Files
SPT-Server-Build/Libraries/Core/Generators/BotGenerator.cs
T

841 lines
31 KiB
C#

using SptCommon.Annotations;
using Core.Helpers;
using Core.Models.Common;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Models.Spt.Bots;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using BodyPart = Core.Models.Eft.Common.Tables.BodyPart;
namespace Core.Generators;
[Injectable]
public class BotGenerator(
ISptLogger<BotGenerator> _logger,
HashUtil _hashUtil,
RandomUtil _randomUtil,
TimeUtil _timeUtil,
ProfileHelper _profileHelper,
DatabaseService _databaseService,
BotInventoryGenerator _botInventoryGenerator,
BotLevelGenerator _botLevelGenerator,
BotEquipmentFilterService _botEquipmentFilterService,
WeightedRandomHelper _weightedRandomHelper,
BotHelper _botHelper,
BotGeneratorHelper _botGeneratorHelper,
SeasonalEventService _seasonalEventService,
ItemFilterService _itemFilterService,
BotNameService _botNameService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected BotConfig _botConfig = _configServer.GetConfig<BotConfig>();
protected PmcConfig _pmcConfig = _configServer.GetConfig<PmcConfig>();
/// <summary>
/// Generate a player scav bot object
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="role">e.g. assault / pmcbot</param>
/// <param name="difficulty">easy/normal/hard/impossible</param>
/// <param name="botTemplate">base bot template to use (e.g. assault/pmcbot)</param>
/// <param name="profile">profile of player generating pscav</param>
/// <returns>BotBase</returns>
public PmcData GeneratePlayerScav(string sessionId, string role, string difficulty, BotType botTemplate, PmcData profile)
{
var bot = GetCloneOfBotBase();
bot.Info.Settings.BotDifficulty = difficulty;
bot.Info.Settings.Role = role;
bot.Info.Side = "Savage";
var botGenDetails = new BotGenerationDetails
{
IsPmc = false,
Side = "Savage",
Role = role,
BotRelativeLevelDeltaMax = 0,
BotRelativeLevelDeltaMin = 0,
BotCountToGenerate = 1,
BotDifficulty = difficulty,
IsPlayerScav = true,
};
bot = GenerateBot(sessionId, bot, botTemplate, botGenDetails);
// Sets the name after scav name shown in parentheses
bot.Info.MainProfileNickname = profile.Info.Nickname;
return new PmcData
{
Id = bot.Id,
Aid = bot.Aid,
SessionId = bot.SessionId,
Savage = bot.Savage,
KarmaValue = bot.KarmaValue,
Info = bot.Info,
Customization = bot.Customization,
Health = bot.Health,
Inventory = bot.Inventory,
Skills = bot.Skills,
Stats = bot.Stats,
Encyclopedia = bot.Encyclopedia,
TaskConditionCounters = bot.TaskConditionCounters,
InsuredItems = bot.InsuredItems,
Hideout = bot.Hideout,
Quests = bot.Quests,
TradersInfo = bot.TradersInfo,
UnlockedInfo = bot.UnlockedInfo,
RagfairInfo = bot.RagfairInfo,
Achievements = bot.Achievements,
RepeatableQuests = bot.RepeatableQuests,
Bonuses = bot.Bonuses,
Notes = bot.Notes,
CarExtractCounts = bot.CarExtractCounts,
CoopExtractCounts = bot.CoopExtractCounts,
SurvivorClass = bot.SurvivorClass,
WishList = bot.WishList,
MoneyTransferLimitData = bot.MoneyTransferLimitData,
IsPmc = bot.IsPmc,
Prestige = new Dictionary<string, long>()
};
}
/// <summary>
/// Create 1 bot of the type/side/difficulty defined in botGenerationDetails
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="botGenerationDetails">details on how to generate bots</param>
/// <returns>constructed bot</returns>
public BotBase PrepareAndGenerateBot(string sessionId, BotGenerationDetails? botGenerationDetails)
{
var preparedBotBase = GetPreparedBotBase(
botGenerationDetails.EventRole ?? botGenerationDetails.Role, // Use eventRole if provided,
botGenerationDetails.Side,
botGenerationDetails.BotDifficulty
