311 lines
12 KiB
C#
311 lines
12 KiB
C#
using SPTarkov.Common.Annotations;
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using SPTarkov.Server.Core.Context;
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using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Game;
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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.Location;
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using SPTarkov.Server.Core.Models.Utils;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Utils;
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namespace SPTarkov.Server.Core.Services;
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[Injectable(InjectionType.Singleton)]
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public class RaidTimeAdjustmentService(
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ISptLogger<RaidTimeAdjustmentService> _logger,
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DatabaseService _databaseService,
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RandomUtil _randomUtil,
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WeightedRandomHelper _weightedRandomHelper,
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ApplicationContext _applicationContext,
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ConfigServer _configServer
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)
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{
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protected LocationConfig _locationConfig = _configServer.GetConfig<LocationConfig>();
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/// <summary>
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/// Make alterations to the base map data passed in
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/// Loot multipliers/waves/wave start times
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/// </summary>
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/// <param name="raidAdjustments">Changes to process on map</param>
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/// <param name="mapBase">Map to adjust</param>
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public void MakeAdjustmentsToMap(RaidChanges raidAdjustments, LocationBase mapBase)
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{
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if (raidAdjustments.DynamicLootPercent < 100 || raidAdjustments.StaticLootPercent < 100)
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{
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_logger.Debug(
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$"Adjusting dynamic loot multipliers to {raidAdjustments.DynamicLootPercent}% and static loot multipliers to {raidAdjustments.StaticLootPercent}% of original"
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);
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}
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// Change loot multiplier values before they're used below
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if (raidAdjustments.DynamicLootPercent < 100)
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{
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AdjustLootMultipliers(_locationConfig.LooseLootMultiplier, raidAdjustments.DynamicLootPercent);
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}
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if (raidAdjustments.StaticLootPercent < 100)
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{
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AdjustLootMultipliers(_locationConfig.StaticLootMultiplier, raidAdjustments.StaticLootPercent);
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}
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// Adjust the escape time limit
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mapBase.EscapeTimeLimit = raidAdjustments.RaidTimeMinutes;
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// Adjust map exits
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foreach (var exitChange in raidAdjustments.ExitChanges)
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{
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var exitToChange = mapBase.Exits.FirstOrDefault(exit => exit.Name == exitChange.Name);
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if (exitToChange is null)
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{
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_logger.Debug($"Exit with Id: {exitChange.Name} not found, skipping");
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return;
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}
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if (exitChange.Chance is not null)
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{
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exitToChange.Chance = exitChange.Chance;
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}
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if (exitChange.MinTime is not null)
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{
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exitToChange.MinTime = exitChange.MinTime;
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}
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if (exitChange.MaxTime is not null)
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{
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exitToChange.MaxTime = exitChange.MaxTime;
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}
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}
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// Make alterations to bot spawn waves now player is simulated spawning later
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var mapSettings = GetMapSettings(mapBase.Id);
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if (mapSettings.AdjustWaves)
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{
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AdjustWaves(mapBase, raidAdjustments);
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}
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}
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/// <summary>
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/// Adjust the loot multiplier values passed in to be a % of their original value
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/// </summary>
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/// <param name="mapLootMultipliers">Multipliers to adjust</param>
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/// <param name="loosePercent">Percent to change values to</param>
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protected void AdjustLootMultipliers(Dictionary<string, double> mapLootMultipliers, double? loosePercent)
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{
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foreach (var location in mapLootMultipliers)
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{
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mapLootMultipliers[location.Key] = _randomUtil.GetPercentOfValue(mapLootMultipliers[location.Key], loosePercent ?? 1);
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}
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}
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/// <summary>
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/// Adjust bot waves to act as if player spawned later
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/// </summary>
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/// <param name="mapBase">Map to adjust</param>
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/// <param name="raidAdjustments">Map adjustments</param>
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protected void AdjustWaves(LocationBase mapBase, RaidChanges raidAdjustments)
