using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Bot;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Spt.Bots;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class BotLevelGenerator(RandomUtil randomUtil, DatabaseService databaseService)
{
///
/// Return a randomised bot level and exp value
///
/// Min and max of level for bot
/// Details to help generate a bot
/// Bot the level is being generated for
/// IRandomisedBotLevelResult object
public RandomisedBotLevelResult GenerateBotLevel(MinMax levelDetails, BotGenerationDetails botGenerationDetails, BotBase bot)
{
if (!botGenerationDetails.IsPmc)
{
return new RandomisedBotLevelResult { Exp = 0, Level = 1 };
}
var expTable = databaseService.GetGlobals().Configuration.Exp.Level.ExperienceTable;
var botLevelRange = GetRelativePmcBotLevelRange(botGenerationDetails, levelDetails, expTable.Length);
// ChooseBotLevel now returns int directly
var level = ChooseBotLevel(botLevelRange.Min, botLevelRange.Max, 1, 1.15);
var maxLevelIndex = expTable.Length - 1;
// Clamp chosen level to max
level = Math.Clamp(level, 0, maxLevelIndex + 1);
// Sum up total exp required for all full levels before desired
var baseExp = expTable.Take(level).Sum(entry => entry.Experience);
// Sprinkle in some random exp within the level, unless we are at max level
var fractionalExp = level < maxLevelIndex ? randomUtil.GetInt(0, expTable[level].Experience - 1) : 0;
return new RandomisedBotLevelResult { Exp = baseExp + fractionalExp, Level = level };
}
///
/// Choose a randomised level based on inputs
///
/// Lowest level to choose
/// Highest level to choose
/// Bias shift to apply to the random number generation
/// Number of iterations to use for generating a Gaussian random number
/// Bot level
public int ChooseBotLevel(double min, double max, int shift, double number)
{
return (int)randomUtil.GetBiasedRandomNumber(min, max, shift, number);
}
///
/// Return the min and max level a PMC can be
///
/// Details to help generate a bot
///
/// Max level allowed
/// A MinMax of the lowest and highest level to generate the bots
public MinMax GetRelativePmcBotLevelRange(
BotGenerationDetails botGenerationDetails,
MinMax levelDetails,
int maxAvailableLevel
)
{
var levelOverride = botGenerationDetails.LocationSpecificPmcLevelOverride;
var playerLevel = botGenerationDetails.PlayerLevel ?? 1;
// Create a min limit PMCs level cannot fall below
var minPossibleLevel = levelOverride is not null
? Math.Min(
Math.Max(levelDetails.Min, levelOverride.Min), // Biggest between json min and the botgen min
maxAvailableLevel // Fallback if value above is crazy
)
: Math.Clamp(levelDetails.Min, 1, maxAvailableLevel); // Not pmc with override or non-pmc
// Create a max limit PMCs level cannot go above
var maxPossibleLevel = levelOverride is not null
? Math.Min(levelOverride.Max, maxAvailableLevel) // Is PMC and have a level override
: Math.Min(levelDetails.Max, maxAvailableLevel); // Not pmc with override or non-pmc
// Get min level relative to player level
// May be negative, is clamped to 1 below
var minLevel = playerLevel - botGenerationDetails.BotRelativeLevelDeltaMin;
// Get max level relative to player level
var maxLevel = playerLevel + botGenerationDetails.BotRelativeLevelDeltaMax;
// Clamp the level to the min/max possible
maxLevel = Math.Clamp(maxLevel, minPossibleLevel, maxPossibleLevel);
minLevel = Math.Clamp(minLevel, minPossibleLevel, maxPossibleLevel);
return new MinMax(minLevel, maxLevel);
}
}