);
// Get raw json data for bot (Cloned)
var botRole = botGenerationDetails.IsPmc ?? false
? preparedBotBase.Info.Side // Use side to get usec.json or bear.json when bot will be PMC
: botGenerationDetails.Role;
var botJsonTemplateClone = _cloner.Clone(_botHelper.GetBotTemplate(botRole));
if (botJsonTemplateClone is null)
{
_logger.Error($"Unable to retrieve: {botRole} bot template, cannot generate bot of this type");
}
return GenerateBot(sessionId, preparedBotBase, botJsonTemplateClone, botGenerationDetails);
}
/// <summary>
/// Get a clone of the default bot base object and adjust its role/side/difficulty values
/// </summary>
/// <param name="botRole">Role bot should have</param>
/// <param name="botSide">Side bot should have</param>
/// <param name="difficulty">Difficult bot should have</param>
/// <returns>Cloned bot base</returns>
public BotBase GetPreparedBotBase(string botRole, string botSide, string difficulty)
{
var botBaseClone = GetCloneOfBotBase();
botBaseClone.Info.Settings.Role = botRole;
botBaseClone.Info.Side = botSide;
botBaseClone.Info.Settings.BotDifficulty = difficulty;
return botBaseClone;
}
/// <summary>
/// Get a clone of the database\bots\base.json file
/// </summary>
/// <returns>BotBase object</returns>
public BotBase GetCloneOfBotBase()
{
return _cloner.Clone(_databaseService.GetBots().Base);
}
/// <summary>
/// Create a IBotBase object with equipment/loot/exp etc
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="bot">Bots base file</param>
/// <param name="botJsonTemplate">Bot template from db/bots/x.json</param>
/// <param name="botGenerationDetails">details on how to generate the bot</param>
/// <returns>BotBase object</returns>
public BotBase GenerateBot(
string sessionId,
BotBase bot,
BotType botJsonTemplate,
BotGenerationDetails botGenerationDetails)
{
var botRoleLowercase = botGenerationDetails.Role.ToLower();
var botLevel = _botLevelGenerator.GenerateBotLevel(
botJsonTemplate.BotExperience.Level,
botGenerationDetails,
bot
);
// Only filter bot equipment, never players
if (!botGenerationDetails.IsPlayerScav.GetValueOrDefault(false))
{
_botEquipmentFilterService.FilterBotEquipment(
sessionId,
botJsonTemplate,
botLevel.Level.Value,
botGenerationDetails
);
}
bot.Info.Nickname = _botNameService.GenerateUniqueBotNickname(
botJsonTemplate,
botGenerationDetails,
botRoleLowercase,
_botConfig.BotRolesThatMustHaveUniqueName
);
bot.Info.LowerNickname = bot.Info.Nickname.ToLower();
// Only run when generating a 'fake' playerscav, not actual player scav
if (!botGenerationDetails.IsPlayerScav.GetValueOrDefault(false) && ShouldSimulatePlayerScav(botRoleLowercase))
{
_botNameService.AddRandomPmcNameToBotMainProfileNicknameProperty(bot);
SetRandomisedGameVersionAndCategory(bot.Info);
}
if (!_seasonalEventService.ChristmasEventEnabled())
{
// Process all bots EXCEPT gifter, he needs christmas items
if (botGenerationDetails.Role != "gifter")
{
_seasonalEventService.RemoveChristmasItemsFromBotInventory(
botJsonTemplate.BotInventory,
botGenerationDetails.Role
);
}
}
RemoveBlacklistedLootFromBotTemplate(botJsonTemplate.BotInventory);
// Remove hideout data if bot is not a PMC or pscav - match what live sends
if (!(botGenerationDetails.IsPmc.GetValueOrDefault(false) || botGenerationDetails.IsPlayerScav.GetValueOrDefault(false)))
{
bot.Hideout = null;
}
bot.Info.Experience = botLevel.Exp;
bot.Info.Level = botLevel.Level;
bot.Info.Settings.Experience = GetExperienceRewardForKillByDifficulty(
botJsonTemplate.BotExperience.Reward,
botGenerationDetails.BotDifficulty,
botGenerationDetails.Role
);
