Files
SPT-Server-Build/Core/Generators/BotWeaponGenerator.cs
T
2025-01-18 19:54:33 +00:00

780 lines
32 KiB
C#

using System.Runtime.InteropServices.JavaScript;
using Core.Annotations;
using Core.Generators.WeaponGen;
using Core.Helpers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Models.Spt.Bots;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
namespace Core.Generators;
[Injectable(InjectionType.Singleton)]
public class BotWeaponGenerator(
ISptLogger<BotWeaponGenerator> _logger,
HashUtil _hashUtil,
DatabaseService _databaseService,
ItemHelper _itemHelper,
WeightedRandomHelper _weightedRandomHelper,
BotGeneratorHelper _botGeneratorHelper,
RandomUtil _randomUtil,
BotWeaponGeneratorHelper _botWeaponGeneratorHelper,
BotWeaponModLimitService _botWeaponModLimitService,
BotEquipmentModGenerator _botEquipmentModGenerator,
LocalisationService _localisationService,
RepairService _repairService,
ICloner _cloner,
ConfigServer _configServer,
IEnumerable<IInventoryMagGen> inventoryMagGenComponents
)
{
protected List<IInventoryMagGen> _inventoryMagGenComponents = MagGenSetUp(inventoryMagGenComponents);
protected BotConfig _botConfig = _configServer.GetConfig<BotConfig>();
protected PmcConfig _pmcConfig = _configServer.GetConfig<PmcConfig>();
protected RepairConfig _repairConfig = _configServer.GetConfig<RepairConfig>();
protected const string _modMagazineSlotId = "mod_magazine";
private static List<IInventoryMagGen> MagGenSetUp(IEnumerable<IInventoryMagGen> components)
{
var inventoryMagGens = components.ToList();
inventoryMagGens.ToList()
.Sort(
(a, b) =>
a.GetPriority() -
b.GetPriority()
);
return inventoryMagGens.ToList();
}
/// <summary>
/// Pick a random weapon based on weightings and generate a functional weapon
/// </summary>
/// <param name="sessionId">Session identifier</param>
/// <param name="equipmentSlot">Primary/secondary/holster</param>
/// <param name="botTemplateInventory">e.g. assault.json</param>
/// <param name="weaponParentId"></param>
/// <param name="modChances"></param>
/// <param name="botRole">Role of bot, e.g. assault/followerBully</param>
/// <param name="isPmc">Is weapon generated for a pmc</param>
/// <param name="botLevel"></param>
/// <returns>GenerateWeaponResult object</returns>
public GenerateWeaponResult GenerateRandomWeapon(string sessionId, string equipmentSlot, BotTypeInventory botTemplateInventory, string weaponParentId,
Dictionary<string, double> modChances, string botRole, bool isPmc, int botLevel)
{
var weaponTpl = PickWeightedWeaponTemplateFromPool(equipmentSlot, botTemplateInventory);
return GenerateWeaponByTpl(
sessionId,
weaponTpl,
equipmentSlot,
botTemplateInventory,
weaponParentId,
modChances,
botRole,
isPmc,
botLevel
);
}
/// <summary>
/// Gets a random weighted weapon from a bot's pool of weapons.
/// </summary>
/// <param name="equipmentSlot">Primary/secondary/holster</param>
/// <param name="botTemplateInventory">e.g. assault.json</param>
/// <returns>Weapon template</returns>
public string PickWeightedWeaponTemplateFromPool(string equipmentSlot, BotTypeInventory botTemplateInventory)
{
EquipmentSlots key;
if (!EquipmentSlots.TryParse(equipmentSlot, out key))
_logger.Error($"Unable to parse equipment slot '{equipmentSlot}'");
var weaponPool = botTemplateInventory.Equipment[key];
return _weightedRandomHelper.GetWeightedValue<string>(weaponPool);
}
/// <summary>
/// Generates a weapon based on the supplied weapon template.
