793 lines
28 KiB
C#
793 lines
28 KiB
C#
using System.Text.Json.Serialization;
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using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Spt.Config;
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using SPTarkov.Server.Core.Models.Spt.Services;
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using SPTarkov.Server.Core.Models.Utils;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils;
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using SPTarkov.Server.Core.Utils.Cloners;
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using SPTarkov.Common.Annotations;
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using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
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namespace SPTarkov.Server.Core.Generators;
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[Injectable]
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public class LootGenerator(
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ISptLogger<LootGenerator> _logger,
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RandomUtil _randomUtil,
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HashUtil _hashUtil,
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ItemHelper _itemHelper,
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PresetHelper _presetHelper,
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DatabaseService _databaseService,
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ItemFilterService _itemFilterService,
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LocalisationService _localisationService,
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WeightedRandomHelper _weightedRandomHelper,
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RagfairLinkedItemService _ragfairLinkedItemService,
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SeasonalEventService _seasonalEventService,
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ICloner _cloner
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)
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{
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/// <summary>
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/// Generate a list of items based on configuration options parameter
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/// </summary>
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/// <param name="options">parameters to adjust how loot is generated</param>
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/// <returns>An array of loot items</returns>
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public List<Item> CreateRandomLoot(LootRequest options)
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{
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var result = new List<Item>();
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var itemTypeCounts = InitItemLimitCounter(options.ItemLimits);
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// Handle sealed weapon containers
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var sealedWeaponCrateCount = _randomUtil.GetInt(
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options.WeaponCrateCount.Min,
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options.WeaponCrateCount.Max
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);
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if (sealedWeaponCrateCount > 0)
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{
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// Get list of all sealed containers from db - they're all the same, just for flavor
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var itemsDb = _itemHelper.GetItems();
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var sealedWeaponContainerPool = itemsDb.Where(
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item =>
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item.Name.Contains("event_container_airdrop")
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);
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for (var index = 0; index < sealedWeaponCrateCount; index++)
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{
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// Choose one at random + add to results array
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var chosenSealedContainer = _randomUtil.GetArrayValue(sealedWeaponContainerPool);
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result.Add(
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new Item
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{
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Id = _hashUtil.Generate(),
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Template = chosenSealedContainer.Id,
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Upd = new Upd
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{
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StackObjectsCount = 1,
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SpawnedInSession = true
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}
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}
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);
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}
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}
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// Get items from items.json that have a type of item + not in global blacklist + base type is in whitelist
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var rewardPoolResults = GetItemRewardPool(
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options.ItemBlacklist,
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options.ItemTypeWhitelist,
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options.UseRewardItemBlacklist.GetValueOrDefault(false),
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options.AllowBossItems.GetValueOrDefault(false),
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options.BlockSeasonalItemsOutOfSeason.GetValueOrDefault(false)
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);
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// Pool has items we could add as loot, proceed
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if (rewardPoolResults.ItemPool.Count > 0)
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{
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var randomisedItemCount = _randomUtil.GetInt(options.ItemCount.Min, options.ItemCount.Max);
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for (var index = 0; index < randomisedItemCount; index++)
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{
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if (!FindAndAddRandomItemToLoot(rewardPoolResults.ItemPool, itemTypeCounts, options, result))
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// Failed to add, reduce index so we get another attempt
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{
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index--;
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}
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}
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}
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var globalDefaultPresets = _presetHelper.GetDefaultPresets().Values;
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// Filter default presets to just weapons
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var randomisedWeaponPresetCount = _randomUtil.GetInt(
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options.WeaponPresetCount.Min,
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options.WeaponPresetCount.Max
