421 lines
17 KiB
C#
421 lines
17 KiB
C#
using Core.Helpers;
|
|
using Core.Models.Common;
|
|
using SptCommon.Annotations;
|
|
using Core.Models.Eft.Common.Tables;
|
|
using Core.Models.Eft.Hideout;
|
|
using Core.Models.Eft.ItemEvent;
|
|
using Core.Models.Enums;
|
|
using Core.Models.Spt.Config;
|
|
using Core.Models.Spt.Hideout;
|
|
using Core.Models.Utils;
|
|
using Core.Servers;
|
|
using Core.Services;
|
|
using Core.Utils;
|
|
using SptCommon.Extensions;
|
|
|
|
namespace Core.Generators;
|
|
|
|
[Injectable]
|
|
public class ScavCaseRewardGenerator(
|
|
ISptLogger<ScavCaseRewardGenerator> _logger,
|
|
RandomUtil _randomUtil,
|
|
HashUtil _hashUtil,
|
|
ItemHelper _itemHelper,
|
|
PresetHelper _presetHelper,
|
|
DatabaseService _databaseService,
|
|
RagfairPriceService _ragfairPriceService,
|
|
SeasonalEventService _seasonalEventService,
|
|
ItemFilterService _itemFilterService,
|
|
ConfigServer _configServer
|
|
)
|
|
{
|
|
protected ScavCaseConfig _scavCaseConfig = _configServer.GetConfig<ScavCaseConfig>();
|
|
protected List<TemplateItem> _dbItemsCache = new List<TemplateItem>();
|
|
protected List<TemplateItem> _dbAmmoItemsCache = new List<TemplateItem>();
|
|
|
|
/// <summary>
|
|
/// Create an array of rewards that will be given to the player upon completing their scav case build
|
|
/// </summary>
|
|
/// <param name="recipeId">recipe of the scav case craft</param>
|
|
/// <returns>Product array</returns>
|
|
public List<List<Item>> Generate(string recipeId)
|
|
{
|
|
CacheDbItems();
|
|
|
|
// Get scavcase details from hideout/scavcase.json
|
|
var scavCaseDetails = _databaseService
|
|
.GetHideout()
|
|
.Production.ScavRecipes.FirstOrDefault(r => r.Id == recipeId);
|
|
var rewardItemCounts = GetScavCaseRewardCountsAndPrices(scavCaseDetails);
|
|
|
|
// Get items that fit the price criteria as set by the scavCase config
|
|
var commonPricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Common);
|
|
var rarePricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Rare);
|
|
var superRarePricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Superrare);
|
|
|
|
// Get randomly picked items from each item collction, the count range of which is defined in hideout/scavcase.json
|
|
var randomlyPickedCommonRewards = PickRandomRewards(
|
|
commonPricedItems,
|
|
rewardItemCounts.Common,
|
|
"common"
|
|
);
|
|
var randomlyPickedRareRewards = PickRandomRewards(rarePricedItems, rewardItemCounts.Rare, "rare");
|
|
var randomlyPickedSuperRareRewards = PickRandomRewards(
|
|
superRarePricedItems,
|
|
rewardItemCounts.Superrare,
|
|
"superrare"
|
|
);
|
|
|
|
// Add randomised stack sizes to ammo and money rewards
|
|
var commonRewards = RandomiseContainerItemRewards(randomlyPickedCommonRewards, "common");
|
|
var rareRewards = RandomiseContainerItemRewards(randomlyPickedRareRewards, "rare");
|
|
var superRareRewards = RandomiseContainerItemRewards(randomlyPickedSuperRareRewards, "superrare");
|
|
|
|
var result = new List<List<Item>>();
|
|
result = result.Concat(commonRewards).ToList();
|
|
result = result.Concat(rareRewards).ToList();
|
|
result = result.Concat(superRareRewards).ToList();
|
|
// TODO: please make this better, how merge 2d Lists
|
|
|
|
return result.ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all db items that are not blacklisted in scavcase config or global blacklist
|
|
/// Store in class field
|
|
/// </summary>
|
|
protected void CacheDbItems()
|
|
{
|
|
// TODO: pre-loop and get array of valid items, e.g. non-node/non-blacklisted, then loop over those results for below code
|
|
|
|
// Get an array of seasonal items that should not be shown right now as seasonal event is not active
|
|
var inactiveSeasonalItems = _seasonalEventService.GetInactiveSeasonalEventItems();
|
|
