Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Helpers/ItemHelper.cs
T

2241 lines
78 KiB
C#

using System.Collections.Frozen;
using System.Text.Json.Serialization;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Models.Eft.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
using SPTarkov.Server.Core.Utils.Collections;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Helpers;
[Injectable]
public class ItemHelper(
ISptLogger<ItemHelper> _logger,
HashUtil _hashUtil,
RandomUtil _randomUtil,
MathUtil _mathUtil,
DatabaseService _databaseService,
HandbookHelper _handbookHelper,
ItemBaseClassService _itemBaseClassService,
ItemFilterService _itemFilterService,
LocalisationService _localisationService,
LocaleService _localeService,
ICloner _cloner
)
{
protected static readonly FrozenSet<string> _defaultInvalidBaseTypes =
[
BaseClasses.LOOT_CONTAINER,
BaseClasses.MOB_CONTAINER,
BaseClasses.STASH,
BaseClasses.SORTING_TABLE,
BaseClasses.INVENTORY,
BaseClasses.STATIONARY_CONTAINER,
BaseClasses.POCKETS
];
protected static readonly FrozenSet<string> _slotsAsStrings =
[
EquipmentSlots.Headwear.ToString(),
EquipmentSlots.Earpiece.ToString(),
EquipmentSlots.FaceCover.ToString(),
EquipmentSlots.ArmorVest.ToString(),
EquipmentSlots.Eyewear.ToString(),
EquipmentSlots.ArmBand.ToString(),
EquipmentSlots.TacticalVest.ToString(),
EquipmentSlots.Pockets.ToString(),
EquipmentSlots.Backpack.ToString(),
EquipmentSlots.SecuredContainer.ToString(),
EquipmentSlots.FirstPrimaryWeapon.ToString(),
EquipmentSlots.SecondPrimaryWeapon.ToString(),
EquipmentSlots.Holster.ToString(),
EquipmentSlots.Scabbard.ToString()
];
protected static readonly FrozenSet<string> _dogTagTpls =
[
ItemTpl.BARTER_DOGTAG_BEAR,
ItemTpl.BARTER_DOGTAG_BEAR_EOD,
ItemTpl.BARTER_DOGTAG_BEAR_TUE,
ItemTpl.BARTER_DOGTAG_USEC,
ItemTpl.BARTER_DOGTAG_USEC_EOD,
ItemTpl.BARTER_DOGTAG_USEC_TUE,
ItemTpl.BARTER_DOGTAG_BEAR_PRESTIGE_1,
ItemTpl.BARTER_DOGTAG_BEAR_PRESTIGE_2,
ItemTpl.BARTER_DOGTAG_USEC_PRESTIGE_1,
ItemTpl.BARTER_DOGTAG_USEC_PRESTIGE_2
];
protected static readonly FrozenSet<string> _softInsertIds =
[
"groin",
"groin_back",
"soft_armor_back",
"soft_armor_front",
"soft_armor_left",
"soft_armor_right",
"shoulder_l",
"shoulder_r",
"collar",
"helmet_top",
"helmet_back",
"helmet_eyes",
"helmet_jaw",
"helmet_ears"
];
protected static readonly FrozenSet<string> _removablePlateSlotIds =
[
"front_plate",
"back_plate",
"left_side_plate",
"right_side_plate"
];
/**
* 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)
{
// Filter the pool by slotId if provided
var filteredPool = slotId is not null ? itemPool.Where(item => item.SlotId?.StartsWith(slotId) ?? false) : itemPool;
// Check if any item in the filtered pool matches the provided item
return filteredPool.Any(poolItem => string.Equals(poolItem.Template, item, StringComparison.OrdinalIgnoreCase));
}
/**
* 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)
{
// Filter the pool by slotId if provided
var filteredPool = slotId is not null ? itemPool.Where(item => item.SlotId?.StartsWith(slotId) ?? false) : itemPool;
// Check if any item in the filtered pool matches the provided item
return filteredPool.FirstOrDefault(poolItem => poolItem.Template.Equals(item, StringComparison.OrdinalIgnoreCase));
}
/**
* 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)
{
if (item1.Count != item2.Count)
{
// Items have different mod counts
return false;
}
foreach (var itemOf1 in item1)
{
var itemOf2 = item2.FirstOrDefault(i2 => i2.Template.Equals(itemOf1.Template, StringComparison.OrdinalIgnoreCase));
if (itemOf2 is null)
{
return false;
}
if (!IsSameItem(itemOf1, itemOf2, compareUpdProperties))
{
return false;
}
}
return true;
}
/**
* 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)
{
// Different tpl == different item
if (item1.Template != item2.Template)
{
return false;
}
// Both lack upd object + same tpl = same
if (item1.Upd is null && item2.Upd is null)
{
return true;
}
// item1 lacks upd, item2 has one
if (item1.Upd is null && item2.Upd is not null)
{
return false;
}
// item1 has upd, item2 lacks one
if (item1.Upd is not null && item2.Upd is null)
{
return false;
}
// key = Upd property Type as string, value = comparison function that returns bool
var comparers = new Dictionary<string, Func<Upd, Upd, bool>>
{
{ "Key", (upd1, upd2) => upd1.Key?.NumberOfUsages == upd2.Key?.NumberOfUsages },
{ "Buff", (upd1, upd2) => upd1.Buff?.Value == upd2.Buff?.Value && upd1.Buff?.BuffType == upd2.Buff?.BuffType },
{ "CultistAmulet", (upd1, upd2) => upd1.CultistAmulet?.NumberOfUsages == upd2.CultistAmulet?.NumberOfUsages },
{ "Dogtag", (upd1, upd2) => upd1.Dogtag?.ProfileId == upd2.Dogtag?.ProfileId },
{ "FaceShield", (upd1, upd2) => upd1.FaceShield?.Hits == upd2.FaceShield?.Hits },
{ "Foldable", (upd1, upd2) => upd1.Foldable?.Folded.GetValueOrDefault(false) == upd2.Foldable?.Folded.GetValueOrDefault(false) },
{ "FoodDrink", (upd1, upd2) => upd1.FoodDrink?.HpPercent == upd2.FoodDrink?.HpPercent },
{ "MedKit", (upd1, upd2) => upd1.MedKit?.HpResource == upd2.MedKit?.HpResource },
{ "RecodableComponent", (upd1, upd2) => upd1.RecodableComponent?.IsEncoded == upd2.RecodableComponent?.IsEncoded },