/// </summary>
/// <param name="sessionId">The session identifier.</param>
/// <param name="weaponTpl">Weapon template to generate (use pickWeightedWeaponTplFromPool()).</param>
/// <param name="slotName">Slot to fit into, primary/secondary/holster.</param>
/// <param name="botTemplateInventory">e.g. assault.json.</param>
/// <param name="weaponParentId">Parent ID of the weapon being generated.</param>
/// <param name="modChances">Dictionary of item types and % chance weapon will have that mod.</param>
/// <param name="botRole">e.g. assault/exusec.</param>
/// <param name="isPmc">Is weapon being generated for a PMC.</param>
/// <param name="botLevel">The level of the bot.</param>
/// <returns>GenerateWeaponResult object.</returns>
public GenerateWeaponResult? GenerateWeaponByTpl(string sessionId, string weaponTpl, string slotName, BotTypeInventory botTemplateInventory,
string weaponParentId, Dictionary<string, double> modChances, string botRole, bool isPmc, int botLevel)
{
var modPool = botTemplateInventory.Mods;
var weaponItemTemplate = _itemHelper.GetItem(weaponTpl).Value;
if (weaponItemTemplate is null)
{
_logger.Error(_localisationService.GetText("bot-missing_item_template", weaponTpl));
_logger.Error($"WeaponSlot -> {slotName}");
return null;
}
// Find ammo to use when filling magazines/chamber
if (botTemplateInventory.Ammo is null)
{
_logger.Error(_localisationService.GetText("bot-no_ammo_found_in_bot_json", botRole));
_logger.Error(_localisationService.GetText("bot-generation_failed"));
}
var ammoTpl = GetWeightedCompatibleAmmo(botTemplateInventory.Ammo, weaponItemTemplate);
// Create with just base weapon item
var weaponWithModsArray = ConstructWeaponBaseList(
weaponTpl,
weaponParentId,
slotName,
weaponItemTemplate,
botRole
);
// Chance to add randomised weapon enhancement
if (isPmc && _randomUtil.GetChance100(_pmcConfig.WeaponHasEnhancementChancePercent))
{
// Add buff to weapon root
_repairService.AddBuff(_repairConfig.RepairKit.Weapon, weaponWithModsArray[0]);
}
// Add mods to weapon base
if (modPool.Keys.Contains(weaponTpl))
{
// Role to treat bot as e.g. pmc/scav/boss
var botEquipmentRole = _botGeneratorHelper.GetBotEquipmentRole(botRole);
// Different limits if bot is boss vs scav
var modLimits = _botWeaponModLimitService.GetWeaponModLimits(botEquipmentRole);
GenerateWeaponRequest generateWeaponModsRequest = new()
{
Weapon = weaponWithModsArray, // Will become hydrated array of weapon + mods
ModPool = modPool,
WeaponId = weaponWithModsArray[0].Id, // Weapon root id
ParentTemplate = weaponItemTemplate,
ModSpawnChances = modChances,
AmmoTpl = ammoTpl,
BotData = new() { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
ModLimits = modLimits,
WeaponStats = new(),
ConflictingItemTpls = new(),
};
weaponWithModsArray = _botEquipmentModGenerator.GenerateModsForWeapon(
sessionId,
generateWeaponModsRequest
);
}
// Use weapon preset from globals.json if weapon isnt valid
if (!IsWeaponValid(weaponWithModsArray, botRole))
{
// Weapon is bad, fall back to weapons preset
weaponWithModsArray = GetPresetWeaponMods(
weaponTpl,
slotName,
weaponParentId,
weaponItemTemplate,
botRole
);
}
var tempList = _cloner.Clone(weaponWithModsArray.Where((item) => item.SlotId == _modMagazineSlotId));
// Fill existing magazines to full and sync ammo type
foreach (var magazine in tempList)
{
FillExistingMagazines(weaponWithModsArray, magazine, ammoTpl);
}
// Add cartridge(s) to gun chamber(s)
if (weaponItemTemplate.Properties.Chambers?.Any() ??