if (!_dbItemsCache.Any()) {
|
|
_dbItemsCache = _databaseService.GetItems().Values.Where(item => {
|
|
// Base "Item" item has no parent, ignore it
|
|
if (item.Parent == "") {
|
|
return false;
|
|
}
|
|
|
|
if (item.Type == "Node") {
|
|
return false;
|
|
}
|
|
|
|
if (item.Properties.QuestItem ?? false) {
|
|
return false;
|
|
}
|
|
|
|
// Skip item if item id is on blacklist
|
|
if (
|
|
item.Type != "Item" ||
|
|
_scavCaseConfig.RewardItemBlacklist.Contains(item.Id) ||
|
|
_itemFilterService.IsItemBlacklisted(item.Id)
|
|
) {
|
|
return false;
|
|
}
|
|
|
|
// Globally reward-blacklisted
|
|
if (_itemFilterService.IsItemRewardBlacklisted(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
if (!_scavCaseConfig.AllowBossItemsAsRewards && _itemFilterService.IsBossItem(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
// Skip item if parent id is blacklisted
|
|
if (_itemHelper.IsOfBaseclasses(item.Id, _scavCaseConfig.RewardItemParentBlacklist)) {
|
|
return false;
|
|
}
|
|
|
|
if (inactiveSeasonalItems.Contains(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}).ToList();
|
|
}
|
|
|
|
if (!_dbAmmoItemsCache.Any()) {
|
|
_dbAmmoItemsCache = _databaseService.GetItems().Values.Where(item => {
|
|
// Base "Item" item has no parent, ignore it
|
|
if (item.Parent == "") {
|
|
return false;
|
|
}
|
|
|
|
if (item.Type != "Item") {
|
|
return false;
|
|
}
|
|
|
|
// Not ammo, skip
|
|
if (!_itemHelper.IsOfBaseclass(item.Id, BaseClasses.AMMO)) {
|
|
return false;
|
|
}
|
|
|
|
// Skip item if item id is on blacklist
|
|
if (
|
|
_scavCaseConfig.RewardItemBlacklist.Contains(item.Id) ||
|
|
_itemFilterService.IsItemBlacklisted(item.Id)
|
|
) {
|
|
return false;
|
|
}
|
|
|
|
// Globally reward-blacklisted
|
|
if (_itemFilterService.IsItemRewardBlacklisted(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
if (!_scavCaseConfig.AllowBossItemsAsRewards && _itemFilterService.IsBossItem(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
// Skip seasonal items
|
|
if (inactiveSeasonalItems.Contains(item.Id)) {
|
|
return false;
|
|
}
|
|
|
|
// Skip ammo that doesn't stack as high as value in config
|
|
if (item.Properties.StackMaxSize < _scavCaseConfig.AmmoRewards.MinStackSize) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}).ToList();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pick a number of items to be rewards, the count is defined by the values in `itemFilters` param
|
|
/// </summary>
|
|
/// <param name="items">item pool to pick rewards from</param>
|
|
/// <param name="itemFilters">how the rewards should be filtered down (by item count)</param>
|
|
/// <returns></returns>
|
|
protected List<TemplateItem> PickRandomRewards(
|
|
List<TemplateItem> items,
|
|
RewardCountAndPriceDetails itemFilters,
|
|
string rarity)
|
|
{
|
|
List<TemplateItem> result = [];
|
|
|
|
var rewardWasMoney = false;
|
|
var rewardWasAmmo = false;
|
|
var randomCount = _randomUtil.GetInt((int)itemFilters.MinCount, (int)itemFilters.MaxCount);
|
|
for (var i = 0; i < randomCount; i++) {
|
|
if (RewardShouldBeMoney() && !rewardWasMoney) {
|
|
// Only allow one reward to be money
|
|
result.Add(GetRandomMoney());
|
|
if (!_scavCaseConfig.AllowMultipleMoneyRewardsPerRarity) {
|
|
rewardWasMoney = true;
|
|
}
|
|
} else if (RewardShouldBeAmmo() && !rewardWasAmmo) {
|
|
// Only allow one reward to be ammo
|
|
result.Add(GetRandomAmmo(rarity));
|
|
if (!_scavCaseConfig.AllowMultipleAmmoRewardsPerRarity) {
|
|
rewardWasAmmo = true;
|
|
}
|
|
} else {
|
|
result.Add(_randomUtil.GetArrayValue(items));
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Choose if money should be a reward based on the moneyRewardChancePercent config chance in scavCaseConfig
|
|
/// </summary>
|
|
/// <returns>true if reward should be money</returns>
|
|