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{
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// Remove waves that spawned before the player joined
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var originalWaveCount = mapBase.Waves.Count;
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mapBase.Waves = mapBase.Waves.Where(x => x.TimeMax > raidAdjustments.SimulatedRaidStartSeconds).ToList();
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// Adjust wave min/max times to match new simulated start
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var startSeconds = raidAdjustments.SimulatedRaidStartSeconds.GetValueOrDefault(1);
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foreach (var wave in mapBase.Waves)
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{
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// Don't let time fall below 0
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wave.TimeMin -= (int) Math.Max(startSeconds, 0);
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wave.TimeMax -= (int) Math.Max(startSeconds, 0);
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}
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_logger.Debug(
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$"Removed {originalWaveCount - mapBase.Waves.Count} wave from map due to simulated raid start time of {raidAdjustments.SimulatedRaidStartSeconds / 60} minutes"
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);
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}
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/// <summary>
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/// Create a randomised adjustment to the raid based on map data in location.json
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="request">Raid adjustment request</param>
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/// <returns>Response to send to client</returns>
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public RaidChanges GetRaidAdjustments(string sessionId, GetRaidTimeRequest request)
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{
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var globals = _databaseService.GetGlobals();
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var mapBase = _databaseService.GetLocation(request.Location.ToLower()).Base;
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var baseEscapeTimeMinutes = mapBase.EscapeTimeLimit;
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// Prep result object to return
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var result = new RaidChanges
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{
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NewSurviveTimeSeconds = globals.Configuration.Exp.MatchEnd.SurvivedSecondsRequirement,
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OriginalSurvivalTimeSeconds = globals.Configuration.Exp.MatchEnd.SurvivedSecondsRequirement,
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DynamicLootPercent = 100,
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StaticLootPercent = 100,
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SimulatedRaidStartSeconds = 0,
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RaidTimeMinutes = baseEscapeTimeMinutes,
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ExitChanges = []
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};
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// Pmc raid, send default
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if (request.Side.ToLower() == "pmc")
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{
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return result;
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}
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// We're scav, adjust values
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var mapSettings = GetMapSettings(request.Location);
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// Chance of reducing raid time for scav, not guaranteed
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if (!_randomUtil.GetChance100(mapSettings.ReducedChancePercent))
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// Send default
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{
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return result;
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}
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// Get the weighted percent to reduce the raid time by
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var chosenRaidReductionPercent = int.Parse(
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_weightedRandomHelper.GetWeightedValue(mapSettings.ReductionPercentWeights)
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);
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var raidTimeRemainingPercent = 100 - chosenRaidReductionPercent;
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// How many minutes raid will last
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var newRaidTimeMinutes = Math.Floor(
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_randomUtil.ReduceValueByPercent(baseEscapeTimeMinutes ?? 1, chosenRaidReductionPercent)
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);
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// Time player spawns into the raid if it was online
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var simulatedRaidStartTimeMinutes = baseEscapeTimeMinutes - newRaidTimeMinutes;
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result.SimulatedRaidStartSeconds = simulatedRaidStartTimeMinutes * 60;
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result.RaidTimeMinutes = newRaidTimeMinutes;
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// Calculate how long player needs to be in raid to get a `survived` extract status
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result.NewSurviveTimeSeconds = Math.Max(result.OriginalSurvivalTimeSeconds.Value - (baseEscapeTimeMinutes.Value - newRaidTimeMinutes) * 60, 0);
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if (mapSettings.ReduceLootByPercent)
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{
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result.DynamicLootPercent = Math.Max(raidTimeRemainingPercent, mapSettings.MinDynamicLootPercent);
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result.StaticLootPercent = Math.Max(raidTimeRemainingPercent, mapSettings.MinStaticLootPercent);
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}
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_logger.Debug($"Reduced: {request.Location} raid time by: {chosenRaidReductionPercent}% to {newRaidTimeMinutes} minutes");
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// Calculate how long player needs to be in raid to get a `survived` extract status
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result.NewSurviveTimeSeconds = Math.Max(
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result.OriginalSurvivalTimeSeconds - (baseEscapeTimeMinutes - newRaidTimeMinutes) * 60 ?? 0,
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0D
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);
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var exitAdjustments = GetExitAdjustments(mapBase, newRaidTimeMinutes);
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if (exitAdjustments.Any())
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{
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result.ExitChanges.AddRange(exitAdjustments);
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}
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// Store state to use in loot generation