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);
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if (randomisedWeaponPresetCount > 0)
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{
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var weaponDefaultPresets = globalDefaultPresets.Where(
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preset =>
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_itemHelper.IsOfBaseclass(preset.Encyclopedia, BaseClasses.WEAPON)
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)
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.ToList();
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if (weaponDefaultPresets.Any())
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{
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for (var index = 0; index < randomisedWeaponPresetCount; index++)
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{
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if (
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!FindAndAddRandomPresetToLoot(
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weaponDefaultPresets,
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itemTypeCounts,
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rewardPoolResults.Blacklist,
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result
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)
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)
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// Failed to add, reduce index so we get another attempt
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{
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index--;
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}
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}
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}
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}
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// Filter default presets to just armors and then filter again by protection level
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var randomisedArmorPresetCount = _randomUtil.GetInt(
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options.ArmorPresetCount.Min,
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options.ArmorPresetCount.Max
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);
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if (randomisedArmorPresetCount > 0)
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{
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var armorDefaultPresets = globalDefaultPresets.Where(
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preset =>
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_itemHelper.ArmorItemCanHoldMods(preset.Encyclopedia)
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);
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var levelFilteredArmorPresets = armorDefaultPresets.Where(
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armor =>
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IsArmorOfDesiredProtectionLevel(armor, options)
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)
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.ToList();
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// Add some armors to rewards
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if (levelFilteredArmorPresets.Any())
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{
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for (var index = 0; index < randomisedArmorPresetCount; index++)
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{
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if (
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!FindAndAddRandomPresetToLoot(
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levelFilteredArmorPresets,
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itemTypeCounts,
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rewardPoolResults.Blacklist,
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result
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)
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)
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// Failed to add, reduce index so we get another attempt
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{
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index--;
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}
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}
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}
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}
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return result;
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}
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/// <summary>
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/// Generate An array of items
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/// TODO - handle weapon presets/ammo packs
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/// </summary>
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/// <param name="forcedLootDict">Dictionary of item tpls with minmax values</param>
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/// <returns>Array of Item</returns>
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public List<Item> CreateForcedLoot(Dictionary<string, MinMax<int>> forcedLootDict)
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{
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var result = new List<Item>();
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var forcedItems = forcedLootDict;
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foreach (var forcedItemKvP in forcedItems)
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{
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var details = forcedLootDict[forcedItemKvP.Key];
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var randomisedItemCount = _randomUtil.GetInt(details.Min, details.Max);
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// Add forced loot item to result
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var newLootItem = new Item
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{
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Id = _hashUtil.Generate(),
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Template = forcedItemKvP.Key,
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Upd = new Upd
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{
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StackObjectsCount = randomisedItemCount,
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SpawnedInSession = true
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}
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};
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var splitResults = _itemHelper.SplitStack(newLootItem);
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result.AddRange(splitResults);
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}
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return result;
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}
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/// <summary>
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/// Get pool of items from item db that fit passed in param criteria
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/// </summary>
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/// <param name="itemTplBlacklist">Prevent these items</param>
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/// <param name="itemTypeWhitelist">Only allow these items</param>