{ "RepairKit", (upd1, upd2) => upd1.RepairKit?.Resource == upd2.RepairKit?.Resource },
{ "Resource", (upd1, upd2) => upd1.Resource?.UnitsConsumed == upd2.Resource?.UnitsConsumed }
};
// Choose above keys or passed in keys to compare items with
var valuesToCompare = compareUpdProperties?.Count > 0 ? compareUpdProperties : comparers.Keys.ToHashSet();
foreach (var propertyName in valuesToCompare)
{
if (!comparers.TryGetValue(propertyName, out var comparer))
// Key not found, skip
{
continue;
}
if (!comparer(item1.Upd, item2.Upd))
{
return false;
}
}
return true;
}
/**
* 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)
{
Upd itemProperties = new();
// armors, etc
if (itemTemplate.Properties.MaxDurability is not null)
{
itemProperties.Repairable = new UpdRepairable
{
Durability = itemTemplate.Properties.MaxDurability,
MaxDurability = itemTemplate.Properties.MaxDurability
};
}
if (itemTemplate.Properties.HasHinge ?? false)
{
itemProperties.Togglable = new UpdTogglable
{
On = true
};
}
if (itemTemplate.Properties.Foldable ?? false)
{
itemProperties.Foldable = new UpdFoldable
{
Folded = false
};
}
if (itemTemplate.Properties.WeapFireType?.Any() ?? false)
{
if (itemTemplate.Properties.WeapFireType.Contains("fullauto"))
{
itemProperties.FireMode = new UpdFireMode
{
FireMode = "fullauto"
};
}
else
{
itemProperties.FireMode = new UpdFireMode
{
FireMode = _randomUtil.GetArrayValue(itemTemplate.Properties.WeapFireType)
};
}
}
if (itemTemplate.Properties.MaxHpResource is not null)
{
itemProperties.MedKit = new UpdMedKit
{
HpResource = itemTemplate.Properties.MaxHpResource
};
}
if (itemTemplate.Properties.MaxResource is not null && itemTemplate.Properties.FoodUseTime is not null)
{
itemProperties.FoodDrink = new UpdFoodDrink
{
HpPercent = itemTemplate.Properties.MaxResource
};
}
if (itemTemplate.Parent == BaseClasses.FLASHLIGHT)
{
itemProperties.Light = new UpdLight
{
IsActive = false,
SelectedMode = 0
};
}
else if (itemTemplate.Parent == BaseClasses.TACTICAL_COMBO)
{
itemProperties.Light = new UpdLight
{
IsActive = false,
SelectedMode = 0
};
}
if (itemTemplate.Parent == BaseClasses.NIGHTVISION)
{
itemProperties.Togglable = new UpdTogglable
{
On = false
};
}
// Togglable face shield
if ((itemTemplate.Properties.HasHinge ?? false) && (itemTemplate.Properties.FaceShieldComponent ?? false))
{
itemProperties.Togglable = new UpdTogglable
{
On = false
};
}
return itemProperties;
}
/**
* 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, ICollection<string>? invalidBaseTypes = null)
{
var baseTypes = invalidBaseTypes ?? _defaultInvalidBaseTypes;
var itemDetails = GetItem(tpl);
if (!itemDetails.Key)
{
return false;
}
return !(itemDetails.Value.Properties.QuestItem ?? false) &&
string.Equals(itemDetails.Value.Type, "Item", StringComparison.OrdinalIgnoreCase) &&
baseTypes.All(x => !IsOfBaseclass(tpl, x)) &&
GetItemPrice(tpl) > 0 &&
!_itemFilterService.IsItemBlacklisted(tpl);
}
// 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 IsOfBaseclass(string tpl, string baseClassTpl)
{
return _itemBaseClassService.ItemHasBaseClass(tpl, [baseClassTpl]);
}
// 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 IsOfBaseclasses(string tpl, ICollection<string> baseClassTpls)
{
return _itemBaseClassService.ItemHasBaseClass(tpl, baseClassTpls);
}
// 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)
{
return IsOfBaseclasses(itemTpl, [BaseClasses.HEADWEAR, BaseClasses.VEST, BaseClasses.ARMOR]);
}
// 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)
{
if (!ArmorItemCanHoldMods(itemTpl))
{
return false;
}
return ArmorItemHasRemovablePlateSlots(itemTpl) || ItemRequiresSoftInserts(itemTpl);
}
// 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)
{
var itemTemplate = GetItem(itemTpl);
var plateSlotIds = GetRemovablePlateSlotIds();
return itemTemplate.Value.Properties.Slots.Any(slot => plateSlotIds.Contains(slot.Name.ToLower()));
}
// 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)
{
// not a slot that takes soft-inserts
if (!ArmorItemCanHoldMods(itemTpl))
{
return false;
}
// Check is an item
var itemDbDetails = GetItem(itemTpl);
if (!itemDbDetails.Key)
{
return false;
}
// Has no slots
if (!(itemDbDetails.Value.Properties.Slots ?? []).Any())
{
return false;
}
// Check if item has slots that match soft insert name ids
if (itemDbDetails.Value.Properties.Slots.Any(slot => IsSoftInsertId(slot.Name.ToLower())))
{
return true;
}
return false;
}
// Get all soft insert slot ids
// @returns A List of soft insert ids (e.g. soft_armor_back, helmet_top)
public static FrozenSet<string> GetSoftInsertSlotIds()
{
return _softInsertIds;
}
/// <summary>
/// Does the passed in slot id match a soft insert id
/// </summary>
/// <param name="slotId">Id to check</param>
/// <returns></returns>
public bool IsSoftInsertId(string slotId)
{
return _softInsertIds.Contains(slotId);
}
// 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 double GetItemAndChildrenPrice(IEnumerable<string> tpls)
{
// Run getItemPrice for each tpl in tpls array, return sum
return tpls.Aggregate(0, (total, tpl) => total + (int) GetItemPrice(tpl).GetValueOrDefault(0));
}
/// <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 double? GetItemPrice(string tpl)
