Files
SPT-Server-Build/Core/Helpers/ItemHelper.cs
T
2025-01-14 18:02:14 +00:00

1061 lines
39 KiB
C#

using System.Text.Json.Serialization;
using Core.Annotations;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using ILogger = Core.Models.Utils.ILogger;
namespace Core.Helpers;
[Injectable]
public class ItemHelper
{
private readonly ILogger _logger;
private readonly HashUtil _hashUtil;
private readonly JsonUtil _jsonUtil;
private readonly RandomUtil _randomUtil;
private readonly MathUtil _mathUtil;
private readonly DatabaseService _databaseService;
private readonly HandbookHelper _handbookHelper;
private readonly ItemBaseClassService _itemBaseClassService;
private readonly ItemFilterService _itemFilterService;
private readonly LocalisationService _localisationService;
private readonly LocaleService _localeService;
private readonly CompareUtil _compareUtil;
private readonly ICloner _cloner;
private readonly List<string> _defaultInvalidBaseTypes =
[
BaseClasses.LOOT_CONTAINER,
BaseClasses.MOB_CONTAINER,
BaseClasses.STASH,
BaseClasses.SORTING_TABLE,
BaseClasses.INVENTORY,
BaseClasses.STATIONARY_CONTAINER,
BaseClasses.POCKETS
];
public ItemHelper
(
ILogger logger,
HashUtil hashUtil,
JsonUtil jsonUtil,
RandomUtil randomUtil,
MathUtil mathUtil,
DatabaseService databaseService,
HandbookHelper handbookHelper,
ItemBaseClassService itemBaseClassService,
ItemFilterService itemFilterService,
LocalisationService localisationService,
LocaleService localeService,
CompareUtil compareUtil,
ICloner cloner
)
{
_logger = logger;
_hashUtil = hashUtil;
_jsonUtil = jsonUtil;
_randomUtil = randomUtil;
_mathUtil = mathUtil;
_databaseService = databaseService;
_handbookHelper = handbookHelper;
_itemBaseClassService = itemBaseClassService;
_itemFilterService = itemFilterService;
_localisationService = localisationService;
_localeService = localeService;
_compareUtil = compareUtil;
_cloner = cloner;
}
/**
* Does the provided pool of items contain the desired item
* @param itemPool Item collection to check
* @param item Item to look for
* @param slotId OPTIONAL - slotid of desired item
* @returns True if pool contains item
*/
public bool hasItemWithTpl(List<Item> itemPool, string item, string slotId = null)
{
throw new NotImplementedException();
}
/**
* Get the first item from provided pool with the desired tpl
* @param itemPool Item collection to search
* @param item Item to look for
* @param slotId OPTIONAL - slotid of desired item
* @returns Item or null
*/
public Item getItemFromPoolByTpl(List<Item> itemPool, string item, string slotId = null)
{
throw new NotImplementedException();
}
/**
* This method will compare two items (with all its children) and see if they are equivalent.
* This method will NOT compare IDs on the items
* @param item1 first item with all its children to compare
* @param item2 second item with all its children to compare
* @param compareUpdProperties Upd properties to compare between the items
* @returns true if they are the same, false if they aren't
*/
public bool isSameItems(List<Item> item1, List<Item> item2, HashSet<string> compareUpdProperties = null)
{
throw new NotImplementedException();
}
/**
* This method will compare two items and see if they are equivalent.
* This method will NOT compare IDs on the items
* @param item1 first item to compare
* @param item2 second item to compare
* @param compareUpdProperties Upd properties to compare between the items
* @returns true if they are the same, false if they aren't
*/
public bool isSameItem(Item item1, Item item2, HashSet<string> compareUpdProperties = null)
{
throw new NotImplementedException();
}
/**
* Helper method to generate a Upd based on a template
* @param itemTemplate the item template to generate a Upd for
* @returns A Upd with all the default properties set
*/
public Upd generateUpdForItem(TemplateItem itemTemplate)
{
throw new NotImplementedException();
}
/**
* Checks if a tpl is a valid item. Valid meaning that it's an item that can be stored in stash
* Valid means:
* Not quest item
* 'Item' type
* Not on the invalid base types array
* Price above 0 roubles
* Not on item config blacklist
* @param tpl the template id / tpl
* @returns boolean; true for items that may be in player possession and not quest items
*/
public bool isValidItem(string tpl, List<string> invalidBaseTypes = null)
{
throw new NotImplementedException();
}
// Check if the tpl / template Id provided is a descendent of the baseclass
//
// @param string tpl the item template id to check
// @param string baseClassTpl the baseclass to check for
// @return bool is the tpl a descendent?