bot.Info.Settings.StandingForKill = GetStandingChangeForKillByDifficulty(
botJsonTemplate.BotExperience.StandingForKill,
botGenerationDetails.BotDifficulty,
botGenerationDetails.Role
);
bot.Info.Settings.AggressorBonus = GetAgressorBonusByDifficulty(
botJsonTemplate.BotExperience.StandingForKill,
botGenerationDetails.BotDifficulty,
botGenerationDetails.Role
);
bot.Info.Settings.UseSimpleAnimator = botJsonTemplate.BotExperience.UseSimpleAnimator ?? false;
bot.Info.Voice = _weightedRandomHelper.GetWeightedValue(botJsonTemplate.BotAppearance.Voice);
bot.Health = GenerateHealth(botJsonTemplate.BotHealth, botGenerationDetails.IsPlayerScav.GetValueOrDefault(false));
bot.Skills = GenerateSkills(botJsonTemplate.BotSkills); // TODO: fix bad type, bot jsons store skills in dict, output needs to be array
if (botGenerationDetails.IsPmc.GetValueOrDefault(false))
{
bot.Info.IsStreamerModeAvailable = true; // Set to true so client patches can pick it up later - client sometimes alters botrole to assaultGroup
SetRandomisedGameVersionAndCategory(bot.Info);
if (bot.Info.GameVersion == GameEditions.UNHEARD)
{
AddAdditionalPocketLootWeightsForUnheardBot(botJsonTemplate);
}
}
// Add drip
SetBotAppearance(bot, botJsonTemplate.BotAppearance, botGenerationDetails);
// Filter out blacklisted gear from the base template
FilterBlacklistedGear(botJsonTemplate, botGenerationDetails);
bot.Inventory = _botInventoryGenerator.GenerateInventory(
sessionId,
botJsonTemplate,
botRoleLowercase,
botGenerationDetails.IsPmc.GetValueOrDefault(false),
botLevel.Level.Value,
bot.Info.GameVersion
);
if (_botConfig.BotRolesWithDogTags.Contains(botRoleLowercase))
{
AddDogtagToBot(bot);
}
// Generate new bot ID
AddIdsToBot(bot);
// Generate new inventory ID
GenerateInventoryId(bot);
// Set role back to originally requested now its been generated
if (botGenerationDetails.EventRole is not null)
{
bot.Info.Settings.Role = botGenerationDetails.EventRole;
}
return bot;
}
/// <summary>
/// Should this bot have a name like "name (Pmc Name)" and be altered by client patch to be hostile to player
/// </summary>
/// <param name="botRole">Role bot has</param>
/// <returns>True if name should be simulated pscav</returns>
public bool ShouldSimulatePlayerScav(string botRole)
{
return botRole == "assault" && _randomUtil.GetChance100(_botConfig.ChanceAssaultScavHasPlayerScavName);
}
/// <summary>
/// Get exp for kill by bot difficulty
/// </summary>
/// <param name="experiences">Dict of difficulties and experience</param>
/// <param name="botDifficulty">the killed bots difficulty</param>
/// <param name="role">Role of bot (optional, used for error logging)</param>
/// <returns>Experience for kill</returns>
public double GetExperienceRewardForKillByDifficulty(Dictionary<string, MinMax> experiences, string botDifficulty, string role)
{
var result = experiences[botDifficulty.ToLower()];
if (result is null)
{
_logger.Debug($"Unable to find experience for kill value for: { role} { botDifficulty}, falling back to `normal`");
return _randomUtil.GetDouble(experiences["normal"].Min.Value, experiences["normal"].Max.Value);
}
return _randomUtil.GetDouble(result.Min.Value, result.Max.Value);
}
/// <summary>
/// Get the standing value change when player kills a bot
/// </summary>
/// <param name="standingForKill">Dictionary of standing values keyed by bot difficulty</param>
/// <param name="botDifficulty">Difficulty of bot to look up</param>
/// <param name="role">Role of bot (optional, used for error logging)</param>
/// <returns>Standing change value</returns>
public double GetStandingChangeForKillByDifficulty(Dictionary<string, double> standingsForKill, string botDifficulty, string role)
