228 lines
8.3 KiB
C#
228 lines
8.3 KiB
C#
using System.Collections.Concurrent;
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using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Utils;
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namespace SPTarkov.Server.Core.Services;
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[Injectable(InjectionType.Singleton)]
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public class BotEquipmentModPoolService(
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ISptLogger<BotEquipmentModPoolService> logger,
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ItemHelper itemHelper,
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DatabaseService databaseService,
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ServerLocalisationService localisationService
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)
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{
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private readonly Lock _lockObject = new();
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private ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>>? _gearModPool;
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> GearModPool
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{
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get
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{
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lock (_lockObject)
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{
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return _gearModPool ??= GenerateGearPool();
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}
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}
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}
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private ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>>? _weaponModPool;
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> WeaponModPool
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{
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get
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{
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lock (_lockObject)
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{
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return _weaponModPool ??= GenerateWeaponPool();
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}
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}
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}
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/// <summary>
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/// Create a dictionary of mods for each item passed in
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/// </summary>
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/// <param name="inputItems"> Items to find related mods and store in modPool </param>
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/// <param name="poolKey"> Mod pool to choose from e.g. "weapon" for weaponModPool </param>
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> GeneratePool(
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IEnumerable<TemplateItem>? inputItems,
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string poolKey
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)
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{
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if (inputItems is null || !inputItems.Any())
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{
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logger.Error(localisationService.GetText("bot-unable_to_generate_item_pool_no_items", poolKey));
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return [];
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}
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// Create pool we want to return
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var pool = new ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>>();
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// Create queue to hold items we need to process/check for mods to add into the pool
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// Add items passed in to method initially, add sub-mods later
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var itemsToProcess = new Queue<TemplateItem>(inputItems);
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// Keep track of processed items to reduce unnecessary work
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var processedItems = new HashSet<MongoId>();
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while (itemsToProcess.TryDequeue(out var currentItem))
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{
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// Null guard / we've already processed this item
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if (currentItem is null || !processedItems.Add(currentItem.Id))
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{
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continue;
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}
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// No slots = skip
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if (currentItem.Properties?.Slots is null || !currentItem.Properties.Slots.Any())
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{
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continue;
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}
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// Get top-level pool, create if it doesn't exist
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var itemPool = pool.GetOrAdd(currentItem.Id, new ConcurrentDictionary<string, HashSet<MongoId>>());
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foreach (var slot in currentItem.Properties.Slots)
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{
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var compatibleMods = slot?.Properties?.Filters?.FirstOrDefault()?.Filter;
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if (compatibleMods is null || !compatibleMods.Any())
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{
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// No mod items in whitelist, skip
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continue;
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}
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// Get or add set for this specific mod slot (e.g., "mod_scope").
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var modItemPool = itemPool.GetOrAdd(slot.Name, []);
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foreach (var modTpl in compatibleMods)
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{
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modItemPool.Add(modTpl);
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// Also heck if mod ALSO has its own sub slots to process
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var modItemDetails = itemHelper.GetItem(modTpl).Value;
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if (modItemDetails?.Properties?.Slots?.Any() == true)
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{
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// Has slots we need to check, add to processing queue
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itemsToProcess.Enqueue(modItemDetails);
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}
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}
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}
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}
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return pool;
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}
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/// <summary>
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/// Empty the mod pool
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/// </summary>
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public void ResetWeaponPool()
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{
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WeaponModPool.Clear();
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}
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/// <summary>
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/// Get array of compatible mods for an items mod slot (generate pool if it doesn't exist already)
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/// </summary>
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/// <param name="itemTpl"> Item to look up </param>
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/// <param name="slotName"> Slot to get compatible mods for </param>
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/// <returns> Hashset of tpls that fit the slot </returns>
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public HashSet<MongoId> GetCompatibleModsForWeaponSlot(MongoId itemTpl, string slotName)
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{
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if (WeaponModPool.TryGetValue(itemTpl, out var value))
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{
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if (value.TryGetValue(slotName, out var tplsForSlotHashSet))
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{
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return tplsForSlotHashSet;
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}
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}
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logger.Warning($"Slot: {slotName} not found for item: {itemTpl} in cache");
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return [];
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}
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/// <summary>
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/// Get mods for a piece of gear by its tpl
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/// </summary>
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/// <param name="itemTpl"> Items tpl to look up mods for </param>
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/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
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public ConcurrentDictionary<string, HashSet<MongoId>> GetModsForGearSlot(MongoId itemTpl)
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{
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return GearModPool.TryGetValue(itemTpl, out var value) ? value : [];
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}
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/// <summary>
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/// Get mods for a weapon by its tpl
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/// </summary>
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/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
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/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
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public ConcurrentDictionary<string, HashSet<MongoId>> GetModsForWeaponSlot(MongoId itemTpl)
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{
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return WeaponModPool.TryGetValue(itemTpl, out var value) ? value : [];
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}
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/// <summary>
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/// Get required mods for a weapon by its tpl
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/// </summary>
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/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
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/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
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public Dictionary<string, HashSet<MongoId>> GetRequiredModsForWeaponSlot(MongoId itemTpl)
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{
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var result = new Dictionary<string, HashSet<MongoId>>();
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// Get item from db
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var itemDb = itemHelper.GetItem(itemTpl).Value;
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if (itemDb.Properties?.Slots is not null)
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// Loop over slots flagged as 'required'
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{
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foreach (var slot in itemDb.Properties.Slots.Where(slot => slot.Required.GetValueOrDefault(false)))
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{
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// Create dict entry for mod slot
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result.TryAdd(slot.Name, []);
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// Add compatible tpls to dicts hashset
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foreach (var compatibleItemTpl in slot.Properties.Filters.FirstOrDefault().Filter)
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{
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result[slot.Name].Add(compatibleItemTpl);
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}
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}
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}
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return result;
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}
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/// <summary>
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/// Create weapon mod pool and set generated flag to true
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/// </summary>
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> GenerateWeaponPool()
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{
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var weaponsAndMods = databaseService
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.GetItems()
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.Values.Where(item =>
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string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase)
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&& itemHelper.IsOfBaseclasses(item.Id, [BaseClasses.WEAPON, BaseClasses.MOD])
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);
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return GeneratePool(weaponsAndMods, "weapon");
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}
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/// <summary>
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/// Create gear mod pool and set generated flag to true
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/// </summary>
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protected ConcurrentDictionary<MongoId, ConcurrentDictionary<string, HashSet<MongoId>>> GenerateGearPool()
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{
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var gearAndMods = databaseService
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.GetItems()
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.Values.Where(item =>
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string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase)
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&& itemHelper.IsOfBaseclasses(
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item.Id,
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[BaseClasses.ARMORED_EQUIPMENT, BaseClasses.VEST, BaseClasses.ARMOR, BaseClasses.HEADWEAR, BaseClasses.MOD]
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)
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);
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return GeneratePool(gearAndMods, "gear");
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}
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}
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