public bool OfBaseclass(string tpl, string baseClassTpl)
{
throw new NotImplementedException();
}
// Check if item has any of the supplied base classes
// @param string tpl Item to check base classes of
// @param string[] baseClassTpls base classes to check for
// @returns true if any supplied base classes match
public bool OfBaseclasses(string tpl, List<string> baseClassTpls)
{
throw new NotImplementedException();
}
// Does the provided item have the chance to require soft armor inserts
// Only applies to helmets/vest/armors.
// Not all head gear needs them
// @param string itemTpl item to check
// @returns Does item have the possibility ot need soft inserts
public bool ArmorItemCanHoldMods(string itemTpl)
{
throw new NotImplementedException();
}
// Does the provided item tpl need soft/removable inserts to function
// @param string itemTpl Armor item
// @returns True if item needs some kind of insert
public bool ArmorItemHasRemovableOrSoftInsertSlots(string itemTpl)
{
throw new NotImplementedException();
}
// Does the pased in tpl have ability to hold removable plate items
// @param string itemTpl item tpl to check for plate support
// @returns True when armor can hold plates
public bool ArmorItemHasRemovablePlateSlots(string itemTpl)
{
throw new NotImplementedException();
}
// Does the provided item tpl require soft inserts to become a valid armor item
// @param string itemTpl Item tpl to check
// @returns True if it needs armor inserts
public bool ItemRequiresSoftInserts(string itemTpl)
{
throw new NotImplementedException();
}
// Get all soft insert slot ids
// @returns A List of soft insert ids (e.g. soft_armor_back, helmet_top)
public List<string> GetSoftInsertSlotIds()
{
throw new NotImplementedException();
}
// Returns the items total price based on the handbook or as a fallback from the prices.json if the item is not
// found in the handbook. If the price can't be found at all return 0
// @param List<string> tpls item tpls to look up the price of
// @returns Total price in roubles
public decimal GetItemAndChildrenPrice(List<string> tpls)
{
throw new NotImplementedException();
}
/// <summary>
/// Returns the item price based on the handbook or as a fallback from the prices.json if the item is not
/// found in the handbook. If the price can't be found at all return 0
/// </summary>
/// <param name="tpl">Item to look price up of</param>
/// <returns>Price in roubles</returns>
public decimal GetItemPrice(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Returns the item price based on the handbook or as a fallback from the prices.json if the item is not
/// found in the handbook. If the price can't be found at all return 0
/// </summary>
/// <param name="tpl">Item to look price up of</param>
/// <returns>Price in roubles</returns>
public decimal GetItemMaxPrice(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Get the static (handbook) price in roubles for an item by tpl
/// </summary>
/// <param name="tpl">Items tpl id to look up price</param>
/// <returns>Price in roubles (0 if not found)</returns>
public decimal GetStaticItemPrice(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Get the dynamic (flea) price in roubles for an item by tpl
/// </summary>
/// <param name="tpl">Items tpl id to look up price</param>
/// <returns>Price in roubles (undefined if not found)</returns>
public decimal GetDynamicItemPrice(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Update items upd.StackObjectsCount to be 1 if its upd is missing or StackObjectsCount is undefined
/// </summary>
/// <param name="item">Item to update</param>
/// <returns>Fixed item</returns>
public Item FixItemStackCount(Item item)
{
throw new NotImplementedException();
}
/// <summary>
/// Get cloned copy of all item data from items.json
/// </summary>
/// <returns>List of TemplateItem objects</returns>
public List<TemplateItem> GetItems()
{
throw new NotImplementedException();
}
/**
* Gets item data from items.json
* @param tpl items template id to look up
* @returns bool - is valid + template item object as array
*/
public KeyValuePair<bool, TemplateItem> GetItem(string tpl)
{
throw new NotImplementedException();
}
/**
* Checks if the item has slots
* @param itemTpl Template id of the item to check
* @returns true if the item has slots
*/
public bool ItemHasSlots(string itemTpl)
{
throw new NotImplementedException();
}
/**
* Checks if the item is in the database