{
var handbookPrice = GetStaticItemPrice(tpl);
if (handbookPrice >= 1)
{
return handbookPrice;
}
return GetDynamicItemPrice(tpl);
}
/// <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 double GetItemMaxPrice(string tpl)
{
var staticPrice = GetStaticItemPrice(tpl);
var dynamicPrice = GetDynamicItemPrice(tpl);
return Math.Max(staticPrice, dynamicPrice ?? 0d);
}
/// <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 double GetStaticItemPrice(string tpl)
{
var handbookPrice = _handbookHelper.GetTemplatePrice(tpl);
if (handbookPrice >= 1)
{
return handbookPrice;
}
return 0;
}
/// <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 double? GetDynamicItemPrice(string tpl)
{
if (_databaseService.GetPrices().TryGetValue(tpl, out var price))
{
return price;
}
return null;
}
/// <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)
{
// Ensure item has 'Upd' object
item.Upd ??= new Upd
{
StackObjectsCount = 1
};
// Ensure item has 'StackObjectsCount' property
item.Upd.StackObjectsCount ??= 1;
return item;
}
/// <summary>
/// Get cloned copy of all item data from items.json
/// </summary>
/// <returns>List of TemplateItem objects</returns>
public List<TemplateItem> GetItems()
{
return _cloner.Clone(_databaseService.GetItems().Values.ToList());
}
/**
* Gets item data from items.json
* @param itemTpl items template id to look up
* @returns bool - is valid + template item object as array
*/
public KeyValuePair<bool, TemplateItem?> GetItem(string itemTpl)
{
// -> Gets item from <input: _tpl>
if (_databaseService.GetItems().TryGetValue(itemTpl, out var item))
{
return new KeyValuePair<bool, TemplateItem?>(true, item);
}
return new KeyValuePair<bool, TemplateItem?>(false, null);
}
/**
* 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)
{
if (_databaseService.GetItems().TryGetValue(itemTpl, out var item))
{
return GetItem(itemTpl).Value.Properties?.Slots?.Count > 0;
}
return false;
}
/**
* Checks if the item is in the database
* @param itemTpl Template id of the item to check
* @returns true if the item is in the database
*/
public bool IsItemInDb(string itemTpl)
{
return _databaseService.GetItems().ContainsKey(itemTpl);
}
/**
* Calculate the average quality of an item and its children
* @param itemWithChildren 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> itemWithChildren, bool skipArmorItemsWithoutDurability = false)
{
if (IsOfBaseclass(itemWithChildren[0].Template, BaseClasses.WEAPON))
{
return Math.Round(GetItemQualityModifier(itemWithChildren[0]), 5);
}
var qualityModifier = 0D;
var itemsWithQualityCount = 0D;
foreach (var item in itemWithChildren)
{
var result = GetItemQualityModifier(item, skipArmorItemsWithoutDurability);
if (result == -1)
{
continue;
}
qualityModifier += result;
itemsWithQualityCount++;
}
if (itemsWithQualityCount == 0)
// Can happen when rigs without soft inserts or plates are listed
{
return 1;
}
return Math.Min(Math.Round(qualityModifier / itemsWithQualityCount, 5), 1);
}
/**
* 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 = false)
{
// Default to 100%
var result = 1d;
// Is armor and has 0 max durability
var itemDetails = GetItem(item.Template).Value;
if (itemDetails?.Properties is null)
{
_logger.Warning($"Item: {item.Template} lacks properties, cannot ascertain quality level, assuming 100%");
return 1;
}
if (skipArmorItemsWithoutDurability && IsOfBaseclass(item.Template, BaseClasses.ARMOR) && itemDetails?.Properties?.MaxDurability == 0
)
{
return -1;
}
if (item.Upd is not null)
{
if (item.Upd.MedKit is not null)
{
// Meds
result = (item.Upd.MedKit.HpResource ?? 0) / (itemDetails.Properties.MaxHpResource ?? 0);
}
else if (item.Upd.Repairable is not null)
{
result = GetRepairableItemQualityValue(itemDetails, item.Upd.Repairable, item);
}
else if (item.Upd.FoodDrink is not null)
{
result = (item.Upd.FoodDrink.HpPercent ?? 0) / (itemDetails.Properties.MaxResource ?? 0);
}
else if (item.Upd.Key?.NumberOfUsages > 0 && itemDetails.Properties.MaximumNumberOfUsage > 0)
{
// keys - keys count upwards, not down like everything else
var maxNumOfUsages = itemDetails.Properties.MaximumNumberOfUsage;
result = (maxNumOfUsages ?? 0 - item.Upd.Key.NumberOfUsages ?? 0) / maxNumOfUsages ?? 0;
}
else if (item.Upd.Resource?.UnitsConsumed > 0)
{
// E.g. fuel tank
result = (item.Upd.Resource.Value ?? 0) / (itemDetails.Properties.MaxResource ?? 0);
}
else if (item.Upd.RepairKit is not null)
{
result = (item.Upd.RepairKit.Resource ?? 0) / (itemDetails.Properties.MaxRepairResource ?? 0);
}
if (result == 0)
// make item non-zero but still very low
{
result = 0.01;
}
return result;
}
return result;
}
/**
* 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(TemplateItem itemDetails, UpdRepairable repairable, Item item)
{
// Edge case, durability above max
if (repairable.Durability > repairable.MaxDurability)
{
_logger.Debug(
$"Max durability: {repairable.MaxDurability} for item id: {item.Id} was below durability: {repairable.Durability}, adjusting values to match"
);
repairable.MaxDurability = repairable.Durability;
}
// Attempt to get the max durability from _props. If not available, use Repairable max durability value instead.