{
if (!standingsForKill.TryGetValue(botDifficulty.ToLower(), out var result))
{
_logger.Warning($"Unable to find standing for kill value for: {role} {botDifficulty}, falling back to `normal`");
return standingsForKill["normal"];
}
return result;
}
/// <summary>
/// Get the agressor bonus value when player kills a bot
/// </summary>
/// <param name="aggressorBonus">Dictionary of standing values keyed by bot difficulty</param>
/// <param name="botDifficulty">Difficulty of bot to look up</param>
/// <param name="role">Role of bot (optional, used for error logging)</param>
/// <returns>Standing change value</returns>
public double GetAgressorBonusByDifficulty(Dictionary<string, double> aggressorBonuses, string botDifficulty, string role)
{
if (!aggressorBonuses.TryGetValue(botDifficulty.ToLower(), out var result))
{
_logger.Warning($"Unable to find aggressor bonus for kill value for: {role} {botDifficulty}, falling back to `normal`");
return aggressorBonuses["normal"];
}
return result;
}
/// <summary>
/// Set weighting of flagged equipment to 0
/// </summary>
/// <param name="botJsonTemplate">Bot data to adjust</param>
/// <param name="botGenerationDetails">Generation details of bot</param>
public void FilterBlacklistedGear(BotType botJsonTemplate, BotGenerationDetails botGenerationDetails)
{
var blacklist = _botEquipmentFilterService.GetBotEquipmentBlacklist(
_botGeneratorHelper.GetBotEquipmentRole(botGenerationDetails.Role),
botGenerationDetails.PlayerLevel.GetValueOrDefault(1)
);
if (blacklist?.Gear is null)
{
// Nothing to filter by
return;
}
foreach (var (equipmentSlot, blacklistedTpls) in blacklist.Gear)
{
var equipmentDict = botJsonTemplate.BotInventory.Equipment[equipmentSlot];
foreach (var blacklistedTpl in blacklistedTpls)
{
// Set weighting to 0, will never be picked
equipmentDict[blacklistedTpl] = 0;
}
}
}
/// <summary>
/// TODO: Complete Summary
/// </summary>
/// <param name="botJsonTemplate">Bot data to adjust</param>
public void AddAdditionalPocketLootWeightsForUnheardBot(BotType botJsonTemplate)
{
// Adjust pocket loot weights to allow for 5 or 6 items
var pocketWeights = botJsonTemplate.BotGeneration.Items.PocketLoot.Weights;
pocketWeights[5] = 1;
pocketWeights[6] = 1;
}
/// <summary>
/// Remove items from item.json/lootableItemBlacklist from bots inventory
/// </summary>
/// <param name="botInventory">Bot to filter</param>
public void RemoveBlacklistedLootFromBotTemplate(BotTypeInventory botInventory)
{
List<string> lootContainersToFilter = ["Backpack", "Pockets", "TacticalVest"];
var props = botInventory.Items.GetType().GetProperties();
// Remove blacklisted loot from loot containers
foreach (var lootContainerKey in lootContainersToFilter)
{
var prop = props.FirstOrDefault(x => string.Equals(x.Name, lootContainerKey, StringComparison.CurrentCultureIgnoreCase));
var propValue = (Dictionary<string, double>)prop.GetValue(botInventory.Items);
// No container, skip
if (propValue?.Count == 0)
{
continue;
}
List<string> tplsToRemove = [];
foreach (var (key, _) in propValue)
{
if (_itemFilterService.IsLootableItemBlacklisted(key))
{
tplsToRemove.Add(key);
}
}
foreach (var blacklistedTplToRemove in tplsToRemove)
{
propValue.Remove(blacklistedTplToRemove);
}
prop.SetValue(botInventory.Items, propValue);
}
}
/// <summary>
/// Choose various appearance settings for a bot using weights: head/body/feet/hands
/// </summary>
/// <param name="bot">Bot to adjust</param>
/// <param name="appearance">Appearance settings to choose from</param>
/// <param name="botGenerationDetails">Generation details</param>