* @param tpl Template id of the item to check
* @returns true if the item is in the database
*/
public bool IsItemInDb(string tpl)
{
throw new NotImplementedException();
}
/**
* Calculate the average quality of an item and its children
* @param items An offers item to process
* @param skipArmorItemsWithoutDurability Skip over armor items without durability
* @returns % quality modifier between 0 and 1
*/
public double GetItemQualityModifierForItems(List<Item> items, bool? skipArmorItemsWithoutDurability = null)
{
throw new NotImplementedException();
}
/**
* Get normalized value (0-1) based on item condition
* Will return -1 for base armor items with 0 durability
* @param item Item to check
* @param skipArmorItemsWithoutDurability return -1 for armor items that have max durability of 0
* @returns Number between 0 and 1
*/
public double GetItemQualityModifier(Item item, bool? skipArmorItemsWithoutDurability = null)
{
throw new NotImplementedException();
}
/**
* Get a quality value based on a repairable item's current state between current and max durability
* @param itemDetails Db details for item we want quality value for
* @param repairable Repairable properties
* @param item Item quality value is for
* @returns A number between 0 and 1
*/
protected double GetRepairableItemQualityValue(
Dictionary<string, TemplateItem> itemDetails,
UpdRepairable repairable,
Item item
)
{
throw new NotImplementedException();
}
/**
* Recursive function that looks at every item from parameter and gets their children's Ids + includes parent item in results
* @param items List of items (item + possible children)
* @param baseItemId Parent item's id
* @returns a list of strings
*/
public List<string> FindAndReturnChildrenByItems(List<Item> items, string baseItemId)
{
throw new NotImplementedException();
}
/**
* A variant of FindAndReturnChildren where the output is list of item objects instead of their ids.
* @param items List of items (item + possible children)
* @param baseItemId Parent item's id
* @param modsOnly Include only mod items, exclude items stored inside root item
* @returns A list of Item objects
*/
public List<Item> FindAndReturnChildrenAsItems(List<Item> items, string baseItemId, bool modsOnly = false)
{
throw new NotImplementedException();
}
/**
* Find children of the item in a given assort (weapons parts for example, need recursive loop function)
* @param itemIdToFind Template id of item to check for
* @param assort List of items to check in
* @returns List of children of requested item
*/
public List<Item> FindAndReturnChildrenByAssort(string itemIdToFind, List<Item> assort)
{
throw new NotImplementedException();
}
/**
* Check if the passed in item has buy count restrictions
* @param itemToCheck Item to check
* @returns true if it has buy restrictions
*/
public bool HasBuyRestrictions(Item itemToCheck)
{
throw new NotImplementedException();
}
/// <summary>
/// Checks if the passed template id is a dog tag.
/// </summary>
/// <param name="tpl">Template id to check.</param>
/// <returns>True if it is a dogtag.</returns>
public bool IsDogtag(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Gets the identifier for a child using slotId, locationX and locationY.
/// </summary>
/// <param name="item">Item.</param>
/// <returns>SlotId OR slotid, locationX, locationY.</returns>
public string GetChildId(Item item)
{
throw new NotImplementedException();
}
/// <summary>
/// Checks if the passed item can be stacked.
/// </summary>
/// <param name="tpl">Item to check.</param>
/// <returns>True if it can be stacked.</returns>
public bool IsItemTplStackable(string tpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Splits the item stack if it exceeds its items StackMaxSize property into child items of the passed parent.
/// </summary>
/// <param name="itemToSplit">Item to split into smaller stacks.</param>
/// <returns>List of root item + children.</returns>
public List<Item> SplitStack(Item itemToSplit)
{
throw new NotImplementedException();
}
/// <summary>
/// Turns items like money into separate stacks that adhere to max stack size.
/// </summary>
/// <param name="itemToSplit">Item to split into smaller stacks.</param>
/// <returns>List of separate item stacks.</returns>
public List<List<Item>> SplitStackIntoSeparateItems(Item itemToSplit)
{
throw new NotImplementedException();
}
/// <summary>
/// Finds Barter items from a list of items.