var maxPossibleDurability = itemDetails.Properties?.MaxDurability ?? repairable.MaxDurability;
var durability = repairable.Durability / maxPossibleDurability;
if (durability == 0)
{
_logger.Error(_localisationService.GetText("item-durability_value_invalid_use_default", item.Template));
return 1;
}
return Math.Sqrt(durability ?? 0);
}
/**
* 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)
{
List<string> list = [];
foreach (var childItem in items)
{
if (string.Equals(childItem.ParentId, baseItemId, StringComparison.OrdinalIgnoreCase))
{
list.AddRange(FindAndReturnChildrenByItems(items, childItem.Id));
}
}
list.Add(baseItemId); // Required, push original item id onto array
return list;
}
/**
* 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)
{
// Use dictionary to make key lookup faster, convert to list before being returned
Dictionary<string, Item> result = [];
foreach (var childItem in items)
{
// Include itself
if (string.Equals(childItem.Id, baseItemId, StringComparison.Ordinal))
{
result.Add(childItem.Id, childItem);
continue;
}
// Is stored in parent and disallowed
if (modsOnly && childItem.Location is not null)
{
continue;
}
// Items parentId matches root item AND returned items doesn't contain current child
if (!result.ContainsKey(childItem.Id) && string.Equals(childItem.ParentId, baseItemId, StringComparison.Ordinal))
{
foreach (var item in FindAndReturnChildrenAsItems(items, childItem.Id))
{
result.Add(item.Id, item);
}
}
}
return result.Values.ToList();
}
/**
* 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)
{
List<Item> list = [];
foreach (var itemFromAssort in assort)
{
// Parent matches desired item + all items in list do not match
if (string.Equals(itemFromAssort.ParentId, itemIdToFind, StringComparison.OrdinalIgnoreCase)
&& list.All(item => !string.Equals(itemFromAssort.Id, item.Id, StringComparison.Ordinal)))
{
list.Add(itemFromAssort);
list = list.Concat(FindAndReturnChildrenByAssort(itemFromAssort.Id, assort)).ToList();
}
}
return list;
}
/**
* 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)
{
if (itemToCheck.Upd?.BuyRestrictionCurrent is not null && itemToCheck.Upd?.BuyRestrictionMax is not null)
{
return true;
}
return false;
}
/// <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)
{
return _dogTagTpls.Contains(tpl);
}
/// <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)
{
if (item.Location is null)
{
return item.SlotId;
}
var LocationTyped = (ItemLocation) item.Location;
return $"{item.SlotId},{LocationTyped.X},{LocationTyped.Y}";
}
/// <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)
{
if (!_databaseService.GetItems().TryGetValue(tpl, out var item))
{
return null;
}
return item.Properties.StackMaxSize > 1;
}
/// <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)
{
if (itemToSplit?.Upd?.StackObjectsCount is null)
{
return [itemToSplit];
}
var maxStackSize = GetItem(itemToSplit.Template).Value.Properties.StackMaxSize;
var remainingCount = itemToSplit.Upd.StackObjectsCount;
List<Item> rootAndChildren = [];
// If the current count is already equal or less than the max
// return the item as is.
if (remainingCount <= maxStackSize)
{
rootAndChildren.Add(_cloner.Clone(itemToSplit));
return rootAndChildren;
}
while (remainingCount.Value != 0)
{
var amount = Math.Min(remainingCount ?? 0, maxStackSize ?? 0);
var newStackClone = _cloner.Clone(itemToSplit);
newStackClone.Id = _hashUtil.Generate();
newStackClone.Upd.StackObjectsCount = amount;
remainingCount -= amount;
rootAndChildren.Add(newStackClone);
}
return rootAndChildren;
}
/// <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)
{
var itemTemplate = GetItem(itemToSplit.Template).Value;
var itemMaxStackSize = itemTemplate.Properties.StackMaxSize ?? 1;
// item already within bounds of stack size, return it
if (itemToSplit.Upd?.StackObjectsCount <= itemMaxStackSize)
{
return [[itemToSplit]];
}
// Split items stack into chunks
List<List<Item>> result = [];
var remainingCount = itemToSplit.Upd.StackObjectsCount;
while (remainingCount != 0)
{
var amount = Math.Min(remainingCount ?? 0, itemMaxStackSize);
var newItemClone = _cloner.Clone(itemToSplit);
newItemClone.Id = _hashUtil.Generate();
newItemClone.Upd.StackObjectsCount = amount;
remainingCount -= amount;
result.Add([newItemClone]);
}
return result;
}
/// <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, object desiredBarterItemIds)
{
// Find required items to take after buying (handles multiple items)
var desiredBarterIds =
desiredBarterItemIds.GetType() == typeof(string) ? [(string) desiredBarterItemIds] : (List<string>) desiredBarterItemIds;
List<Item> matchingItems = [];
foreach (var barterId in desiredBarterIds)
{
var filterResult = itemsToSearch.Where(item =>
{
return by == "tpl"
? item.Template.Equals(barterId, StringComparison.OrdinalIgnoreCase)
: item.Id.Equals(barterId, StringComparison.OrdinalIgnoreCase);
}
);
matchingItems.AddRange(filterResult);
}
if (matchingItems.Count == 0)
{
_logger.Warning($"No items found for barter Id: {desiredBarterIds}");
}
return matchingItems;
}
/// <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 = "")
{
// original id on base item
var oldId = itemWithChildren[0].Id;
// Update base item to use new id
itemWithChildren[0].Id = newId;
// Update all parentIds of items attached to base item to use new id
foreach (var item in itemWithChildren)
{
if (string.Equals(item.ParentId, oldId, StringComparison.OrdinalIgnoreCase))
{
item.ParentId = newId;
}
}
}
public void ReplaceProfileInventoryIds(BotBaseInventory inventory, List<InsuredItem>? insuredItems = null)
{
// Blacklist
var itemIdBlacklist = new HashSet<string>();
itemIdBlacklist.UnionWith(
new List<string>
{
inventory.Equipment,
inventory.QuestRaidItems,
inventory.QuestStashItems,
inventory.SortingTable,
inventory.Stash,
inventory.HideoutCustomizationStashId
}
);
itemIdBlacklist.UnionWith(inventory.HideoutAreaStashes.Values);
// Add insured items ids to blacklist
if (insuredItems is not null)
{
itemIdBlacklist.UnionWith(insuredItems.Select(x => x.ItemId));
}
foreach (var item in inventory.Items)
{
if (itemIdBlacklist.Contains(item.Id))
{
continue;
}
// Generate new id
var newId = _hashUtil.Generate();
// Keep copy of original id
var originalId = item.Id;
// Update items id to new one we generated
item.Id = newId;
// Find all children of item and update their parent ids to match
var childItems = inventory.Items.Where(x => string.Equals(x.ParentId, originalId, StringComparison.OrdinalIgnoreCase));
foreach (var childItem in childItems)
{
childItem.ParentId = newId;
}
// Also replace in quick slot if the old ID exists.
if (inventory.FastPanel is null)
{
continue;
}
// Update quickslot id
if (inventory.FastPanel.ContainsKey(originalId))
{
inventory.FastPanel[originalId] = newId;
}
}
}
/// <summary>
/// Regenerate all GUIDs with new IDs, except special item types (e.g. quest, sorting table, etc.)