false &&
weaponItemTemplate.Properties.Chambers[0].Props.Filters[0].Filter.Contains(ammoTpl))
{
// Guns have variety of possible Chamber ids, patron_in_weapon/patron_in_weapon_000/patron_in_weapon_001
var chamberSlotNames = weaponItemTemplate.Properties.Chambers.Select((chamberSlot) => chamberSlot.Name);
AddCartridgeToChamber(weaponWithModsArray, ammoTpl, chamberSlotNames.ToList());
}
// Fill UBGL if found
var ubglMod = weaponWithModsArray.FirstOrDefault((x) => x.SlotId == "mod_launcher");
string? ubglAmmoTpl = null;
if (ubglMod is not null)
{
var ubglTemplate = _itemHelper.GetItem(ubglMod.Template).Value;
ubglAmmoTpl = GetWeightedCompatibleAmmo(botTemplateInventory.Ammo, ubglTemplate);
FillUbgl(weaponWithModsArray, ubglMod, ubglAmmoTpl);
}
return new()
{
Weapon = weaponWithModsArray,
ChosenAmmoTemplate = ammoTpl,
ChosenUbglAmmoTemplate = ubglAmmoTpl,
WeaponMods = modPool,
WeaponTemplate = weaponItemTemplate,
};
}
/// <summary>
/// Insert cartridge(s) into a weapon
/// Handles all chambers - patron_in_weapon, patron_in_weapon_000 etc
/// </summary>
/// <param name="weaponWithModsList">Weapon and mods</param>
/// <param name="ammoTemplate">Cartridge to add to weapon</param>
/// <param name="chamberSlotIdentifiers">Name of slots to create or add ammo to</param>
protected void AddCartridgeToChamber(List<Item> weaponWithModsList, string ammoTemplate, List<string> chamberSlotIds)
{
foreach (var slotId in chamberSlotIds)
{
var existingItemWithSlot = weaponWithModsList.FirstOrDefault((x) => x.SlotId == slotId);
if (existingItemWithSlot is null)
{
// Not found, add new slot to weapon
weaponWithModsList.Add(
new()
{
Id = _hashUtil.Generate(),
Template = ammoTemplate,
ParentId = weaponWithModsList[0].Id,
SlotId = slotId,
Upd = new() { StackObjectsCount = 1 },
}
);
}
else
{
// Already exists, update values
existingItemWithSlot.Template = ammoTemplate;
existingItemWithSlot.Upd = new() { StackObjectsCount = 1 };
}
}
}
/// <summary>
/// Create a list with weapon base as the only element and
/// add additional properties based on weapon type
/// </summary>
/// <param name="weaponTemplate">Weapon template to create item with</param>
/// <param name="weaponParentId">Weapons parent id</param>
/// <param name="equipmentSlot">e.g. primary/secondary/holster</param>
/// <param name="weaponItemTemplate">Database template for weapon</param>
/// <param name="botRole">For durability values</param>
/// <returns>Base weapon item in a list</returns>
protected List<Item> ConstructWeaponBaseList(string weaponTemplate, string weaponParentId, string equipmentSlot, TemplateItem weaponItemTemplate,
string botRole)
{
return
[
new()
{
Id = _hashUtil.Generate(),
Template = weaponTemplate,
ParentId = weaponParentId,
SlotId = equipmentSlot,
Upd = _botGeneratorHelper.GenerateExtraPropertiesForItem(weaponItemTemplate, botRole)
}
];
}
/// <summary>
/// Get the mods necessary to kit out a weapon to its preset level
/// </summary>
/// <param name="weaponTemplate">Weapon to find preset for</param>
/// <param name="equipmentSlot">The slot the weapon will be placed in</param>
/// <param name="weaponParentId">Value used for the parent id</param>
/// <param name="itemTemplate">Item template</param>
/// <param name="botRole">Bot role</param>
/// <returns>List of weapon mods</returns>
protected List<Item> GetPresetWeaponMods(string weaponTemplate, string equipmentSlot, string weaponParentId, TemplateItem itemTemplate, string botRole)
{
// Invalid weapon generated, fallback to preset
_logger.Warning(
_localisationService.GetText($"bot-weapon_generated_incorrect_using_default {weaponTemplate} {itemTemplate.Name}")
);
List<Item> weaponMods = [];
// TODO: Preset weapons trigger a lot of warnings regarding missing ammo in magazines & such
Preset preset = null;
foreach (var (_, itemPreset) in _databaseService.GetGlobals().ItemPresets)
{
if (itemPreset.Items[0].Template == weaponTemplate)
{
preset = _cloner.Clone(itemPreset);
break;
}
}
if (preset is not null)
{
var parentItem = preset.Items[0];
parentItem.ParentId = weaponParentId;
parentItem.SlotId = equipmentSlot;
parentItem.Upd = _botGeneratorHelper.GenerateExtraPropertiesForItem(itemTemplate, botRole);
preset.Items[0] = parentItem;
weaponMods.AddRange(preset.Items);
}
else
{
_logger.Error(_localisationService.GetText("bot-missing_weapon_preset", weaponTemplate));
}
return weaponMods;
}
/// <summary>
/// Checks if all required slots are occupied on a weapon and all its mods.