/// </summary>
/// <param name="by">Tpl or id.</param>
/// <param name="itemsToSearch">Array of items to iterate over.</param>
/// <param name="desiredBarterItemIds">Desired barter item ids.</param>
/// <returns>List of Item objects.</returns>
public List<Item> FindBarterItems(string by, List<Item> itemsToSearch, string desiredBarterItemIds)
{
throw new NotImplementedException();
}
/// <summary>
/// Replaces the _id value for the base item + all children that are children of it.
/// REPARENTS ROOT ITEM ID, NOTHING ELSE.
/// </summary>
/// <param name="itemWithChildren">Item with mods to update.</param>
/// <param name="newId">New id to add on children of base item.</param>
public void ReplaceRootItemID(List<Item> itemWithChildren, string newId = "")
{
throw new NotImplementedException();
}
/// <summary>
/// Regenerate all GUIDs with new IDs, for the exception of special item types (e.g. quest, sorting table, etc.) This
/// function will not mutate the original items list, but will return a new list with new GUIDs.
/// </summary>
/// <param name="originalItems">Items to adjust the IDs of</param>
/// <param name="pmcData">Player profile</param>
/// <param name="insuredItems">Insured items that should not have their IDs replaced</param>
/// <param name="fastPanel">Quick slot panel</param>
/// <returns>List<Item></returns>
public List<Item> ReplaceIDs(List<Item> originalItems, PmcData pmcData = null, List<InsuredItem> insuredItems = null,
Dictionary<string, string> fastPanel = null)
{
var items = _cloner.Clone(originalItems);
var serialisedInventory = _jsonUtil.Serialize(items);
var hideoutAreaStashes = pmcData?.Inventory?.HideoutAreaStashes ?? new();
foreach (var item in items)
{
if (pmcData != null)
{
// Insured items should not be renamed. Only works for PMCs.
if (insuredItems?.FirstOrDefault(i => i.ItemId == item.Id) != null)
continue;
// Do not replace the IDs of specific types of items.
if (item.Id == pmcData?.Inventory?.Equipment ||
item.Id == pmcData?.Inventory?.QuestRaidItems ||
item.Id == pmcData?.Inventory?.QuestStashItems ||
item.Id == pmcData?.Inventory?.SortingTable ||
item.Id == pmcData?.Inventory?.Stash ||
item.Id == pmcData?.Inventory?.HideoutCustomizationStashId ||
(hideoutAreaStashes?.ContainsKey(item.Id) ?? false))
{
continue;
}
}
// Replace the ID of the item in the serialised inventory using a regular expression.
var oldId = item.Id;
var newId = _hashUtil.Generate();
serialisedInventory = serialisedInventory.Replace(oldId, newId); // Node uses regex with "g" flag to replace all instances
// Also replace in quick slot if the old ID exists.
if (fastPanel != null)
{
foreach (var itemSlot in fastPanel)
{
if (fastPanel[itemSlot.Key] == oldId)
fastPanel[itemSlot.Key] = fastPanel[itemSlot.Key].Replace(oldId, newId); // Node uses regex with "g" flag to replace all instances
}
}
}
items = _jsonUtil.Deserialize<List<Item>>(serialisedInventory);
// fix dupe id's
var dupes = new Dictionary<string, double?>();
var newParents = new Dictionary<string, List<Item>>();
var childrenMapping = new Dictionary<string, Dictionary<string, double?>>();
var oldToNewIds = new Dictionary<string, List<string>>();
// Finding duplicate IDs involves scanning the item three times.
// First scan - Check which ids are duplicated.
// Second scan - Map parents to items.