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/// <param name="useRewardItemBlacklist">Should item.json reward item config be used</param>
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/// <param name="allowBossItems">Should boss items be allowed in result</param>
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/// <param name="blockSeasonalItemsOutOfSeason">Prevent seasonal items appearing outside their defined season</param>
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/// <returns>results of filtering + blacklist used</returns>
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protected ItemRewardPoolResults GetItemRewardPool(
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HashSet<string> itemTplBlacklist,
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List<string> itemTypeWhitelist,
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bool useRewardItemBlacklist,
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bool allowBossItems,
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bool blockSeasonalItemsOutOfSeason)
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{
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var itemsDb = _databaseService.GetItems().Values;
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var itemBlacklist = new HashSet<string>();
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itemBlacklist.UnionWith([.._itemFilterService.GetBlacklistedItems(), ..itemTplBlacklist]);
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if (useRewardItemBlacklist)
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{
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var rewardItemBlacklist = _itemFilterService.GetItemRewardBlacklist();
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// Get all items that match the blacklisted types and fold into item blacklist
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var itemTypeBlacklist = _itemFilterService.GetItemRewardBaseTypeBlacklist();
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var itemsMatchingTypeBlacklist = itemsDb
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.Where(templateItem => _itemHelper.IsOfBaseclasses(templateItem.Parent, itemTypeBlacklist))
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.Select(templateItem => templateItem.Id);
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itemBlacklist.UnionWith([..rewardItemBlacklist, ..itemsMatchingTypeBlacklist]);
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}
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if (!allowBossItems)
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{
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itemBlacklist.UnionWith(_itemFilterService.GetBossItems());
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}
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if (blockSeasonalItemsOutOfSeason)
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{
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itemBlacklist.UnionWith(_seasonalEventService.GetInactiveSeasonalEventItems());
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}
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var items = itemsDb.Where(
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item =>
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!itemBlacklist.Contains(item.Id) &&
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string.Equals(item.Type, "item", StringComparison.OrdinalIgnoreCase) &&
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!item.Properties.QuestItem.GetValueOrDefault(false) &&
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itemTypeWhitelist.Contains(item.Parent)
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)
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.ToList();
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return new ItemRewardPoolResults
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{
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ItemPool = items,
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Blacklist = itemBlacklist
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};
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}
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/// <summary>
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/// Filter armor items by their front plates protection level - top if it's a helmet
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/// </summary>
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/// <param name="armor">Armor preset to check</param>
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/// <param name="options">Loot request options - armor level etc</param>
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/// <returns>True if item has desired armor level</returns>
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protected bool IsArmorOfDesiredProtectionLevel(Preset armor, LootRequest options)
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{
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string[] relevantSlots = ["front_plate", "helmet_top", "soft_armor_front"];
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foreach (var slotId in relevantSlots)
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{
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var armorItem = armor.Items.FirstOrDefault(item => string.Equals(item?.SlotId, slotId));
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if (armorItem is null)
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{
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continue;
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}
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var armorDetails = _itemHelper.GetItem(armorItem.Template).Value;
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var armorClass = armorDetails.Properties.ArmorClass;
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return options.ArmorLevelWhitelist.Contains(armorClass.Value);
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}
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return false;
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}
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/// <summary>
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/// Construct item limit record to hold max and current item count for each item type
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/// </summary>
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/// <param name="limits">limits as defined in config</param>
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/// <returns>record, key: item tplId, value: current/max item count allowed</returns>
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protected Dictionary<string, ItemLimit> InitItemLimitCounter(Dictionary<string, int> limits)
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{
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var itemTypeCounts = new Dictionary<string, ItemLimit>();
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foreach (var itemTypeId in limits)
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{
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itemTypeCounts[itemTypeId.Key] = new ItemLimit
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{
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Current = 0,
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Max = limits[itemTypeId.Key]
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};
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}
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return itemTypeCounts;
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}
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/// <summary>