protected bool RewardShouldBeMoney()
|
|
{
|
|
return _randomUtil.GetChance100(_scavCaseConfig.MoneyRewards.MoneyRewardChancePercent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Choose if ammo should be a reward based on the ammoRewardChancePercent config chance in scavCaseConfig
|
|
/// </summary>
|
|
/// <returns>true if reward should be ammo</returns>
|
|
protected bool RewardShouldBeAmmo()
|
|
{
|
|
return _randomUtil.GetChance100(_scavCaseConfig.AmmoRewards.AmmoRewardChancePercent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Choose from rouble/dollar/euro at random
|
|
/// </summary>
|
|
protected TemplateItem GetRandomMoney()
|
|
{
|
|
List<TemplateItem> money = [];
|
|
var items = _databaseService.GetItems();
|
|
money.Add(items[Money.ROUBLES]);
|
|
money.Add(items[Money.EUROS]);
|
|
money.Add(items[Money.DOLLARS]);
|
|
money.Add(items[Money.GP]);
|
|
|
|
return _randomUtil.GetArrayValue(money);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a random ammo from items.json that is not in the ammo blacklist AND inside the price range defined in scavcase.json config
|
|
/// </summary>
|
|
/// <param name="rarity">The rarity this ammo reward is for</param>
|
|
/// <returns>random ammo item from items.json</returns>
|
|
protected TemplateItem GetRandomAmmo(string rarity)
|
|
{
|
|
var possibleAmmoPool = _dbAmmoItemsCache.Where(ammo => {
|
|
// Is ammo handbook price between desired range
|
|
var handbookPrice = _ragfairPriceService.GetStaticPriceForItem(ammo.Id);
|
|
if (
|
|
handbookPrice >= _scavCaseConfig.AmmoRewards.AmmoRewardValueRangeRub[rarity].Max &&
|
|
handbookPrice <= _scavCaseConfig.AmmoRewards.AmmoRewardValueRangeRub[rarity].Max
|
|
) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
});
|
|
|
|
if (!possibleAmmoPool.Any()) {
|
|
_logger.Warning("Unable to get a list of ammo that matches desired criteria for scav case reward");
|
|
}
|
|
|
|
// Get a random ammo and return it
|
|
return _randomUtil.GetArrayValue(possibleAmmoPool);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Take all the rewards picked create the Product object array ready to return to calling code
|
|
/// Also add a stack count to ammo and money
|
|
/// </summary>
|
|
/// <param name="rewardItems">items to convert</param>
|
|
/// <returns>Product array</returns>
|
|
protected List<List<Item>> RandomiseContainerItemRewards(List<TemplateItem> rewardItems, string rarity)
|
|
{
|
|
/** Each array is an item + children */
|
|
List<List<Item>> result = [];
|
|
foreach (var rewardItemDb in rewardItems) {
|
|
List<Item> resultItem = [new Item { Id = _hashUtil.Generate(), Template = rewardItemDb.Id, Upd = null }];
|
|
var rootItem = resultItem.FirstOrDefault();
|
|
|
|
if (_itemHelper.IsOfBaseclass(rewardItemDb.Id, BaseClasses.AMMO_BOX)) {
|
|
_itemHelper.AddCartridgesToAmmoBox(resultItem, rewardItemDb);
|
|
}
|
|
// Armor or weapon = use default preset from globals.json
|
|
else if (
|
|
_itemHelper.ArmorItemHasRemovableOrSoftInsertSlots(rewardItemDb.Id) ||
|
|
_itemHelper.IsOfBaseclass(rewardItemDb.Id, BaseClasses.WEAPON)
|
|
) {
|
|
var preset = _presetHelper.GetDefaultPreset(rewardItemDb.Id);
|
|
if (preset is null) {
|
|
_logger.Warning($"No preset for item: {rewardItemDb.Id} {rewardItemDb.Name}, skipping");
|
|
|
|
continue;
|
|
}
|
|
|
|
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
|
|
List<Item> presetAndMods = _itemHelper.ReplaceIDs(preset.Items);
|
|
_itemHelper.RemapRootItemId(presetAndMods);
|
|
|
|
resultItem = presetAndMods;
|
|
} else if (_itemHelper.IsOfBaseclasses(rewardItemDb.Id, [BaseClasses.AMMO, BaseClasses.MONEY])) {
|
|
rootItem.Upd = new Upd { StackObjectsCount = GetRandomAmountRewardForScavCase(rewardItemDb, rarity) };
|
|
}
|
|
|
|
result.Add(resultItem);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// </summary>