// Third scan - Resolve IDs.
foreach (var item in items)
{
if (!dupes.TryAdd(item.Id, 0))
{
dupes[item.Id] += 1;
}
}
foreach (var item in items)
{
if (!(dupes[item.Id] > 1))
{
continue;
}
var newId = _hashUtil.Generate();
if (!newParents.ContainsKey(item.ParentId))
{
newParents.Add(item.ParentId, []);
}
var newParentsItems = newParents.GetValueOrDefault(item.ParentId);
newParentsItems.Add(item);
if (!oldToNewIds.ContainsKey(item.Id))
{
oldToNewIds.Add(item.Id, []);
}
var oldToNewIdsItems = oldToNewIds.GetValueOrDefault(item.Id);
oldToNewIdsItems.Add(newId);
}
foreach (var item in items)
{
if (dupes[item.Id] > 1)
{
var oldId = item.Id;
var newId = oldToNewIds[oldId][0];
oldToNewIds[oldId].RemoveAt(0);
item.Id = newId;
// Extract one of the children that's also duplicated.
if (newParents.ContainsKey(oldId) && newParents[oldId].Count > 0)
{
childrenMapping[newId] = new();
for (int i = 0; i < newParents[oldId].Count; i++)
{
// Make sure we haven't already assigned another duplicate child of
// same slot and location to this parent.
var childId = GetChildId(newParents[oldId][i]);
if (!childrenMapping.ContainsKey(childId))
{
childrenMapping[newId][childId] = 1;
newParents[oldId][i].ParentId = newId;
// Some very fucking sketchy stuff on this childIndex
// No clue wth was that childIndex supposed to be, but its not
newParents[oldId].RemoveAt(i);
}
}
}
}
}
return items;
}
/// <summary>
/// Mark the passed in list of items as found in raid.
/// Modifies passed in items
/// </summary>
/// <param name="items">The list of items to mark as FiR</param>
public void SetFoundInRaid(List<Item> items)
{
foreach (var item in items)
{
if (item.Upd == null)
item.Upd = new();
item.Upd.SpawnedInSession = true;
}
}
/// <summary>
/// WARNING, SLOW. Recursively loop down through an items hierarchy to see if any of the ids match the supplied list, return true if any do
/// </summary>
/// <param name="tpl">Items tpl to check parents of</param>
/// <param name="tplsToCheck">Tpl values to check if parents of item match</param>
/// <returns>bool Match found</returns>
public bool DoesItemOrParentsIdMatch(string tpl, List<string> tplsToCheck)
{
var itemDetails = GetItem(tpl);
var itemExists = itemDetails.Key;
var item = itemDetails.Value;
// not an item, drop out
if (!itemExists)
return false;
// no parent to check
if (item.Parent == null)
return false;
// Does templateId match any values in tplsToCheck array
if (tplsToCheck.Contains(item.Id))
return true;
// check items parent with same method
if (tplsToCheck.Contains(item.Parent))
return true;
return DoesItemOrParentsIdMatch(item.Parent, tplsToCheck);
}
/// <summary>
/// Check if item is quest item
/// </summary>
/// <param name="tpl">Items tpl to check quest status of</param>
/// <returns>true if item is flagged as quest item</returns>
public bool IsQuestItem(string tpl)
{
var itemDetails = GetItem(tpl);
if (itemDetails.Key && itemDetails.Value.Properties.QuestItem != null)
return true;
return false;
}
/// <summary>
/// Checks to see if the item is *actually* moddable in-raid. Checks include the items existence in the database, the
/// parent items existence in the database, the existence (and value) of the items RaidModdable property, and that
/// the parents slot-required property exists, matches that of the item, and its value.
/// </summary>
/// <param name="item">The item to be checked</param>
/// <param name="parent">The parent of the item to be checked</param>
/// <returns>True if the item is actually moddable, false if it is not, and null if the check cannot be performed.</returns>
public bool? IsRaidModdable(Item item, Item parent)
{
// This check requires the item to have the slotId property populated.
if (item.SlotId == null)
return null;
var itemTemplate = GetItem(item.Template);
var parentTemplate = GetItem(parent.Template);
// Check for RaidModdable property on the item template.
var isNotRaidModdable = false;
if (itemTemplate.Key)
isNotRaidModdable = itemTemplate.Value?.Properties?.RaidModdable == false;
// Check to see if the slot that the item is attached to is marked as required in the parent item's template.
var isRequiredSlot = false;
if (parentTemplate.Key && parentTemplate.Value?.Properties?.Slots != null)
isRequiredSlot = parentTemplate.Value?.Properties?.Slots?.Any(slot =>
slot?.Name == item?.SlotId &&
(slot?.Required ?? false)
) ?? false;
return itemTemplate.Key && parentTemplate.Key && (isNotRaidModdable || isRequiredSlot);
}
/// <summary>
/// Retrieves the main parent item for a given attachment item.