public void SetBotAppearance(BotBase bot, Appearance appearance, BotGenerationDetails botGenerationDetails)
{
// Choose random values by weight
bot.Customization.Head = _weightedRandomHelper.GetWeightedValue<string>(appearance.Head);
bot.Customization.Feet = _weightedRandomHelper.GetWeightedValue<string>(appearance.Feet);
bot.Customization.Body = _weightedRandomHelper.GetWeightedValue<string>(appearance.Body);
var bodyGlobalDictDb = _databaseService.GetGlobals().Configuration.Customization.Body;
var chosenBodyTemplate = _databaseService.GetCustomization()[bot.Customization.Body];
// Some bodies have matching hands, look up body to see if this is the case
var chosenBody = bodyGlobalDictDb.FirstOrDefault(c => c.Key == chosenBodyTemplate?.Name.Trim());
bot.Customization.Hands = chosenBody.Value?.IsNotRandom ?? false
? chosenBody.Value.Hands // Has fixed hands for chosen body, update to match
: _weightedRandomHelper.GetWeightedValue<string>(appearance.Hands); // Hands can be random, choose any from weighted dict
}
/// <summary>
/// Log the number of PMCs generated to the debug console
/// </summary>
/// <param name="output">Generated bot array, ready to send to client</param>
public void LogPmcGeneratedCount(List<BotBase> output)
{
var pmcCount = output.Aggregate(0, (acc, cur) => { return cur.Info.Side is "Bear" or "Usec" ? acc + 1 : acc; });
_logger.Debug($"Generated {output.Count} total bots. Replaced {pmcCount} with PMCs");
}
/// <summary>
/// Converts health object to the required format
/// </summary>
/// <param name="healthObj">health object from bot json</param>
/// <param name="playerScav">Is a pscav bot being generated</param>
/// <returns>Health object</returns>
public BotBaseHealth GenerateHealth(BotTypeHealth healthObj, bool playerScav = false)
{
var bodyParts = playerScav
? GetLowestHpBody(healthObj.BodyParts)
: _randomUtil.GetArrayValue(healthObj.BodyParts);
BotBaseHealth health = new()
{
Hydration = new()
{
Current = _randomUtil.GetInt((int)healthObj.Hydration.Min, (int)healthObj.Hydration.Max),
Maximum = healthObj.Hydration.Max
},
Energy = new()
{
Current = _randomUtil.GetInt((int)healthObj.Energy.Min, (int)healthObj.Energy.Max),
Maximum = healthObj.Energy.Max
},
Temperature = new()
{
Current = _randomUtil.GetInt((int)healthObj.Temperature.Min, (int)healthObj.Temperature.Max),
Maximum = healthObj.Temperature.Max
},
BodyParts = new Dictionary<string, BodyPartHealth>()
{
{
"Head", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.Head.Min, (int)bodyParts.Head.Max),
Maximum = Math.Round(bodyParts.Head.Max ?? 0)
}
}
},
{
"Chest", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.Chest.Min, (int)bodyParts.Chest.Max),
Maximum = Math.Round(bodyParts.Chest.Max ?? 0)
}
}
},
{
"Stomach", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.Stomach.Min, (int)bodyParts.Stomach.Max),
Maximum = Math.Round(bodyParts.Stomach.Max ?? 0)
}
}
},
{
"LeftArm", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.LeftArm.Min, (int)bodyParts.LeftArm.Max),
Maximum = Math.Round(bodyParts.LeftArm.Max ?? 0)
}
}
},
{
"RightArm", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.RightArm.Min, (int)bodyParts.RightArm.Max),
Maximum = Math.Round(bodyParts.RightArm.Max ?? 0)
}
}
},
{
"LeftLeg", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.LeftLeg.Min, (int)bodyParts.LeftLeg.Max),
Maximum = Math.Round(bodyParts.LeftLeg.Max ?? 0)
}
}
},
{
"RightLeg", new BodyPartHealth
{
Health = new()
{
Current = _randomUtil.GetInt((int)bodyParts.RightLeg.Min, (int)bodyParts.RightLeg.Max),
Maximum = Math.Round(bodyParts.RightLeg.Max ?? 0)
}
}
}
},