/// </summary>
/// <param name="weaponItemList">Weapon + mods</param>
/// <param name="botRole">Role of bot weapon is for</param>
/// <returns>True if valid</returns>
protected bool IsWeaponValid(List<Item> weaponItemList, string botRole)
{
foreach (var mod in weaponItemList)
{
var modTemplate = _itemHelper.GetItem(mod.Template).Value;
if (!modTemplate.Properties.Slots?.Any() ?? false)
{
continue;
}
// Iterate over required slots in db item, check mod exists for that slot
foreach (var modSlotTemplate in modTemplate.Properties.Slots.Where((slot) => slot.Required ?? false))
{
var slotName = modSlotTemplate.Name;
var hasWeaponSlotItem = weaponItemList.Any(
(weaponItem) => weaponItem.ParentId == mod.Id && weaponItem.SlotId == slotName
);
if (!hasWeaponSlotItem)
{
_logger.Warning(
_localisationService.GetText(
"bot-weapons_required_slot_missing_item",
new
{
modSlot = modSlotTemplate.Name,
modName = modTemplate.Name,
slotId = mod.SlotId,
botRole = botRole,
}
)
);
return false;
}
}
}
return true;
}
/// <summary>
/// Generates extra magazines or bullets (if magazine is internal) and adds them to TacticalVest and Pockets.
/// Additionally, adds extra bullets to SecuredContainer
/// </summary>
/// <param name="generatedWeaponResult">Object with properties for generated weapon (weapon mods pool / weapon template / ammo tpl)</param>
/// <param name="magWeights">Magazine weights for count to add to inventory</param>
/// <param name="inventory">Inventory to add magazines to</param>
/// <param name="botRole">The bot type we're generating extra mags for</param>
public void AddExtraMagazinesToInventory(GenerateWeaponResult generatedWeaponResult, GenerationData magWeights, BotBaseInventory inventory, string botRole)
{
var weaponAndMods = generatedWeaponResult.Weapon;
var weaponTemplate = generatedWeaponResult.WeaponTemplate;
var magazineTpl = GetMagazineTemplateFromWeaponTemplate(weaponAndMods, weaponTemplate, botRole);
var magTemplate = _itemHelper.GetItem(magazineTpl).Value;
if (magTemplate is null)
{
_logger.Error(_localisationService.GetText("bot-unable_to_find_magazine_item", magazineTpl));
return;
}
var ammoTemplate = _itemHelper.GetItem(generatedWeaponResult.ChosenAmmoTemplate).Value;
if (ammoTemplate is null)
{
_logger.Error(
_localisationService.GetText("bot-unable_to_find_ammo_item", generatedWeaponResult.ChosenAmmoTemplate)
);
return;
}
// Has an UBGL
if (generatedWeaponResult.ChosenUbglAmmoTemplate is not null)
{
AddUbglGrenadesToBotInventory(weaponAndMods, generatedWeaponResult, inventory);
}
var inventoryMagGenModel = new InventoryMagGen(
magWeights,
magTemplate,
weaponTemplate,
ammoTemplate,
inventory
);
_inventoryMagGenComponents.FirstOrDefault((v) => v.CanHandleInventoryMagGen(inventoryMagGenModel))
.Process(inventoryMagGenModel);
// Add x stacks of bullets to SecuredContainer (bots use a magic mag packing skill to reload instantly)
AddAmmoToSecureContainer(
_botConfig.SecureContainerAmmoStackCount,
generatedWeaponResult.ChosenAmmoTemplate,
ammoTemplate.Properties.StackMaxSize ?? 0,
inventory
);
}
/// <summary>
/// Add Grenades for UBGL to bot's vest and secure container
/// </summary>
/// <param name="weaponMods">Weapon list with mods</param>
/// <param name="generatedWeaponResult">Result of weapon generation</param>
