{
var time = effectType.Value.Time;
if (time is not null && time > 0)
{
AddEffect(pmcData, effectType, time);
}
else
{
AddEffect(pmcData, effectType);
}
}
}
}
/// <summary>
/// Add effect to body part in profile
/// </summary>
/// <param name="pmcData">Player profile</param>
/// <param name="effectType">Effect to add to body part</param>
/// <param name="duration">How long the effect has left in seconds (-1 by default, no duration).</param>
protected void AddEffect(
PmcData pmcData,
KeyValuePair<string, BodyPartEffectProperties> effectType,
double? duration = -1
)
{
var profileBodyPart = pmcData.Health.BodyParts[effectType.Key];
profileBodyPart.Effects ??= new Dictionary<string, BodyPartEffectProperties>();
profileBodyPart.Effects[effectType.Key] = new BodyPartEffectProperties { Time = duration };
profileHealth.Temperature.Current =
profileHealth.Temperature.Current > healthChanges.Temperature.Maximum
? healthChanges.Temperature.Maximum
: Math.Round(healthChanges.Temperature.Current ?? 0);
}
}