///
/// This method traverses up the hierarchy of items starting from a given `itemId`, until it finds the main parent
/// item that is not an attached attachment itself. In other words, if you pass it an item id of a suppressor, it
/// will traverse up the muzzle brake, barrel, upper receiver, and return the gun that the suppressor is ultimately
/// attached to, even if that gun is located within multiple containers.
///
/// It's important to note that traversal is expensive, so this method requires that you pass it a Map of the items
/// to traverse, where the keys are the item IDs and the values are the corresponding Item objects. This alleviates
/// some of the performance concerns, as it allows for quick lookups of items by ID.
/// </summary>
/// <param name="itemId">The unique identifier of the item for which to find the main parent.</param>
/// <param name="itemsMap">A Dictionary containing item IDs mapped to their corresponding Item objects for quick lookup.</param>
/// <returns>The Item object representing the top-most parent of the given item, or null if no such parent exists.</returns>
public Item GetAttachmentMainParent(string itemId, Dictionary<string, Item> itemsMap)
{
var currentItem = itemsMap.FirstOrDefault(x => x.Key == itemId).Value;
while (currentItem != null && IsAttachmentAttached(currentItem))
{
currentItem = itemsMap.FirstOrDefault(x => x.Key == currentItem.ParentId).Value;
if (currentItem == null)
return null;
}
return currentItem;
}
/**
* Determines if an item is an attachment that is currently attached to its parent item.
*
* @param item The item to check.
* @returns true if the item is attached attachment, otherwise false.
*/
public bool IsAttachmentAttached(Item item)
{
// TODO: actually implement
return true;
}
/**
* Retrieves the equipment parent item for a given item.
*
* This method traverses up the hierarchy of items starting from a given `itemId`, until it finds the equipment
* parent item. In other words, if you pass it an item id of a suppressor, it will traverse up the muzzle brake,
* barrel, upper receiver, gun, nested backpack, and finally return the backpack Item that is equipped.
*
* It's important to note that traversal is expensive, so this method requires that you pass it a Dictionary of the items
* to traverse, where the keys are the item IDs and the values are the corresponding Item objects. This alleviates
* some of the performance concerns, as it allows for quick lookups of items by ID.
*
* @param itemId - The unique identifier of the item for which to find the equipment parent.
* @param itemsMap - A Dictionary containing item IDs mapped to their corresponding Item objects for quick lookup.
* @returns The Item object representing the equipment parent of the given item, or `null` if no such parent exists.
*/
public Item GetEquipmentParent(string itemId, Dictionary<string, Item> itemsMap)
{
throw new NotImplementedException();
}
/**
* Get the inventory size of an item
* @param items Item with children
* @param rootItemId
* @returns ItemSize object (width and height)
*/
public ItemSize GetItemSize(List<Item> items, string rootItemId)
{
throw new NotImplementedException();
}
/**
* Get a random cartridge from an items Filter property
* @param item Db item template to look up Cartridge filter values from
* @returns Caliber of cartridge
*/
public string GetRandomCompatibleCaliberTemplateId(TemplateItem item)
{
throw new NotImplementedException();
}
/**
* Add cartridges to the ammo box with correct max stack sizes
* @param ammoBox Box to add cartridges to
* @param ammoBoxDetails Item template from items db
*/
public void AddCartridgesToAmmoBox(List<Item> ammoBox, TemplateItem ammoBoxDetails)
{
throw new NotImplementedException();
}
/**
* Add a single stack of cartridges to the ammo box
* @param ammoBox Box to add cartridges to
* @param ammoBoxDetails Item template from items db
*/
public void AddSingleStackCartridgesToAmmoBox(List<Item> ammoBox, TemplateItem ammoBoxDetails)
{
throw new NotImplementedException();
}
/**
* Check if item is stored inside of a container
* @param itemToCheck Item to check is inside of container
* @param desiredContainerSlotId Name of slot to check item is in e.g. SecuredContainer/Backpack
* @param items Inventory with child parent items to check