/// </summary>
/// <param name="items"></param>
/// <returns></returns>
public List<Item> ReplaceIDs(List<Item> items)
{
foreach (var item in items)
{
// Generate new id
var newId = _hashUtil.Generate();
// Keep copy of original id
var originalId = item.Id;
// Update items id to new one we generated
item.Id = newId;
// Find all children of item and update their parent ids to match
var childItems = items.Where(x => string.Equals(x.ParentId, originalId, StringComparison.OrdinalIgnoreCase));
foreach (var childItem in childItems)
{
childItem.ParentId = newId;
}
}
return items;
}
/// <summary>
/// Regenerate all GUIDs with new IDs, except 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>Items</returns>
public List<Item> ReplaceIDs(
List<Item> originalItems,
PmcData? pmcData,
List<InsuredItem>? insuredItems = null,
Dictionary<string, string>? fastPanel = null)
{
// Blacklist
var itemIdBlacklist = new HashSet<string>();
if (pmcData != null)
{
itemIdBlacklist.UnionWith(
new List<string>
{
pmcData.Inventory.Equipment,
pmcData.Inventory.QuestRaidItems,
pmcData.Inventory.QuestStashItems,
pmcData.Inventory.SortingTable,
pmcData.Inventory.Stash,
pmcData.Inventory.HideoutCustomizationStashId
}
);
itemIdBlacklist.UnionWith(pmcData.Inventory.HideoutAreaStashes.Keys);
}
// Add insured items ids to blacklist
if (insuredItems is not null)
{
itemIdBlacklist.UnionWith(insuredItems.Select(x => x.ItemId));
}
foreach (var item in originalItems)
{
if (itemIdBlacklist.Contains(item.Id))
{
continue;
}
// Generate new id
var newId = _hashUtil.Generate();
// Keep copy of original id
var originalId = item.Id;
// Update items id to new one we generated
item.Id = newId;
// Find all children of item and update their parent ids to match
var childItems = originalItems.Where(x => string.Equals(x.ParentId, originalId, StringComparison.OrdinalIgnoreCase));
foreach (var childItem in childItems)
{
childItem.ParentId = newId;
}
// Also replace in quick slot if the old ID exists.
if (pmcData.Inventory.FastPanel is null)
{
continue;
}
// Update quickslot id
if (pmcData.Inventory.FastPanel.ContainsKey(originalId))
{
pmcData.Inventory.FastPanel[originalId] = newId;
}
}
return originalItems;
}
/// <summary>
/// Mark the passed in list of items as found in raid.
/// Modifies passed in items
/// Will not flag ammo or currency as FiR
/// </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 (IsOfBaseclasses(item.Template, [BaseClasses.MONEY, BaseClasses.AMMO]))
{
if (item.Upd is not null)
{
item.Upd.SpawnedInSession = null;
}
continue;
}
item.Upd ??= new Upd();
item.Upd.SpawnedInSession = true;
}
}
/// <summary>
/// Mark the passed in list of items as found in raid.
/// Modifies passed in items
/// </summary>
/// <param name="item">The list of items to mark as FiR</param>
/// <param name="excludeCurrency">Skip adding FiR status to currency items</param>
public void SetFoundInRaid(Item item, bool excludeCurrency = true)
{
if (excludeCurrency && IsOfBaseclass(item.Template, BaseClasses.MONEY))
{
return;
}
item.Upd ??= new Upd();
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.GetValueOrDefault(false))
{
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)
{
HashSet<string> check = ["hideout", "main"];
return !(check.Contains(item.SlotId) || _slotsAsStrings.Contains(item.SlotId) || !int.TryParse(item.SlotId, out _));
}
/**
* 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)
{
var currentItem = itemsMap.GetValueOrDefault(itemId);
while (currentItem is not null && !_slotsAsStrings.Contains(currentItem.SlotId))
{
currentItem = itemsMap.GetValueOrDefault(currentItem.ParentId);
if (currentItem is null)
{
return null;
}
}
return currentItem;
}
/**
* 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)
{
var rootTemplate = GetItem(items.Where(x => x.Id.Equals(rootItemId, StringComparison.OrdinalIgnoreCase)).ToList()[0].Template).Value;
var width = rootTemplate.Properties.Width;
var height = rootTemplate.Properties.Height;
var sizeUp = 0;
var sizeDown = 0;
var sizeLeft = 0;
var sizeRight = 0;
var forcedUp = 0;
var forcedDown = 0;
var forcedLeft = 0;
var forcedRight = 0;
var children = FindAndReturnChildrenAsItems(items, rootItemId);
foreach (var ci in children)
{
var itemTemplate = GetItem(ci.Template).Value;
// Calculating child ExtraSize
if (itemTemplate.Properties.ExtraSizeForceAdd ?? false)
{
forcedUp += itemTemplate.Properties.ExtraSizeUp.Value;
forcedDown += itemTemplate.Properties.ExtraSizeDown.Value;
forcedLeft += itemTemplate.Properties.ExtraSizeLeft.Value;
forcedRight += itemTemplate.Properties.ExtraSizeRight.Value;
}
else
{
sizeUp = sizeUp < itemTemplate.Properties.ExtraSizeUp ? itemTemplate.Properties.ExtraSizeUp.Value : sizeUp;
sizeDown = sizeDown < itemTemplate.Properties.ExtraSizeDown ? itemTemplate.Properties.ExtraSizeDown.Value : sizeDown;
sizeLeft = sizeLeft < itemTemplate.Properties.ExtraSizeLeft ? itemTemplate.Properties.ExtraSizeLeft.Value : sizeLeft;
sizeRight = sizeRight < itemTemplate.Properties.ExtraSizeRight ? itemTemplate.Properties.ExtraSizeRight.Value : sizeRight;
}
}
return new ItemSize
{
Width = (width ?? 0) + sizeLeft + sizeRight + forcedLeft + forcedRight,
Height = (height ?? 0) + sizeUp + sizeDown + forcedUp + forcedDown
};
}
/**
* 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)
{
var cartridges = item?.Properties?.Cartridges[0]?.Props?.Filters[0]?.Filter;
if (cartridges is null)
{
_logger.Warning($"Failed to find cartridge for item: {item?.Id} {item?.Name}");
