using Core.DI; using Core.Helpers; using Core.Models.Eft.Common.Tables; using Core.Models.Eft.Hideout; using Core.Models.Enums; using Core.Models.Utils; using Core.Servers; using Core.Services; using Core.Utils; using SptCommon.Annotations; using Path = System.IO.Path; namespace HideoutCraftQuestIdGenerator; [Injectable] public class HideoutCraftQuestIdGenerator( ISptLogger _logger, FileUtil _fileUtil, JsonUtil _jsonUtil, DatabaseServer _databaseServer, LocaleService _localeService, ItemHelper _itemHelper, IEnumerable _onLoadComponents ) { private static readonly HashSet _blacklistedProductions = [ "6617cdb6b24b0ea24505f618", // Old event quest production "Radio Repeater" alt recipe "66140c4a9688754de10dac07", // Old event quest production "Documents with decrypted data" "661e6c26750e453380391f55", // Old event quest production "Documents with decrypted data" "660c2dbaa2a92e70cc074863", // Old event quest production "Decrypted flash drive" "67093210d514d26f8408612b" // Old event quest production "TG-Vi-24 true vaccine" ]; private static readonly Dictionary _forcedQuestToProductionAssociations = new() { // KEY = PRODUCTION, VALUE = QUEST { "63a571802116d261d2336cd1", "625d6ffaf7308432be1d44c5" } // Network Provider - Part 2 }; private readonly Dictionary _questProductionMap = new(); private readonly List _questProductionOutputList = []; public async Task Run() { // We only need the DB for this, other OnLoad events alter the data var dbOnload = _onLoadComponents.FirstOrDefault(x => x.GetRoute() == "spt-database"); await dbOnload.OnLoad(); // Build up our dataset BuildQuestProductionList(); UpdateProductionQuests(); // Figure out our source and target directories var projectDir = Directory.GetParent("./").Parent.Parent.Parent.Parent.Parent; var productionPath = "Libraries\\SptAssets\\Assets\\database\\hideout\\production.json"; var productionFilePath = Path.Combine(projectDir.FullName, productionPath); var updatedProductionJson = _jsonUtil.Serialize(_databaseServer.GetTables().Hideout.Production, true); _fileUtil.WriteFile(productionFilePath, updatedProductionJson); } // Build a list of all quests and what production they unlock private void BuildQuestProductionList() { foreach (var (questId, quest) in _databaseServer.GetTables().Templates.Quests) { var combinedRewards = CombineRewards(quest.Rewards).Where(x => x.Type == RewardType.ProductionScheme).ToList(); foreach (var reward in combinedRewards) { // Assume all productions only output a single item template var output = new QuestProductionOutput { QuestId = questId, ItemTemplate = reward.Items[0].Template, Quantity = 0 }; // Loop over root items only, ignore children foreach (var item in reward.Items.Where(x => x.ParentId is null)) { if (item.Template != output.ItemTemplate) { _logger.Error( $"Production scheme has multiple output items. " + $"{output.ItemTemplate} != {item.Template}" ); continue; } output.Quantity += item.Upd.StackObjectsCount.Value; } _questProductionOutputList.Add(output); } } } private void UpdateProductionQuests() { // Loop through all productions, and try to associate any with a `QuestComplete` type with its quest foreach (var production in _databaseServer.GetTables().Hideout.Production.Recipes) { // Skip blacklisted productions if (_blacklistedProductions.Contains(production.Id)) { continue; } // Look for a 'quest completion' requirement var questCompleteRequirements = production.Requirements.Where(req => req.Type == "QuestComplete").ToList(); if (questCompleteRequirements.Count == 0) { // Production has no quest requirement continue; } if (questCompleteRequirements.Count > 1) { _logger.Error($"Error, production: {production.Id} contains multiple QuestComplete requirements"); // Production has no multiple quest requirements continue; } // Check for forced ids if (_forcedQuestToProductionAssociations.TryGetValue(production.Id, out var associatedQuestIdToComplete)) { // Found one, move to next production _logger.Success( $"FORCED - Updated: {production.Id} {production.EndProduct} ({_itemHelper.GetItemName(production.EndProduct)}) with quantity: {production.Count} to target quest: {associatedQuestIdToComplete}" ); questCompleteRequirements[0].QuestId = associatedQuestIdToComplete; continue; } // Try to find the quest that matches this production var questProductionOutputs = _questProductionOutputList.Where( output => output.ItemTemplate == production.EndProduct && output.Quantity == production.Count ) .ToList(); // Make sure we found valid data if (!IsValidQuestProduction(production, questProductionOutputs, questCompleteRequirements[0])) { continue; } // Update the production quest ID _questProductionMap[questProductionOutputs[0].QuestId] = production.Id; questCompleteRequirements[0].QuestId = questProductionOutputs[0].QuestId; _logger.Success( $"Updated: {production.Id}, {production.EndProduct} with quantity: {production.Count} to target quest: {questProductionOutputs[0].QuestId}" ); } } private bool IsValidQuestProduction(HideoutProduction production, List questProductionOutputs, Requirement questComplete) { // A lot of error handling for edge cases if (!questProductionOutputs.Any()) { _logger.Error( $"Unable to find quest for production: {production.Id}, endProduct: {production.EndProduct} ({_itemHelper.GetItemName(production.EndProduct)}) with quantity: {production.Count}. Potential new or removed quest" ); return false; } if (questProductionOutputs.Count > 1) { _logger.Error( $"Multiple quests match production {production.Id}, endProduct {production.EndProduct} with quantity: {production.Count}" ); return false; } if (questComplete.QuestId is not null && questComplete.QuestId != questProductionOutputs[0].QuestId) { _logger.Error( $"Multiple productions match quest.EndProduct {production.EndProduct} with quantity {production.Count}, existing quest: {questComplete.QuestId}" ); return false; } if (_questProductionMap.ContainsKey(questProductionOutputs[0].QuestId)) { _logger.Warning( $"Quest {questProductionOutputs[0].QuestId} is already associated with production: {_questProductionMap[questProductionOutputs[0].QuestId]}. Potential conflict" ); } return true; } private HashSet CombineRewards(QuestRewards? questRewards) { var result = new HashSet(); questRewards.Started?.ForEach(x => result.Add(x)); questRewards.Success?.ForEach(x => result.Add(x)); questRewards.AvailableForFinish?.ForEach(x => result.Add(x)); questRewards.Expired?.ForEach(x => result.Add(x)); questRewards.AvailableForStart?.ForEach(x => result.Add(x)); questRewards.Fail?.ForEach(x => result.Add(x)); questRewards.FailRestartable?.ForEach(x => result.Add(x)); questRewards.Started?.ForEach(x => result.Add(x)); return result; } } public class QuestProductionOutput { public string QuestId { get; set; } public string ItemTemplate { get; set; } public double Quantity { get; set; } }