* @returns True when item is in container
*/
public bool ItemIsInsideContainer(Item itemToCheck, string desiredContainerSlotId, List<Item> items)
{
throw new NotImplementedException();
}
/**
* Add child items (cartridges) to a magazine
* @param magazine Magazine to add child items to
* @param magTemplate Db template of magazine
* @param staticAmmoDist Cartridge distribution
* @param caliber Caliber of cartridge to add to magazine
* @param minSizePercent % the magazine must be filled to
* @param defaultCartridgeTpl Cartridge to use when none found
* @param weapon Weapon the magazine will be used for (if passed in uses Chamber as whitelist)
*/
public void FillMagazineWithRandomCartridge(
List<Item> magazine,
TemplateItem magTemplate,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string caliber = null,
double minSizePercent = 0.25,
string defaultCartridgeTpl = null,
TemplateItem weapon = null)
{
throw new NotImplementedException();
}
/// <summary>
/// Add child items to a magazine of a specific cartridge
/// </summary>
/// <param name="magazineWithChildCartridges">Magazine to add child items to</param>
/// <param name="magTemplate">Db template of magazine</param>
/// <param name="cartridgeTpl">Cartridge to add to magazine</param>
/// <param name="minSizeMultiplier">% the magazine must be filled to</param>
public void FillMagazineWithCartridge(
List<Item> magazineWithChildCartridges,
TemplateItem magTemplate,
string cartridgeTpl,
double minSizeMultiplier = 0.25
)
{
throw new NotImplementedException();
}
/// <summary>
/// Choose a random bullet type from the list of possible a magazine has
/// </summary>
/// <param name="magTemplate">Magazine template from Db</param>
/// <returns>Tpl of cartridge</returns>
protected string GetRandomValidCaliber(TemplateItem magTemplate)
{
throw new NotImplementedException();
}
/// <summary>
/// Chose a randomly weighted cartridge that fits
/// </summary>
/// <param name="caliber">Desired caliber</param>
/// <param name="staticAmmoDist">Cartridges and their weights</param>
/// <param name="fallbackCartridgeTpl">If a cartridge cannot be found in the above staticAmmoDist param, use this instead</param>
/// <param name="cartridgeWhitelist">OPTIONAL whitelist for cartridges</param>
/// <returns>Tpl of cartridge</returns>
protected string? DrawAmmoTpl(
string caliber,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string fallbackCartridgeTpl,
List<string>? cartridgeWhitelist = null
)
{
throw new NotImplementedException();
}
/// <summary>
/// Create a basic cartridge object
/// </summary>
/// <param name="parentId">container cartridges will be placed in</param>
/// <param name="ammoTpl">Cartridge to insert</param>
/// <param name="stackCount">Count of cartridges inside parent</param>
/// <param name="location">Location inside parent (e.g. 0, 1)</param>
/// <param name="foundInRaid">OPTIONAL - Are cartridges found in raid (SpawnedInSession)</param>
/// <returns>Item</returns>
public Item CreateCartridges(
string parentId,
string ammoTpl,
int stackCount,
int location,
bool foundInRaid = false
)
{
throw new NotImplementedException();
}
/// <summary>
/// Get the size of a stack, return 1 if no stack object count property found
/// </summary>
/// <param name="item">Item to get stack size of</param>
/// <returns>size of stack</returns>
public int GetItemStackSize(Item item)
{
throw new NotImplementedException();
}
/// <summary>
/// Get the name of an item from the locale file using the item tpl
/// </summary>
/// <param name="itemTpl">Tpl of item to get name of</param>
/// <returns>Full name, short name if not found</returns>
public string GetItemName(string itemTpl)
{
throw new NotImplementedException();
}
/// <summary>
/// Get all item tpls with a desired base type
/// </summary>
/// <param name="desiredBaseType">Item base type wanted</param>
/// <returns>Array of tpls</returns>
public List<string> GetItemTplsOfBaseType(string desiredBaseType)
{
throw new NotImplementedException();
}
/// <summary>
/// Add child slot items to an item, chooses random child item if multiple choices exist
/// </summary>
/// <param name="itemToAdd">array with single object (root item)</param>
/// <param name="itemToAddTemplate">Db template for root item</param>