UpdateTime = _timeUtil.GetTimeStamp(),
Immortal = false
};
return health;
}
/// <summary>
/// Sum up body parts max hp values, return the bodypart collection with lowest value
/// </summary>
/// <param name="bodies">Body parts to sum up</param>
/// <returns>Lowest hp collection</returns>
public BodyPart? GetLowestHpBody(List<BodyPart> bodies)
{
if (bodies.Count == 0)
return null;
BodyPart result = new();
var props = result.GetType().GetProperties();
double? currentHighest = double.MaxValue;
foreach (var bodyPart in bodies)
{
double? hpTotal = 0;
foreach (var prop in props)
{
var value = (MinMax)prop.GetValue(bodyPart);
hpTotal += value.Max;
}
if (hpTotal < currentHighest)
{
// Found collection with lower value that previous, use it
currentHighest = hpTotal;
result = bodyPart;
}
}
return result;
}
/// <summary>
/// Get a bots skills with randomsied progress value between the min and max values
/// </summary>
/// <param name="botSkills">Skills that should have their progress value randomised</param>
/// <returns>Skills</returns>
public Skills GenerateSkills(BotDbSkills botSkills)
{
var skillsToReturn = new Skills
{
Common = GetSkillsWithRandomisedProgressValue(botSkills.Common, true),
Mastering = GetSkillsWithRandomisedProgressValue(botSkills.Mastering, false),
Points = 0
};
return skillsToReturn;
}
/// <summary>
/// Randomise the progress value of passed in skills based on the min/max value
/// </summary>
/// <param name="skills">Skills to randomise</param>
/// <param name="isCommonSkills">Are the skills 'common' skills</param>
/// <returns>Skills with randomised progress values as an array</returns>
public List<BaseSkill> GetSkillsWithRandomisedProgressValue(Dictionary<string, MinMax>? skills, bool isCommonSkills)
{
if (skills is null)
return [];
return skills.Select(
kvp =>
{
// Get skill from dict, skip if not found
var skill = kvp.Value;
if (skill == null)
{
return null;
}
// All skills have id and progress props
var skillToAdd = new BaseSkill
{
Id = kvp.Key,
Progress = _randomUtil.GetInt((int)skill.Min, (int)skill.Max)
};
// Common skills have additional props
if (isCommonSkills)
{
skillToAdd.PointsEarnedDuringSession = 0;
skillToAdd.LastAccess = 0;
}
return skillToAdd;
}
)
.Where(baseSkill => baseSkill != null)
.ToList();
}
/// <summary>
/// Generate an id+aid for a bot and apply
/// </summary>
/// <param name="bot">bot to update</param>
/// <returns></returns>
public void AddIdsToBot(BotBase bot)
{
var botId = _hashUtil.Generate();
bot.Id = botId;
bot.Aid = _hashUtil.GenerateAccountId();
}
/// <summary>
/// Update a profiles profile.Inventory.equipment value with a freshly generated one.
/// Update all inventory items that make use of this value too.
/// </summary>
/// <param name="profile">Profile to update</param>
public void GenerateInventoryId(BotBase profile)
{
var newInventoryItemId = _hashUtil.Generate();
foreach (var item in profile.Inventory.Items)
{
// Root item found, update its _id value to newly generated id
if (item.Template == ItemTpl.INVENTORY_DEFAULT)
{
item.Id = newInventoryItemId;
continue;
}
// Optimisation - skip items without a parentId
// They are never linked to root inventory item + we already handled root item above
if (item.ParentId is null)
{
continue;
}
// Item is a child of root inventory item, update its parentId value to newly generated id
if (item.ParentId == profile.Inventory.Equipment)
{
item.ParentId = newInventoryItemId;
}
}
// Update inventory equipment id to new one we generated
profile.Inventory.Equipment = newInventoryItemId;
}
/// <summary>
/// Randomise a bots game version and account category.