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/// Find a random item in items.json and add to result array
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/// </summary>
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/// <param name="items">items to choose from</param>
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/// <param name="itemTypeCounts">item limit counts</param>
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/// <param name="options">item filters</param>
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/// <param name="result">array to add found item to</param>
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/// <returns>true if item was valid and added to pool</returns>
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protected bool FindAndAddRandomItemToLoot(List<TemplateItem> items, Dictionary<string, ItemLimit> itemTypeCounts,
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LootRequest options,
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List<Item> result)
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{
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var randomItem = _randomUtil.GetArrayValue(items);
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var itemLimitCount = itemTypeCounts.TryGetValue(randomItem.Parent, out var randomItemLimitCount);
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if (!itemLimitCount && randomItemLimitCount?.Current > randomItemLimitCount?.Max)
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{
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return false;
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}
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// Skip armors as they need to come from presets
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if (_itemHelper.ArmorItemCanHoldMods(randomItem.Id))
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{
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return false;
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}
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var newLootItem = new Item
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{
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Id = _hashUtil.Generate(),
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Template = randomItem.Id,
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Upd = new Upd
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{
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StackObjectsCount = 1,
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SpawnedInSession = true
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}
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};
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// Special case - handle items that need a stackcount > 1
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if (randomItem.Properties.StackMaxSize > 1)
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{
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newLootItem.Upd.StackObjectsCount = GetRandomisedStackCount(randomItem, options);
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}
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newLootItem.Template = randomItem.Id;
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result.Add(newLootItem);
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if (randomItemLimitCount is not null)
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// Increment item count as it's in limit array
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{
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randomItemLimitCount.Current++;
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}
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// Item added okay
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return true;
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}
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/// <summary>
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/// Get a randomised stack count for an item between its StackMinRandom and StackMaxSize values
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/// </summary>
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/// <param name="item">item to get stack count of</param>
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/// <param name="options">loot options</param>
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/// <returns>stack count</returns>
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protected int GetRandomisedStackCount(TemplateItem item, LootRequest options)
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{
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var min = item.Properties.StackMinRandom;
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var max = item.Properties.StackMaxSize;
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if (options.ItemStackLimits.TryGetValue(item.Id, out var itemLimits))
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{
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min = itemLimits.Min;
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max = itemLimits.Max;
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}
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return _randomUtil.GetInt(min ?? 1, max ?? 1);
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}
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/// <summary>
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/// Find a random item in items.json and add to result list
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/// </summary>
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/// <param name="presetPool">Presets to choose from</param>
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/// <param name="itemTypeCounts">Item limit counts</param>
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/// <param name="itemBlacklist">Items to skip</param>
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/// <param name="result">List to add chosen preset to</param>
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/// <returns>true if preset was valid and added to pool</returns>
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protected bool FindAndAddRandomPresetToLoot(List<Preset> presetPool,
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Dictionary<string, ItemLimit> itemTypeCounts,
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HashSet<string> itemBlacklist,
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List<Item> result)
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{
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// Choose random preset and get details from item db using encyclopedia value (encyclopedia === tplId)
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var chosenPreset = _randomUtil.GetArrayValue(presetPool);
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if (chosenPreset is null)
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{
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_logger.Warning("Unable to find random preset in given presets, skipping");
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return false;
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}
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// No `_encyclopedia` property, not possible to reliably get root item tpl
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if (chosenPreset.Encyclopedia is null)
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{
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if (_logger.IsLogEnabled(LogLevel.Debug))
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{