/// <param name="modSpawnChanceDict">Optional dictionary of mod name + % chance mod will be included in item (e.g. front_plate: 100)</param>
/// <param name="requiredOnly">Only add required mods</param>
/// <returns>Item with children</returns>
public List<Item> AddChildSlotItems(
List<Item> itemToAdd,
TemplateItem itemToAddTemplate,
Dictionary<string, double>? modSpawnChanceDict = null,
bool requiredOnly = false
)
{
throw new NotImplementedException();
}
/// <summary>
/// Get a compatible tpl from the array provided where it is not found in the provided incompatible mod tpls parameter
/// </summary>
/// <param name="possibleTpls">Tpls to randomly choose from</param>
/// <param name="incompatibleModTpls">Incompatible tpls to not allow</param>
/// <returns>Chosen tpl or undefined</returns>
public string? GetCompatibleTplFromArray(List<string> possibleTpls, HashSet<string> incompatibleModTpls)
{
throw new NotImplementedException();
}
/// <summary>
/// Is the provided item._props.Slots._name property a plate slot
/// </summary>
/// <param name="slotName">Name of slot (_name) of Items Slot array</param>
/// <returns>True if its a slot that holds a removable plate</returns>
public bool IsRemovablePlateSlot(string slotName)
{
throw new NotImplementedException();
}
// Get a list of slot names that hold removable plates
// Returns Array of slot ids (e.g. front_plate)
public List<string> GetRemovablePlateSlotIds()
{
throw new NotImplementedException();
}
// Generate new unique ids for child items while preserving hierarchy
// Base/primary item
// Primary item + children of primary item
// Returns Item array with updated IDs
public List<Item> ReparentItemAndChildren(Item rootItem, List<Item> itemWithChildren)
{
throw new NotImplementedException();
}
// Update a root items _id property value to be unique
// Item to update root items _id property
// Optional: new id to use
// Returns New root id
// TODO: string newId used to default with _hashUtil.Generate(), Now pass this in
public string RemapRootItemId(List<Item> itemWithChildren, string newId = null)
{
throw new NotImplementedException();
}
// Adopts orphaned items by resetting them as root "hideout" items. Helpful in situations where a parent has been
// deleted from a group of items and there are children still referencing the missing parent. This method will
// remove the reference from the children to the parent and set item properties to root values.
//
// The ID of the "root" of the container.
// Array of Items that should be adjusted.
// Returns Array of Items that have been adopted.
public List<Item> AdoptOrphanedItems(string rootId, List<Item> items)
{
throw new NotImplementedException();
}
// Populate a Map object of items for quick lookup using their ID.
//
// An array of Items that should be added to a Map.
// Returns A Map where the keys are the item IDs and the values are the corresponding Item objects.
public Dictionary<string, Item> GenerateItemsMap(List<Item> items)
{
throw new NotImplementedException();
}
// Add a blank upd object to passed in item if it does not exist already
// item to add upd to
// text to write to log when upd object was not found
// Returns True when upd object was added
public bool AddUpdObjectToItem(Item item, string warningMessageWhenMissing = null)
{
throw new NotImplementedException();
}
// Return all tpls from Money enum
// Returns string tpls
public List<string> GetMoneyTpls()
{
throw new NotImplementedException();
}
// Get a randomised stack size for the passed in ammo
// Ammo to get stack size for
// Default: Limit to 60 to prevent crazy values when players use stack increase mods
// Returns number
public int GetRandomisedAmmoStackSize(TemplateItem ammoItemTemplate, int maxLimit = 60)
{
throw new NotImplementedException();
}
public void GetItemBaseType(string tpl, bool rootOnly = true)
{
throw new NotImplementedException();
}
// Remove FiR status from passed in items
// Items to update FiR status of
public void RemoveSpawnedInSessionPropertyFromItems(List<Item> items)
{
throw new NotImplementedException();
}
public bool IsOfBaseclass(string tpl, List<string> baseClassTpls)
{
return _itemBaseClassService.ItemHasBaseClass(tpl, baseClassTpls);
}
}
public class ItemSize
{
[JsonPropertyName("width")]
public double Width { get; set; }
[JsonPropertyName("height")]
public double Height { get; set; }
}