/// <param name="inventory">Bot inventory to add grenades to</param>
protected void AddUbglGrenadesToBotInventory(List<Item> weaponMods, GenerateWeaponResult generatedWeaponResult, BotBaseInventory inventory)
{
// Find ubgl mod item + get details of it from db
var ubglMod = weaponMods.FirstOrDefault((x) => x.SlotId == "mod_launcher");
var ubglDbTemplate = _itemHelper.GetItem(ubglMod.Template).Value;
// Define min/max of how many grenades bot will have
GenerationData ubglMinMax = new()
{
Weights = new() { { 1, 1 }, { 2, 1 } },
Whitelist = new(),
};
// get ammo template from db
var ubglAmmoDbTemplate = _itemHelper.GetItem(generatedWeaponResult.ChosenUbglAmmoTemplate).Value;
// Add greandes to bot inventory
var ubglAmmoGenModel = new InventoryMagGen(
ubglMinMax,
ubglDbTemplate,
ubglDbTemplate,
ubglAmmoDbTemplate,
inventory
);
_inventoryMagGenComponents
.FirstOrDefault((v) => v.CanHandleInventoryMagGen(ubglAmmoGenModel))
.Process(ubglAmmoGenModel);
// Store extra grenades in secure container
AddAmmoToSecureContainer(5, generatedWeaponResult.ChosenUbglAmmoTemplate, 20, inventory);
}
/// <summary>
/// Add ammo to the secure container.
/// </summary>
/// <param name="stackCount">How many stacks of ammo to add.</param>
/// <param name="ammoTpl">Ammo type to add.</param>
/// <param name="stackSize">Size of the ammo stack to add.</param>
/// <param name="inventory">Player inventory.</param>
protected void AddAmmoToSecureContainer(int stackCount, string ammoTemplate, double stackSize, BotBaseInventory inventory)
{
for (var i = 0; i < stackCount; i++)
{
var id = _hashUtil.Generate();
_botGeneratorHelper.AddItemWithChildrenToEquipmentSlot(
new() { EquipmentSlots.SecuredContainer },
id,
ammoTemplate,
new()
{
new() { Id = id, Template = ammoTemplate, Upd = new() { StackObjectsCount = stackSize } }
},
inventory
);
}
}
/// <summary>
/// Get a weapons magazine template from a weapon template.
/// </summary>
/// <param name="weaponMods">Mods from a weapon template.</param>
/// <param name="weaponTemplate">Weapon to get magazine template for.</param>
/// <param name="botRole">The bot type we are getting the magazine for.</param>
/// <returns>Magazine template string.</returns>
protected string GetMagazineTemplateFromWeaponTemplate(List<Item> weaponMods, TemplateItem weaponTemplate, string botRole)
{
var magazine = weaponMods.FirstOrDefault((m) => m.SlotId == _modMagazineSlotId);
if (magazine is null)
{
// Edge case - magazineless chamber loaded weapons dont have magazines, e.g. mp18
// return default mag tpl
if (weaponTemplate.Properties.ReloadMode == "OnlyBarrel")
{
return _botWeaponGeneratorHelper.GetWeaponsDefaultMagazineTpl(weaponTemplate);
}
// log error if no magazine AND not a chamber loaded weapon (e.g. shotgun revolver)
if (!weaponTemplate.Properties.IsChamberLoad ?? false)
{
// Shouldn't happen
_logger.Warning(
_localisationService.GetText(
"bot-weapon_missing_magazine_or_chamber",
new
{
weaponId = weaponTemplate.Id,
botRole = botRole,
}
)
);
}
var defaultMagTplId = _botWeaponGeneratorHelper.GetWeaponsDefaultMagazineTpl(weaponTemplate);
_logger.Debug(
$"[{botRole}] Unable to find magazine for weapon: {weaponTemplate.Id} {weaponTemplate.Name}, using mag template default: {defaultMagTplId}."