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_logger.Debug($"Preset with id: {chosenPreset?.Id} lacks encyclopedia property, skipping");
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}
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return false;
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}
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// Get preset root item db details via its `_encyclopedia` property
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var itemDbDetails = _itemHelper.GetItem(chosenPreset.Encyclopedia);
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if (!itemDbDetails.Key)
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{
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if (_logger.IsLogEnabled(LogLevel.Debug))
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{
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_logger.Debug($"$Unable to find preset with tpl: {chosenPreset.Encyclopedia}, skipping");
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}
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return false;
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}
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// Skip preset if root item is blacklisted
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if (itemBlacklist.Contains(chosenPreset.Items[0].Template))
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{
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return false;
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}
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// Some custom mod items lack a parent property
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if (itemDbDetails.Value.Parent is null)
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{
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_logger.Error(_localisationService.GetText("loot-item_missing_parentid", itemDbDetails.Value?.Name));
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return false;
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}
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// Check chosen preset hasn't exceeded spawn limit
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var hasItemLimitCount = itemTypeCounts.TryGetValue(itemDbDetails.Value.Parent, out var itemLimitCount);
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if (!hasItemLimitCount && itemLimitCount?.Current > itemLimitCount?.Max)
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{
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return false;
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}
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var presetAndMods = _itemHelper.ReplaceIDs(_cloner.Clone(chosenPreset.Items));
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_itemHelper.RemapRootItemId(presetAndMods);
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// Add chosen preset tpl to result array
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foreach (var item in presetAndMods)
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{
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result.Add(item);
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}
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if (itemLimitCount is not null)
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// Increment item count as item has been chosen and its inside itemLimitCount dictionary
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{
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itemLimitCount.Current++;
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}
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// Item added okay
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return true;
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}
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/// <summary>
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/// Sealed weapon containers have a weapon + associated mods inside them + assortment of other things (food/meds)
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/// </summary>
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/// <param name="containerSettings">sealed weapon container settings</param>
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/// <returns>List of items with children lists</returns>
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public List<List<Item>> GetSealedWeaponCaseLoot(SealedAirdropContainerSettings containerSettings)
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{
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List<List<Item>> itemsToReturn = [];
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// Choose a weapon to give to the player (weighted)
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var chosenWeaponTpl = _weightedRandomHelper.GetWeightedValue<string>(
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containerSettings.WeaponRewardWeight
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);
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// Get itemDb details of weapon
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var weaponDetailsDb = _itemHelper.GetItem(chosenWeaponTpl);
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if (!weaponDetailsDb.Key)
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{
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_logger.Error(
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_localisationService.GetText("loot-non_item_picked_as_sealed_weapon_crate_reward", chosenWeaponTpl)
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);
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return itemsToReturn;
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}
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// Get weapon preset - default or choose a random one from globals.json preset pool
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var chosenWeaponPreset = containerSettings.DefaultPresetsOnly
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? _presetHelper.GetDefaultPreset(chosenWeaponTpl)
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: _randomUtil.GetArrayValue(_presetHelper.GetPresets(chosenWeaponTpl));
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// No default preset found for weapon, choose a random one
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if (chosenWeaponPreset is null)
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{
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_logger.Warning(
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_localisationService.GetText("loot-default_preset_not_found_using_random", chosenWeaponTpl)
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);
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chosenWeaponPreset = _randomUtil.GetArrayValue(_presetHelper.GetPresets(chosenWeaponTpl));
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}
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// Clean up Ids to ensure they're all unique and prevent collisions
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var presetAndMods = _itemHelper.ReplaceIDs(_cloner.Clone(chosenWeaponPreset.Items));
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_itemHelper.RemapRootItemId(presetAndMods);
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// Add preset to return object
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itemsToReturn.Add(presetAndMods);
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|
|
|
// Get a random collection of weapon mods related to chosen weawpon and add them to result array
|
|
var linkedItemsToWeapon = _ragfairLinkedItemService.GetLinkedDbItems(chosenWeaponTpl);