|
|
/// <param name="dbItems">all items from the items.json</param>
|
|
/// <param name="itemFilters">controls how the dbItems will be filtered and returned (handbook price)</param>
|
|
/// <returns>filtered dbItems array</returns>
|
|
protected List<TemplateItem> GetFilteredItemsByPrice(
|
|
List<TemplateItem> dbItems,
|
|
RewardCountAndPriceDetails itemFilters)
|
|
{
|
|
return dbItems.Where(item => {
|
|
var handbookPrice = _ragfairPriceService.GetStaticPriceForItem(item.Id);
|
|
if (handbookPrice >= itemFilters.MinPriceRub && handbookPrice <= itemFilters.MaxPriceRub) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}).ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gathers the reward min and max count params for each reward quality level from config and scavcase.json into a single object
|
|
/// </summary>
|
|
/// <param name="scavCaseDetails">production.json/scavRecipes object</param>
|
|
/// <returns>ScavCaseRewardCountsAndPrices object</returns>
|
|
protected ScavCaseRewardCountsAndPrices GetScavCaseRewardCountsAndPrices(ScavRecipe scavCaseDetails)
|
|
{
|
|
return new ScavCaseRewardCountsAndPrices
|
|
{
|
|
// Create reward min/max counts for each type
|
|
Common = new RewardCountAndPriceDetails
|
|
{
|
|
MinCount = scavCaseDetails.EndProducts.Common.Min,
|
|
MaxCount = scavCaseDetails.EndProducts.Common.Max,
|
|
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub["common"].Min,
|
|
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub["common"].Max
|
|
},
|
|
Rare = new RewardCountAndPriceDetails
|
|
{
|
|
MinCount = scavCaseDetails.EndProducts.Rare.Min,
|
|
MaxCount = scavCaseDetails.EndProducts.Rare.Max,
|
|
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub["rare"].Min,
|
|
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub["rare"].Max
|
|
},
|
|
Superrare = new RewardCountAndPriceDetails
|
|
{
|
|
MinCount = scavCaseDetails.EndProducts.Superrare.Min,
|
|
MaxCount = scavCaseDetails.EndProducts.Superrare.Max,
|
|
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub["superrare"].Min,
|
|
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub["superrare"].Max
|
|
}
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Randomises the size of ammo and money stacks
|
|
/// </summary>
|
|
/// <param name="itemToCalculate">ammo or money item</param>
|
|
/// <param name="rarity">rarity (common/rare/superrare)</param>
|
|
/// <returns>value to set stack count to</returns>
|
|
protected int GetRandomAmountRewardForScavCase(TemplateItem itemToCalculate, string rarity)
|
|
{
|
|
var amountToGive = 1;
|
|
if (itemToCalculate.Parent == BaseClasses.AMMO) {
|
|
amountToGive = _randomUtil.GetInt(
|
|
_scavCaseConfig.AmmoRewards.MinStackSize,
|
|
itemToCalculate.Properties.StackMaxSize ?? 0
|
|
);
|
|
} else if (itemToCalculate.Parent == BaseClasses.MONEY)
|
|
{
|
|
amountToGive = itemToCalculate.Id switch
|
|
{
|
|
Money.ROUBLES => _randomUtil.GetInt(
|
|
(int)_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax>(rarity).Min,
|
|
(int)_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax>(rarity).Max
|
|
),
|
|
Money.EUROS => _randomUtil.GetInt(
|
|
(int)_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax>(rarity).Min,
|
|
(int)_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax>(rarity).Max
|
|
),
|
|
Money.DOLLARS => _randomUtil.GetInt(
|
|
(int)_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax>(rarity).Min,
|
|
(int)_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax>(rarity).Max
|
|
),
|
|
Money.GP => _randomUtil.GetInt(
|
|
(int)_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax>(rarity).Min,
|
|
(int)_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax>(rarity).Max
|
|
),
|
|
_ => amountToGive
|
|
};
|
|
}
|
|
return amountToGive;
|
|
}
|
|
}
|