);
return defaultMagTplId;
}
return magazine.Template;
}
/// <summary>
/// Finds and returns a compatible ammo template based on the bots ammo weightings (x.json/inventory/equipment/ammo)
/// </summary>
/// <param name="cartridgePool">Dictionary of all cartridges keyed by type e.g. Caliber556x45NATO</param>
/// <param name="weaponTemplate">Weapon details from database we want to pick ammo for</param>
/// <returns>Ammo template that works with the desired gun</returns>
protected string GetWeightedCompatibleAmmo(Dictionary<string, Dictionary<string, double>> cartridgePool, TemplateItem weaponTemplate)
{
var desiredCaliber = GetWeaponCaliber(weaponTemplate);
var cartridgePoolForWeapon = cartridgePool[desiredCaliber];
if (cartridgePoolForWeapon is not null || cartridgePoolForWeapon?.Count() == 0)
{
_logger.Debug(
_localisationService.GetText(
"bot-no_caliber_data_for_weapon_falling_back_to_default",
new
{
weaponId = weaponTemplate.Id,
weaponName = weaponTemplate.Name,
defaultAmmo = weaponTemplate.Properties.DefAmmo,
}
)
);
// Immediately returns, default ammo is guaranteed to be compatible
return weaponTemplate.Properties.DefAmmo;
}
// Get cartridges the weapons first chamber allow
var compatibleCartridgesInTemplate = GetCompatibleCartridgesFromWeaponTemplate(weaponTemplate);
if (compatibleCartridgesInTemplate is null)
{
// No chamber data found in weapon, send default
return weaponTemplate.Properties.DefAmmo;
}
// Inner join the weapons allowed + passed in cartridge pool to get compatible cartridges
Dictionary<string, double> compatibleCartridges = new();
foreach (var cartridge in cartridgePoolForWeapon)
{
if (compatibleCartridgesInTemplate.Contains(cartridge.Key))
{
compatibleCartridges[cartridge.Key] = cartridgePoolForWeapon[cartridge.Key];
}
}
if (!compatibleCartridges.Any())
{
// No compatible cartridges, use default
return weaponTemplate.Properties.DefAmmo;
}
return _weightedRandomHelper.GetWeightedValue<string>(compatibleCartridges);
}
/// <summary>
/// Get the cartridge ids from a weapon template that work with the weapon
/// </summary>
/// <param name="weaponTemplate">Weapon db template to get cartridges for</param>
/// <returns>List of cartridge tpls</returns>
protected List<string> GetCompatibleCartridgesFromWeaponTemplate(TemplateItem weaponTemplate)
{
var cartridges = weaponTemplate.Properties.Chambers[0]?.Props?.Filters[0]?.Filter;
if (cartridges is null)
{
// Fallback to the magazine if possible, e.g. for revolvers
// Grab the magazines template
var firstMagazine = weaponTemplate.Properties.Slots.FirstOrDefault((slot) => slot.Name == "mod_magazine");
var magazineTemplate = _itemHelper.GetItem(firstMagazine.Props.Filters[0].Filter[0]);
// Get the first slots array of cartridges
cartridges = magazineTemplate.Value.Properties.Slots[0]?.Props.Filters[0].Filter;
if (cartridges is null)
{
// Normal magazines
// None found, try the cartridges array
cartridges = magazineTemplate.Value.Properties.Cartridges[0]?.Props.Filters[0].Filter;
}
}
return cartridges;
}
/// <summary>
/// Get a weapons compatible cartridge caliber
/// </summary>
/// <param name="weaponTemplate">Weapon to look up caliber of</param>
/// <returns>Caliber as string</returns>
protected string? GetWeaponCaliber(TemplateItem weaponTemplate)
{
if (weaponTemplate.Properties.Caliber is not null)
{
return weaponTemplate.Properties.Caliber;
}
if (weaponTemplate.Properties.AmmoCaliber is not null)
{
// 9x18pmm has a typo, should be Caliber9x18PM
return weaponTemplate.Properties.AmmoCaliber == "Caliber9x18PMM"
? "Caliber9x18PM"
: weaponTemplate.Properties.AmmoCaliber;
}
if (weaponTemplate.Properties.LinkedWeapon is not null)
{
var ammoInChamber = _itemHelper.GetItem(
weaponTemplate.Properties.Chambers[0].Props.Filters[0].Filter[0]
);
if (!ammoInChamber.Key)
{
return null;
}
return ammoInChamber.Value.Properties.Caliber;
}
return null;
}
/// <summary>
/// Fill existing magazines to full, while replacing their contents with specified ammo
/// </summary>
/// <param name="weaponMods">Weapon with children</param>
/// <param name="magazine">Magazine item</param>
/// <param name="cartridgeTemplate">Cartridge to insert into magazine</param>
protected void FillExistingMagazines(List<Item> weaponMods, Item magazine, string cartridgeTemplate)
{
var magazineTemplate = _itemHelper.GetItem(magazine.Template).Value;
if (magazineTemplate is null)
{
_logger.Error(_localisationService.GetText("bot-unable_to_find_magazine_item", magazine.Template));
return;
}
// Magazine, usually
var parentItem = _itemHelper.GetItem(magazineTemplate.Parent).Value;
// the revolver shotgun uses a magazine with chambers, not cartridges ("camora_xxx")
// Exchange of the camora ammo is not necessary we could also just check for stackSize > 0 here
// and remove the else
if (_botWeaponGeneratorHelper.MagazineIsCylinderRelated(parentItem.Name))
{
FillCamorasWithAmmo(weaponMods, magazine.Id, cartridgeTemplate);
}
else
{
AddOrUpdateMagazinesChildWithAmmo(weaponMods, magazine, cartridgeTemplate, magazineTemplate);
}
}
/// <summary>
/// Add desired ammo template as item to weapon modifications list, placed as child to UBGL.