|
|
itemsToReturn.AddRange(
|
|
GetSealedContainerWeaponModRewards(containerSettings, linkedItemsToWeapon, chosenWeaponPreset)
|
|
);
|
|
|
|
// Handle non-weapon mod reward types
|
|
itemsToReturn.AddRange(GetSealedContainerNonWeaponModRewards(containerSettings, weaponDetailsDb.Value));
|
|
|
|
return itemsToReturn;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get non-weapon mod rewards for a sealed container
|
|
/// </summary>
|
|
/// <param name="containerSettings">Sealed weapon container settings</param>
|
|
/// <param name="weaponDetailsDb">Details for the weapon to reward player</param>
|
|
/// <returns>List of item with children lists</returns>
|
|
protected List<List<Item>> GetSealedContainerNonWeaponModRewards(SealedAirdropContainerSettings containerSettings,
|
|
TemplateItem weaponDetailsDb)
|
|
{
|
|
List<List<Item>> rewards = [];
|
|
|
|
foreach (var (rewardKey, settings) in containerSettings.RewardTypeLimits)
|
|
{
|
|
var rewardCount = _randomUtil.GetInt(settings.Min, settings.Max);
|
|
if (rewardCount == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Edge case - ammo boxes
|
|
if (rewardKey == BaseClasses.AMMO_BOX)
|
|
{
|
|
// Get ammo boxes from db
|
|
var ammoBoxesDetails = containerSettings.AmmoBoxWhitelist.Select(
|
|
tpl =>
|
|
{
|
|
var itemDetails = _itemHelper.GetItem(tpl);
|
|
return itemDetails.Value;
|
|
}
|
|
);
|
|
|
|
// Need to find boxes that matches weapons caliber
|
|
var weaponCaliber = weaponDetailsDb.Properties.AmmoCaliber;
|
|
var ammoBoxesMatchingCaliber = ammoBoxesDetails.Where(
|
|
x =>
|
|
x.Properties.AmmoCaliber == weaponCaliber
|
|
);
|
|
if (!ammoBoxesMatchingCaliber.Any())
|
|
{
|
|
if (_logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
_logger.Debug($"No ammo box with caliber {weaponCaliber} found, skipping");
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
for (var index = 0; index < rewardCount; index++)
|
|
{
|
|
var chosenAmmoBox = _randomUtil.GetArrayValue(ammoBoxesMatchingCaliber);
|
|
var ammoBoxReward = new List<Item>
|
|
{
|
|
new()
|
|
{
|
|
Id = _hashUtil.Generate(),
|
|
Template = chosenAmmoBox.Id
|
|
}
|
|
};
|
|
_itemHelper.AddCartridgesToAmmoBox(ammoBoxReward, chosenAmmoBox);
|
|
rewards.Add(ammoBoxReward);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Get all items of the desired type + not quest items + not globally blacklisted
|
|
var rewardItemPool = _databaseService.GetItems()
|
|
.Values.Where(
|
|
item =>
|
|
item.Parent == rewardKey &&
|
|
string.Equals(item.Type, "item", StringComparison.OrdinalIgnoreCase) &&
|
|
_itemFilterService.IsItemBlacklisted(item.Id) &&
|
|
!(containerSettings.AllowBossItems || _itemFilterService.IsBossItem(item.Id)) &&
|
|
item.Properties.QuestItem is null
|
|
);
|
|
|
|
if (!rewardItemPool.Any())
|
|
{
|
|
if (_logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
_logger.Debug($"No items with base type of {rewardKey} found, skipping");
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
for (var index = 0; index < rewardCount; index++)
|
|
{
|
|
// Choose a random item from pool
|
|
var chosenRewardItem = _randomUtil.GetArrayValue(rewardItemPool);
|
|
var rewardItem = new List<Item>
|
|
{
|
|
new()
|
|
{
|
|
Id = _hashUtil.Generate(),
|
|
Template = chosenRewardItem.Id
|
|
}
|
|
};
|
|
|
|
rewards.Add(rewardItem);
|
|
}
|
|
}
|
|
|
|
return rewards;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Iterate over the container weaponModRewardLimits settings and create a list of weapon mods to reward player
|
|
/// </summary>
|
|
/// <param name="containerSettings">Sealed weapon container settings</param>
|
|
/// <param name="linkedItemsToWeapon">All items that can be attached/inserted into weapon</param>
|
|
/// <param name="chosenWeaponPreset">The weapon preset given to player as reward</param>
|
|
/// <returns>List of item with children lists</returns>
|
|
protected List<List<Item>> GetSealedContainerWeaponModRewards(SealedAirdropContainerSettings containerSettings, List<TemplateItem> linkedItemsToWeapon,
|
|
Preset chosenWeaponPreset)
|
|
{
|
|
List<List<Item>> modRewards = [];
|
|
|
|
foreach (var (rewardKey, settings) in containerSettings.WeaponModRewardLimits)
|
|
{
|
|
var rewardCount = _randomUtil.GetInt(settings.Min, settings.Max);
|
|
|
|
// Nothing to add, skip reward type
|
|
if (rewardCount == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Get items that fulfil reward type criteria from items that fit on gun
|
|
var relatedItems = linkedItemsToWeapon?.Where(
|
|
item => item?.Parent == rewardKey && !_itemFilterService.IsItemBlacklisted(item.Id)
|
|
);
|
|
if (relatedItems is null || !relatedItems.Any())
|
|
{
|
|
if (_logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
_logger.Debug(
|
|
$"No items found to fulfil reward type: {rewardKey} for weapon: {chosenWeaponPreset.Name}, skipping type"
|
|
);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Find a random item of the desired type and add as reward
|
|
for (var index = 0; index < rewardCount; index++)
|
|
{
|
|
var chosenItem = _randomUtil.DrawRandomFromList(relatedItems.ToList());
|
|
var reward = new List<Item>
|
|
{
|
|
new()
|
|
{
|
|
Id = _hashUtil.Generate(),
|
|
Template = chosenItem[0].Id
|
|
}
|
|
};
|
|
|
|
modRewards.Add(reward);
|
|
}
|
|
}
|
|
|
|
return modRewards;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle event-related loot containers - currently just the halloween jack-o-lanterns that give food rewards
|
|
/// </summary>
|
|
/// <param name="rewardContainerDetails"></param>
|
|
/// <returns>List of item with children lists</returns>
|
|
public List<List<Item>> GetRandomLootContainerLoot(RewardDetails rewardContainerDetails)
|
|
{
|
|
List<List<Item>> itemsToReturn = [];
|
|
|
|
// Get random items and add to newItemRequest
|
|
for (var index = 0; index < rewardContainerDetails.RewardCount; index++)
|
|
{
|
|
// Pick random reward from pool, add to request object
|
|
var chosenRewardItemTpl = PickRewardItem(rewardContainerDetails);
|
|
|
|
if (_presetHelper.HasPreset(chosenRewardItemTpl))
|
|
{
|
|
var preset = _presetHelper.GetDefaultPreset(chosenRewardItemTpl);
|
|
|
|
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
|
|
List<Item> presetAndMods = _itemHelper.ReplaceIDs(preset.Items);
|
|
|
|
_itemHelper.RemapRootItemId(presetAndMods);
|
|
itemsToReturn.Add(presetAndMods);
|
|
|
|
continue;
|
|
}
|
|
|
|
List<Item> rewardItem =
|
|
[
|
|
new()
|
|
{
|
|
Id = _hashUtil.Generate(),
|
|
Template = chosenRewardItemTpl
|
|
}
|
|
];
|
|
itemsToReturn.Add(rewardItem);
|
|
}
|
|
|
|
return itemsToReturn;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pick a reward item based on the reward details data
|
|
/// </summary>
|
|
/// <param name="rewardContainerDetails"></param>
|
|
/// <returns>Single tpl</returns>
|
|
protected string PickRewardItem(RewardDetails rewardContainerDetails)
|
|
{
|
|
if (rewardContainerDetails.RewardTplPool is not null && rewardContainerDetails.RewardTplPool.Count > 0)
|
|
{
|
|
return _weightedRandomHelper.GetWeightedValue(rewardContainerDetails.RewardTplPool);
|
|
}
|
|
|
|
return _randomUtil.GetArrayValue(
|
|
GetItemRewardPool([], rewardContainerDetails.RewardTypePool, true, true, false)
|
|
.ItemPool.Select(
|
|
item => item.Id
|
|
)
|
|
);
|
|
}
|
|
|
|
public record ItemRewardPoolResults
|
|
{
|
|
public List<TemplateItem> ItemPool
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
public HashSet<string> Blacklist
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class ItemLimit
|
|
{
|
|
[JsonPropertyName("current")]
|
|
public int Current
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
[JsonPropertyName("max")]
|
|
public int Max
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
}
|