Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Services/BotEquipmentModPoolService.cs
T

271 lines
9.4 KiB
C#

using System.Collections.Concurrent;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
namespace SPTarkov.Server.Core.Services;
[Injectable(InjectionType.Singleton)]
public class BotEquipmentModPoolService
{
private readonly Lock _lockObject = new();
protected bool _armorPoolGenerated;
protected BotConfig _botConfig;
protected ConfigServer _configServer;
protected DatabaseService _databaseService;
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> _gearModPool;
protected ItemHelper _itemHelper;
protected LocalisationService _localisationService;
protected ISptLogger<BotEquipmentModPoolService> _logger;
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> _weaponModPool;
protected bool _weaponPoolGenerated;
public BotEquipmentModPoolService(
ISptLogger<BotEquipmentModPoolService> logger,
ItemHelper itemHelper,
DatabaseService databaseService,
LocalisationService localisationService,
ConfigServer configServer
)
{
_logger = logger;
_itemHelper = itemHelper;
_databaseService = databaseService;
_localisationService = localisationService;
_configServer = configServer;
_botConfig = _configServer.GetConfig<BotConfig>();
_weaponModPool = new ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>>();
_gearModPool = new ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>>();
}
/// <summary>
/// Store dictionary of mods for each item passed in
/// </summary>
/// <param name="items"> Items to find related mods and store in modPool </param>
/// <param name="poolType"> Mod pool to choose from e.g. "weapon" for weaponModPool </param>
protected void GeneratePool(IEnumerable<TemplateItem>? items, string poolType)
{
if (items is null)
{
_logger.Error(_localisationService.GetText("bot-unable_to_generate_item_pool_no_items", poolType));
return;
}
// Get weapon or gear pool
var pool = poolType == "weapon" ? _weaponModPool : _gearModPool;
foreach (var item in items)
{
if (item.Properties is null)
{
_logger.Error(
_localisationService.GetText(
"bot-item_missing_props_property",
new
{
itemTpl = item.Id,
name = item.Name
}
)
);
continue;
}
// Skip item without slots
if (item.Properties.Slots is null || item.Properties.Slots.Count == 0)
{
continue;
}
// Add base item (weapon/armor) to pool
pool.TryAdd(item.Id, new ConcurrentDictionary<string, HashSet<string>>());
// iterate over each items mod slots e.g. mod_muzzle
foreach (var slot in item.Properties.Slots)
{
// Get mods that fit into the current mod slot
var itemsThatFit = slot.Props.Filters.FirstOrDefault().Filter;
// Get weapon/armor pool to add mod slots + mod tpls to
var itemModPool = pool[item.Id];
foreach (var itemToAddTpl in itemsThatFit)
{
// Ensure Mod slot key + blank dict value exist
InitSetInDict(itemModPool, slot.Name);
// Does tpl exist inside mod_slots hashset
if (!SetContainsTpl(itemModPool[slot.Name], itemToAddTpl))
// Keyed by mod slot
{
AddTplToSet(itemModPool[slot.Name], itemToAddTpl);
}
var subItemDetails = _itemHelper.GetItem(itemToAddTpl).Value;
var hasSubItemsToAdd = (subItemDetails?.Properties?.Slots?.Count ?? 0) > 0;
if (hasSubItemsToAdd && !pool.ContainsKey(subItemDetails.Id))
// Recursive call
{
GeneratePool([subItemDetails], poolType);
}
}
}
}
}
private bool SetContainsTpl(HashSet<string> itemSet, string tpl)
{
lock (_lockObject)
{
return itemSet.Contains(tpl);
}
}
private bool AddTplToSet(HashSet<string> itemSet, string itemToAddTpl)
{
lock (_lockObject)
{
return itemSet.Add(itemToAddTpl);
}
}
private bool InitSetInDict(ConcurrentDictionary<string, HashSet<string>> dictionary, string slotName)
{
lock (_lockObject)
{
return dictionary.TryAdd(slotName, []);
}
}
/// <summary>
/// Empty the mod pool
/// </summary>
public void ResetPool()
{
_weaponModPool.Clear();
}
/// <summary>
/// Get array of compatible mods for an items mod slot (generate pool if it doesn't exist already)
/// </summary>
/// <param name="itemTpl"> Item to look up </param>
/// <param name="slotName"> Slot to get compatible mods for </param>
/// <returns> Hashset of tpls that fit the slot </returns>
public HashSet<string> GetCompatibleModsForWeaponSlot(string itemTpl, string slotName)
{
if (!_weaponPoolGenerated)
// Get every weapon in db and generate mod pool
{
GenerateWeaponPool();
}
return _weaponModPool[itemTpl][slotName];
}
/// <summary>
/// Get mods for a piece of gear by its tpl
/// </summary>
/// <param name="itemTpl"> Items tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public ConcurrentDictionary<string, HashSet<string>> GetModsForGearSlot(string itemTpl)
{
if (!_armorPoolGenerated)
{
GenerateGearPool();
}
return _gearModPool.TryGetValue(itemTpl, out var value)
? value
: [];
}
/// <summary>
/// Get mods for a weapon by its tpl
/// </summary>
/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public ConcurrentDictionary<string, HashSet<string>> GetModsForWeaponSlot(string itemTpl)
{
if (!_weaponPoolGenerated)
{
GenerateWeaponPool();
}
return _weaponModPool[itemTpl];
}
/// <summary>
/// Get required mods for a weapon by its tpl
/// </summary>
/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public Dictionary<string, HashSet<string>>? GetRequiredModsForWeaponSlot(string itemTpl)
{
var result = new Dictionary<string, HashSet<string>>();
// Get item from db
var itemDb = _itemHelper.GetItem(itemTpl).Value;
if (itemDb.Properties.Slots is not null)
// Loop over slots flagged as 'required'
{
foreach (var slot in itemDb.Properties.Slots.Where(slot => slot.Required.GetValueOrDefault(false)))
{
// Create dict entry for mod slot
result.Add(slot.Name, []);
// Add compatible tpls to dicts hashset
foreach (var compatibleItemTpl in slot.Props.Filters.FirstOrDefault().Filter)
{
result[slot.Name].Add(compatibleItemTpl);
}
}
}
return result;
}
/// <summary>
/// Create weapon mod pool and set generated flag to true
/// </summary>
protected void GenerateWeaponPool()
{
var weapons = _databaseService.GetItems()
.Values.Where(item => string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase) && _itemHelper.IsOfBaseclass(item.Id, BaseClasses.WEAPON)
);
GeneratePool(weapons, "weapon");
// Flag pool as being complete
_weaponPoolGenerated = true;
}
/// <summary>
/// Create gear mod pool and set generated flag to true
/// </summary>
protected void GenerateGearPool()
{
var gear = _databaseService.GetItems()
.Values.Where(item => string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase) &&
_itemHelper.IsOfBaseclasses(
item.Id,
[
BaseClasses.ARMORED_EQUIPMENT,
BaseClasses.VEST,
BaseClasses.ARMOR,
BaseClasses.HEADWEAR
]
)
);
GeneratePool(gear, "gear");
// Flag pool as being complete
_armorPoolGenerated = true;
}
}