/// </summary>
/// <param name="weaponMods">Weapon with children.</param>
/// <param name="ubglMod">UBGL item.</param>
/// <param name="ubglAmmoTpl">Grenade ammo template.</param>
protected void FillUbgl(List<Item> weaponMods, Item ubglMod, string ubglAmmoTpl)
{
weaponMods.Add(
new()
{
Id = _hashUtil.Generate(),
Template = ubglAmmoTpl,
ParentId = ubglMod.Id,
SlotId = "patron_in_weapon",
Upd = new() { StackObjectsCount = 1 },
}
);
}
/// <summary>
/// Add cartridge item to weapon item list, if it already exists, update
/// </summary>
/// <param name="weaponWithMods">Weapon items list to amend</param>
/// <param name="magazine">Magazine item details we're adding cartridges to</param>
/// <param name="chosenAmmoTpl">Cartridge to put into the magazine</param>
/// <param name="newStackSize">How many cartridges should go into the magazine</param>
/// <param name="magazineTemplate">Magazines db template</param>
protected void AddOrUpdateMagazinesChildWithAmmo(List<Item> weaponWithMods, Item magazine, string chosenAmmoTpl, TemplateItem magazineTemplate)
{
var magazineCartridgeChildItem = weaponWithMods.FirstOrDefault(
(m) => m.ParentId == magazine.Id && m.SlotId == "cartridges"
);
if (magazineCartridgeChildItem is not null)
{
// Delete the existing cartridge object and create fresh below
weaponWithMods.Remove(magazineCartridgeChildItem);
}
// Create array with just magazine
List<Item> magazineWithCartridges = new();
magazineWithCartridges.AddRange(magazine);
// Add full cartridge child items to above array
_itemHelper.FillMagazineWithCartridge(magazineWithCartridges, magazineTemplate, chosenAmmoTpl, 1);
// Replace existing magazine with above array of mag + cartridge stacks
var index = weaponWithMods.FindIndex(i => i.Id == magazine.Id); // magazineWithCartridges
weaponWithMods.RemoveAt(index);
weaponWithMods.AddRange(magazineWithCartridges); // this might need to be at the specific index
}
/// <summary>
/// Fill each Camora with a bullet
/// </summary>
/// <param name="weaponMods">Weapon mods to find and update camora mod(s) from</param>
/// <param name="magazineId">Magazine id to find and add to</param>
/// <param name="ammoTpl">Ammo template id to hydrate with</param>
protected void FillCamorasWithAmmo(List<Item> weaponMods, string magazineId, string ammoTpl)
{
// for CylinderMagazine we exchange the ammo in the "camoras".
// This might not be necessary since we already filled the camoras with a random whitelisted and compatible ammo type,
// but I'm not sure whether this is also used elsewhere
var camoras = weaponMods.Where((x) => x.ParentId == magazineId && x.SlotId.StartsWith("camora"));
foreach (var camora in camoras)
{
camora.Template = ammoTpl;
if (camora.Upd is not null)
{
camora.Upd.StackObjectsCount = 1;
}
else
{
camora.Upd = new() { StackObjectsCount = 1 };
}
}
}
}