return null;
}
return _randomUtil.GetArrayValue(cartridges);
}
/// <summary>
/// Add cartridges to the ammo box with correct max stack sizes
/// </summary>
/// <param name="ammoBox">Box to add cartridges to</param>
/// <param name="ammoBoxDetails">Item template from items db</param>
public void AddCartridgesToAmmoBox(List<Item> ammoBox, TemplateItem ammoBoxDetails)
{
var ammoBoxMaxCartridgeCount = ammoBoxDetails.Properties.StackSlots[0].MaxCount;
var cartridgeTpl = ammoBoxDetails.Properties.StackSlots[0].Props.Filters[0].Filter.FirstOrDefault();
var cartridgeDetails = GetItem(cartridgeTpl);
var cartridgeMaxStackSize = cartridgeDetails.Value.Properties.StackMaxSize;
// Exit if ammo already exists in box
if (ammoBox.Any(item => item.Template.Equals(cartridgeTpl, StringComparison.OrdinalIgnoreCase)))
{
return;
}
// Add new stack-size-correct items to ammo box
double? currentStoredCartridgeCount = 0;
var maxPerStack = Math.Min(ammoBoxMaxCartridgeCount ?? 0, cartridgeMaxStackSize ?? 0);
// Find location based on Max ammo box size
var location = Math.Ceiling(ammoBoxMaxCartridgeCount / maxPerStack ?? 0) - 1;
while (currentStoredCartridgeCount < ammoBoxMaxCartridgeCount)
{
var remainingSpace = ammoBoxMaxCartridgeCount - currentStoredCartridgeCount;
var cartridgeCountToAdd = remainingSpace < maxPerStack ? remainingSpace : maxPerStack;
// Add cartridge item into items array
var cartridgeItemToAdd = CreateCartridges(
ammoBox[0].Id,
cartridgeTpl,
(int) cartridgeCountToAdd,
location
);
// In live no ammo box has the first cartridge item with a location
if (location == 0)
{
cartridgeItemToAdd.Location = null;
}
ammoBox.Add(cartridgeItemToAdd);
currentStoredCartridgeCount += cartridgeCountToAdd;
location--;
}
}
/**
* 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)
{
var ammoBoxMaxCartridgeCount = ammoBoxDetails.Properties?.StackSlots?[0].MaxCount ?? 0;
var cartridgeTpl = ammoBoxDetails.Properties?.StackSlots?[0].Props?.Filters?[0].Filter?.FirstOrDefault();
ammoBox.Add(
CreateCartridges(
ammoBox[0].Id,
cartridgeTpl,
(int) ammoBoxMaxCartridgeCount,
0
)
);
}
/**
* 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)
{
// Get items parent
var parent = items.FirstOrDefault(item => item.Id.Equals(itemToCheck.ParentId, StringComparison.OrdinalIgnoreCase));
if (parent is null)
// No parent, end of line, not inside container
{
return false;
}
if (parent.SlotId == desiredContainerSlotId)
{
return true;
}
return ItemIsInsideContainer(parent, desiredContainerSlotId, items);
}
/**
* 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)
{
var chosenCaliber = caliber ?? GetRandomValidCaliber(magTemplate);
// Edge case for the Klin pp-9, it has a typo in its ammo caliber
if (chosenCaliber == "Caliber9x18PMM")
{
chosenCaliber = "Caliber9x18PM";
}
// Chose a randomly weighted cartridge that fits
var cartridgeTpl = DrawAmmoTpl(
chosenCaliber,
staticAmmoDist,
defaultCartridgeTpl,
weapon?.Properties?.Chambers?.FirstOrDefault()?.Props?.Filters?.FirstOrDefault()?.Filter ?? null
);
if (cartridgeTpl is null)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug($"Unable to fill item: {magazine.FirstOrDefault().Id} {magTemplate.Name} with cartridges, none found.");
}
return;
}
FillMagazineWithCartridge(magazine, magTemplate, cartridgeTpl, minSizePercent);
}
/// <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
)
{
var isUBGL = IsOfBaseclass(magTemplate.Id, BaseClasses.UBGL);
if (isUBGL)
// UBGL don't have mags
{
return;
}
// Get cartridge properties and max allowed stack size
var cartridgeDetails = GetItem(cartridgeTpl);
if (!cartridgeDetails.Key)
{
_logger.Error(_localisationService.GetText("item-invalid_tpl_item", cartridgeTpl));
}
var cartridgeMaxStackSize = cartridgeDetails.Value?.Properties?.StackMaxSize;
if (cartridgeMaxStackSize is null)
{
_logger.Error($"Item with tpl: {cartridgeTpl} lacks a _props or StackMaxSize property");
}
// Get max number of cartridges in magazine, choose random value between min/max
var magProps = magTemplate.Properties;
var magazineCartridgeMaxCount = IsOfBaseclass(magTemplate.Id, BaseClasses.SPRING_DRIVEN_CYLINDER)
? magProps?.Slots?.Count // Edge case for rotating grenade launcher magazine
: magProps?.Cartridges?.FirstOrDefault()?.MaxCount;
if (magazineCartridgeMaxCount is null)
{
_logger.Warning($"Magazine: {magTemplate.Id} {magTemplate.Name} lacks a Cartridges array, unable to fill magazine with ammo");
return;
}
var desiredStackCount = _randomUtil.GetInt(
(int)
Math.Round(minSizeMultiplier * magazineCartridgeMaxCount ?? 0),
(int) magazineCartridgeMaxCount
);
if (magazineWithChildCartridges.Count > 1)
{
_logger.Warning($"Magazine {magTemplate.Name} already has cartridges defined, this may cause issues");
}
// Loop over cartridge count and add stacks to magazine
var currentStoredCartridgeCount = 0;
var location = 0;
while (currentStoredCartridgeCount < desiredStackCount)
{
// Get stack size of cartridges
var cartridgeCountToAdd =
desiredStackCount <= cartridgeMaxStackSize ? desiredStackCount : cartridgeMaxStackSize;
// Ensure we don't go over the max stackCount size
var remainingSpace = desiredStackCount - currentStoredCartridgeCount;
if (cartridgeCountToAdd > remainingSpace)
{
cartridgeCountToAdd = remainingSpace;
}
// Add cartridge item object into items array
magazineWithChildCartridges.Add(
CreateCartridges(
magazineWithChildCartridges[0].Id,
cartridgeTpl,
cartridgeCountToAdd ?? 0,
location
)
);
currentStoredCartridgeCount += cartridgeCountToAdd.Value;