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_applicationContext.AddValue(ContextVariableType.RAID_ADJUSTMENTS, result);
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return result;
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}
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/// <summary>
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/// Get raid start time settings for specific map
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/// </summary>
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/// <param name="location">Map Location e.g. bigmap</param>
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/// <returns>ScavRaidTimeLocationSettings</returns>
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protected ScavRaidTimeLocationSettings GetMapSettings(string location)
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{
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var mapSettings = _locationConfig.ScavRaidTimeSettings.Maps?[location.ToLower()];
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if (mapSettings is null)
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{
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_logger.Warning($"Unable to find scav raid time settings for map: {location}, using defaults");
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return new ScavRaidTimeLocationSettings();
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}
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return mapSettings;
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}
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/// <summary>
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/// Adjust exit times to handle scavs entering raids part-way through
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/// </summary>
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/// <param name="mapBase">Map base file player is on</param>
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/// <param name="newRaidTimeMinutes">How long raid is in minutes</param>
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/// <returns>List of exit changes to send to client</returns>
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protected List<ExtractChange> GetExitAdjustments(LocationBase mapBase, double newRaidTimeMinutes)
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{
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List<ExtractChange> result = [];
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// Adjust train exits only
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foreach (var exit in mapBase.Exits)
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{
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if (exit.PassageRequirement != RequirementState.Train)
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{
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continue;
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}
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// Prepare train adjustment object
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var exitChange = new ExtractChange
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{
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Name = exit.Name,
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MinTime = null,
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MaxTime = null,
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Chance = null
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};
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// At what minute we simulate the player joining the raid
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var simulatedRaidEntryTimeMinutes = mapBase.EscapeTimeLimit - newRaidTimeMinutes;
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// How many seconds have elapsed in the raid when the player joins
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var reductionSeconds = simulatedRaidEntryTimeMinutes * 60;
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// Delay between the train extract activating and it becoming available to board
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//
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// Test method for determining this value:
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// 1) Set MinTime, MaxTime, and Count for the train extract all to 120
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// 2) Load into Reserve or Lighthouse as a PMC (both have the same result)
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// 3) Board the train when it arrives
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// 4) Check the raid time on the Raid Ended Screen (it should always be the same)
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//
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// trainArrivalDelaySeconds = [raid time on raid-ended screen] - MaxTime - Count - ExfiltrationTime
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// Example: Raid Time = 5:33 = 333 seconds
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// trainArrivalDelaySeconds = 333 - 120 - 120 - 5 = 88
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//
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// I added 2 seconds just to be safe...
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//
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var trainArrivalDelaySeconds =
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_locationConfig.ScavRaidTimeSettings.Settings.TrainArrivalDelayObservedSeconds;
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// Determine the earliest possible time in the raid when the train would leave
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var earliestPossibleDepartureMinutes =
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(exit.MinTime + exit.Count + exit.ExfiltrationTime + trainArrivalDelaySeconds) / 60;
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// If raid is after last moment train can leave, assume train has already left, disable extract
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var mostPossibleTimeRemainingAfterDeparture = mapBase.EscapeTimeLimit - earliestPossibleDepartureMinutes;
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if (newRaidTimeMinutes < mostPossibleTimeRemainingAfterDeparture)
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{
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exitChange.Chance = 0;
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_logger.Debug(
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$"Train Exit: {exit.Name} disabled as new raid time {newRaidTimeMinutes} minutes is below {mostPossibleTimeRemainingAfterDeparture} minutes"
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);
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result.Add(exitChange);
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continue;
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}
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// Reduce extract arrival times. Negative values seem to make extract turn red in game.
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exitChange.MinTime = Math.Max(exit.MinTime - reductionSeconds ?? 0, 0);
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exitChange.MaxTime = Math.Max(exit.MaxTime - reductionSeconds ?? 0, 0);
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_logger.Debug($"Train appears between: {exitChange.MinTime} and {exitChange.MaxTime} seconds raid time");
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result.Add(exitChange);
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}
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return result;
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}
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}
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