/// Chooses from all the game versions (standard, eod etc).
/// Chooses account type (default, Sherpa, etc).
/// </summary>
/// <param name="botInfo">bot info object to update</param>
/// <returns>Chosen game version</returns>
public string SetRandomisedGameVersionAndCategory(Info botInfo)
{
// Special case
if (botInfo.Nickname?.ToLower() == "nikita")
{
botInfo.GameVersion = GameEditions.UNHEARD;
botInfo.MemberCategory = MemberCategory.DEVELOPER;
return botInfo.GameVersion;
}
// Choose random weighted game version for bot
botInfo.GameVersion = _weightedRandomHelper.GetWeightedValue(_pmcConfig.GameVersionWeight);
// Choose appropriate member category value
switch (botInfo.GameVersion)
{
case GameEditions.EDGE_OF_DARKNESS:
botInfo.MemberCategory = MemberCategory.UNIQUE_ID;
break;
case GameEditions.UNHEARD:
botInfo.MemberCategory = MemberCategory.UNHEARD;
break;
default:
// Everyone else gets a weighted randomised category
botInfo.MemberCategory = _weightedRandomHelper.GetWeightedValue(_pmcConfig.AccountTypeWeight);
break;
}
// Ensure selected category matches
botInfo.SelectedMemberCategory = botInfo.MemberCategory;
return botInfo.GameVersion;
}
/// <summary>
/// Add a side-specific (usec/bear) dogtag item to a bots inventory
/// </summary>
/// <param name="bot">bot to add dogtag to</param>
/// <returns></returns>
public void AddDogtagToBot(BotBase bot)
{
Item inventoryItem = new()
{
Id = _hashUtil.Generate(),
Template = GetDogtagTplByGameVersionAndSide(bot.Info.Side, bot.Info.GameVersion),
ParentId = bot.Inventory.Equipment,
SlotId = "Dogtag",
Upd = new()
{
SpawnedInSession = true,
},
};
bot.Inventory.Items.Add(inventoryItem);
}
/// <summary>
/// Get a dogtag tpl that matches the bots game version and side
/// </summary>
/// <param name="side">Usec/Bear</param>
/// <param name="gameVersion">edge_of_darkness / standard</param>
/// <returns>item tpl</returns>
public string GetDogtagTplByGameVersionAndSide(string side, string gameVersion)
{
if (side.ToLower() == "usec")
{
switch (gameVersion)
{
case GameEditions.EDGE_OF_DARKNESS:
return ItemTpl.BARTER_DOGTAG_USEC_EOD;
case GameEditions.UNHEARD:
return ItemTpl.BARTER_DOGTAG_USEC_TUE;
default:
return ItemTpl.BARTER_DOGTAG_USEC;
}
}
switch (gameVersion)
{
case GameEditions.EDGE_OF_DARKNESS:
return ItemTpl.BARTER_DOGTAG_BEAR_EOD;
case GameEditions.UNHEARD:
return ItemTpl.BARTER_DOGTAG_BEAR_TUE;
default:
return ItemTpl.BARTER_DOGTAG_BEAR;
}
}
/// <summary>
/// Adjust a PMCs pocket tpl to UHD if necessary, otherwise do nothing
/// </summary>
/// <param name="bot">Pmc object to adjust</param>
public void SetPmcPocketsByGameVersion(BotBase bot)
{
if (bot.Info.GameVersion == GameEditions.UNHEARD)
{
var pockets = bot.Inventory.Items.FirstOrDefault((item) => item.SlotId == "Pockets");
pockets.Template = ItemTpl.POCKETS_1X4_TUE;
}
}
}