location++;
}
// Only one cartridge stack added, remove location property as it's only used for 2 or more stacks
if (location == 1)
{
magazineWithChildCartridges[1].Location = null;
}
}
/// <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)
{
var ammoTpls = magTemplate.Properties.Cartridges[0].Props.Filters[0].Filter;
var calibers = ammoTpls
.Where(x => GetItem(x).Key)
.Select(x => GetItem(x).Value.Properties.Caliber)
.ToList();
return _randomUtil.DrawRandomFromList(calibers).FirstOrDefault();
}
/// <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 = null,
ICollection<string>? cartridgeWhitelist = null
)
{
var ammos = staticAmmoDist.GetValueOrDefault(caliber, []);
if (ammos.Count == 0 && fallbackCartridgeTpl is not null)
{
_logger.Warning($"Unable to pick a cartridge for caliber: {caliber}, staticAmmoDist has no data. using fallback value of {fallbackCartridgeTpl}");
return fallbackCartridgeTpl;
}
if (ammos.Count == 0 && fallbackCartridgeTpl is null)
{
_logger.Warning($"Unable to pick a cartridge for caliber: {caliber}, staticAmmoDist has no data. No fallback value provided");
return null;
}
var ammoArray = new ProbabilityObjectArray<string, float?>(_mathUtil, _cloner);
foreach (var icd in ammos)
{
// Whitelist exists and tpl not inside it, skip
// Fixes 9x18mm kedr issues
if (cartridgeWhitelist is not null && !cartridgeWhitelist.Contains(icd.Tpl))
{
continue;
}
ammoArray.Add(new ProbabilityObject<string, float?>(icd.Tpl, (double) icd.RelativeProbability, null));
}
return ammoArray.Draw().FirstOrDefault();
}
/// <summary>
/// Create a basic cartridge object
/// </summary>
/// <param name="parentId">container cartridges will be placed in</param>
/// <param name="ammoTpl">Cartridge to insert</param>
/// <param name="stackCount">Count of cartridges inside parent</param>
/// <param name="location">Location inside parent (e.g. 0, 1)</param>
/// <returns>Item</returns>
public Item CreateCartridges(
string parentId,
string ammoTpl,
int stackCount,
double location
)
{
return new Item
{
Id = _hashUtil.Generate(),
Template = ammoTpl,
ParentId = parentId,
SlotId = "cartridges",
Location = location,
Upd = new Upd
{
StackObjectsCount = stackCount
}
};
}
/// <summary>
/// Get the size of a stack, return 1 if no stack object count property found
/// </summary>
/// <param name="item">Item to get stack size of</param>
/// <returns>size of stack</returns>
public int GetItemStackSize(Item item)
{
if (item.Upd?.StackObjectsCount is not null)
{
return (int) item.Upd.StackObjectsCount;
}
return 1;
}
/// <summary>
/// Get the name of an item from the locale file using the item tpl
/// </summary>
/// <param name="itemTpl">Tpl of item to get name of</param>
/// <returns>Full name, short name if not found</returns>
public string GetItemName(string itemTpl)
{
var localeDb = _localeService.GetLocaleDb();
var result = localeDb[$"{itemTpl} Name"];
if (result?.Length > 0)
{
return result;
}
return localeDb[$"{itemTpl} ShortName"];
}
/// <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)
{
return _databaseService.GetItems()
.Values
.Where(item => item.Parent == desiredBaseType)
.Select(item => item.Id)
.ToList();
}
/// <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
)
{
var result = itemToAdd;
HashSet<string> incompatibleModTpls = [];
foreach (var slot in itemToAddTemplate.Properties.Slots)
{
// If only required mods is requested, skip non-essential
if (requiredOnly && !(slot.Required ?? false))
{
continue;
}
// Roll chance for non-required slot mods
if (modSpawnChanceDict is not null && !(slot.Required ?? false))
{
// only roll chance to not include mod if dict exists and has value for this mod type (e.g. front_plate)
var modSpawnChance = modSpawnChanceDict[slot.Name.ToLower()];
if (modSpawnChance is not null)
{
if (!_randomUtil.GetChance100(modSpawnChance ?? 0))
{
continue;
}
}
}
var itemPool = slot.Props.Filters[0].Filter ?? [];
if (itemPool.Count == 0)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Unable to choose a mod for slot: {slot.Name} on item: {itemToAddTemplate.Id} {itemToAddTemplate.Name}, parents' 'Filter' array is empty, skipping"
);
}
continue;
}
var chosenTpl = GetCompatibleTplFromArray(itemPool, incompatibleModTpls);
if (chosenTpl is null)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Unable to choose a mod for slot: {slot.Name} on item: {itemToAddTemplate.Id} {itemToAddTemplate.Name}, no compatible tpl found in pool of {itemPool.Count}, skipping"
);
}
continue;
}
// Create basic item structure ready to add to weapon array
Item modItemToAdd = new()
{
Id = _hashUtil.Generate(),
Template = chosenTpl,
ParentId = result[0].Id,
SlotId = slot.Name
};
// Add chosen item to weapon array
result.Add(modItemToAdd);
var modItemDbDetails = GetItem(modItemToAdd.Template).Value;
// Include conflicting items of newly added mod in pool to be used for next mod choice
incompatibleModTpls.UnionWith(modItemDbDetails.Properties.ConflictingItems);
}
return result;
}
/// <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(HashSet<string> possibleTpls, HashSet<string> incompatibleModTpls)
{
if (!possibleTpls.Any())
{
return null;
}
string? chosenTpl = null;
var count = 0;
while (chosenTpl is null)
{
// Loop over choosing a random tpl until one is found or count variable reaches the same size as the possible tpls array
var tpl = _randomUtil.GetArrayValue(possibleTpls);
if (incompatibleModTpls.Contains(tpl))
{
// Incompatible tpl was chosen, try again
count++;
if (count >= possibleTpls.Count)
{
return null;
}
continue;
}
chosenTpl = tpl;
}
return chosenTpl;
}
/// <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 it is a slot that holds a removable plate</returns>
public bool IsRemovablePlateSlot(string slotName)
{
return GetRemovablePlateSlotIds().Contains(slotName.ToLower());
}
// Get a list of slot names that hold removable plates
// Returns Array of slot ids (e.g. front_plate)
public FrozenSet<string> GetRemovablePlateSlotIds()
{
return _removablePlateSlotIds;
}
// 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)
{
var oldRootId = itemWithChildren[0].Id;
Dictionary<string, string> idMappings = new();
idMappings[oldRootId] = rootItem.Id;
foreach (var mod in itemWithChildren)
{
if (!idMappings.ContainsKey(mod.Id))
{
idMappings[mod.Id] = _hashUtil.Generate();
}
// Has parentId + no remapping exists for its parent
if (mod.ParentId is not null && (!idMappings.ContainsKey(mod.ParentId) || idMappings?[mod.ParentId] is null))
// Make remapping for items parentId
{
idMappings[mod.ParentId] = _hashUtil.Generate();
}
mod.Id = idMappings[mod.Id];
if (mod.ParentId is not null)
{
mod.ParentId = idMappings[mod.ParentId];
}
}
// Force item's details into first location of presetItems
if (itemWithChildren[0].Template != rootItem.Template)
{
_logger.Warning($"Reassigning root item from {itemWithChildren[0].Template} to {rootItem.Template}");
}
itemWithChildren[0] = rootItem;
return itemWithChildren;
}
// 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
public string RemapRootItemId(List<Item> itemWithChildren, string? newId = null)
{
newId ??= _hashUtil.Generate();
var rootItemExistingId = itemWithChildren[0].Id;
foreach (var item in itemWithChildren)
{
// Root, update id
if (item.Id.Equals(rootItemExistingId, StringComparison.OrdinalIgnoreCase))
{
item.Id = newId;
continue;
}
// Child with parent of root, update
if (string.Equals(item.ParentId, rootItemExistingId, StringComparison.OrdinalIgnoreCase))
{
item.ParentId = newId;
}
}
return newId;
}
// 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)
{
foreach (var item in items)
{
// Check if the item's parent exists.
var parentExists = items.Any(parentItem => parentItem.Id.Equals(item.ParentId, StringComparison.OrdinalIgnoreCase));
// If the parent does not exist and the item is not already a 'hideout' item, adopt the orphaned item by
// setting the parent ID to the PMCs inventory equipment ID, the slot ID to 'hideout', and remove the location.
if (!parentExists && item.ParentId != rootId && item.SlotId != "hideout")
{
item.ParentId = rootId;
item.SlotId = "hideout";
item.Location = null;
}
}
return items;
}
// 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)
{
// Convert list to dictionary, keyed by items Id
return items.ToDictionary(item => item.Id);
}
// 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)
{
if (item.Upd is not null)
{
// Already exists, exit early
return false;
}
item.Upd = new Upd();
if (warningMessageWhenMissing is not null)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(warningMessageWhenMissing);
}
}
return true;
}
// Return all tpls from Money enum
// Returns string tpls
public List<string> GetMoneyTpls()
{
return [Money.ROUBLES, Money.DOLLARS, Money.EUROS, Money.GP];
}
// 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)
{
return ammoItemTemplate.Properties?.StackMaxSize == 1
? 1
: _randomUtil.GetInt(
ammoItemTemplate.Properties?.StackMinRandom ?? 1,
Math.Min(ammoItemTemplate.Properties?.StackMaxRandom ?? 1, maxLimit)
);
}
public string? GetItemBaseType(string tpl, bool rootOnly = true)
{
var result = GetItem(tpl);
if (!result.Key)
// Not an item
{
return null;
}
var currentItem = result.Value;
while (currentItem is not null)
{
if (currentItem.Type == "Node" && !rootOnly)
// Hit first base type
{
return currentItem.Id;
}
if (currentItem.Parent is null)
// No parent, reached root
{
return currentItem.Id;
}
// Get parent item and start loop again
currentItem = GetItem(tpl).Value;
}
return null;
}
// Remove FiR status from passed in items
// Items to update FiR status of
public void RemoveSpawnedInSessionPropertyFromItems(List<Item> items)
{
foreach (var item in items)
{
if (item.Upd is not null)
{
item.Upd.SpawnedInSession = null;
}
}
}
/// <summary>
/// Get a 2D grid of a container's item slots
/// </summary>
/// <param name="containerTpl">Tpl id of the container</param>
public int[][] GetContainerMapping(string containerTpl)
{
// Get template from db
var containerTemplate = GetItem(containerTpl).Value;
// Get height/width
var height = containerTemplate.Properties.Grids[0].Props.CellsV;
var width = containerTemplate.Properties.Grids[0].Props.CellsH;
return GetBlankContainerMap(height.Value, width.Value);
}
/// <summary>
/// Get a blank two-dimensional representation of a container
/// </summary>
/// <param name="containerH">Horizontal size of container</param>
/// <param name="containerY">Vertical size of container</param>
/// <returns>Two-dimensional representation of container</returns>
public int[][] GetBlankContainerMap(int containerY, int containerX)
{
//var x = new int[containerY][];
//for (int i = 0; i < containerY; i++)
//{
// x[i] = new int[containerH];
//}
//return x;
return Enumerable.Range(0, containerY)
.Select(i => new int[containerX])
.ToArray();
}
}
public class ItemSize
{
[JsonPropertyName("width")]
public int Width
{
get;
set;
}
[JsonPropertyName("height")]
public int Height
{
get;
set;
}
}