Files
SPT-Server-Build/Core/Helpers/BotGeneratorHelper.cs
T
2025-01-18 20:11:08 +00:00

651 lines
27 KiB
C#

using Core.Annotations;
using Core.Context;
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Match;
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;
namespace Core.Helpers;
[Injectable]
public class BotGeneratorHelper(
ISptLogger<BotGeneratorHelper> _logger,
RandomUtil _randomUtil,
DurabilityLimitsHelper _durabilityLimitsHelper,
ItemHelper _itemHelper,
InventoryHelper _inventoryHelper,
ContainerHelper _containerHelper,
ApplicationContext _applicationContext,
LocalisationService _localisationService,
ConfigServer _configServer
)
{
protected BotConfig _botConfig = _configServer.GetConfig<BotConfig>();
protected PmcConfig _pmcConfig = _configServer.GetConfig<PmcConfig>();
/// <summary>
/// Adds properties to an item
/// e.g. Repairable / HasHinge / Foldable / MaxDurability
/// </summary>
/// <param name="itemTemplate">Item extra properties are being generated for</param>
/// <param name="botRole">Used by weapons to randomize the durability values. Null for non-equipped items</param>
/// <returns>Item Upd object with extra properties</returns>
public Upd GenerateExtraPropertiesForItem(TemplateItem? itemTemplate, string? botRole = null)
{
// Get raid settings, if no raid, default to day
var raidSettings = _applicationContext
.GetLatestValue(ContextVariableType.RAID_CONFIGURATION)
?.GetValue<GetRaidConfigurationRequestData>();
var raidIsNight = raidSettings?.TimeVariant == DateTimeEnum.PAST;
Upd itemProperties = new();
if (itemTemplate?.Properties?.MaxDurability is not null)
{
if (itemTemplate.Properties.WeapClass is not null)
{
// Is weapon
itemProperties.Repairable = GenerateWeaponRepairableProperties(itemTemplate, botRole);
}
else if (itemTemplate.Properties.ArmorClass is not null)
{
// Is armor
itemProperties.Repairable = GenerateArmorRepairableProperties(itemTemplate, botRole);
}
}
if (itemTemplate?.Properties?.HasHinge ?? false)
{
itemProperties.Togglable = new UpdTogglable { On = true };
}
if (itemTemplate?.Properties?.Foldable ?? false)
{
itemProperties.Foldable = new UpdFoldable { Folded = false };
}
if (itemTemplate?.Properties?.WeapFireType?.Count == 0)
{
itemProperties.FireMode = itemTemplate.Properties.WeapFireType.Contains("fullauto")
? new UpdFireMode { FireMode = "fullauto" }
: new UpdFireMode { FireMode = _randomUtil.GetArrayValue(itemTemplate.Properties.WeapFireType) };
}
if (itemTemplate?.Properties?.MaxHpResource is not null)
{
itemProperties.MedKit = new UpdMedKit
{
HpResource = GetRandomizedResourceValue(
itemTemplate.Properties.MaxHpResource ?? 0,
_botConfig.LootItemResourceRandomization[botRole ?? string.Empty].Meds
)
};
}
if (itemTemplate?.Properties?.MaxResource is not null && itemTemplate.Properties?.FoodUseTime is not null)
{
itemProperties.FoodDrink = new UpdFoodDrink
{
HpPercent = GetRandomizedResourceValue(
itemTemplate.Properties.MaxResource ?? 0,
_botConfig.LootItemResourceRandomization[botRole ?? string.Empty].Food
),
};
}
if (itemTemplate?.Parent == BaseClasses.FLASHLIGHT)
{
// Get chance from botconfig for bot type
var lightLaserActiveChance = raidIsNight
? GetBotEquipmentSettingFromConfig(botRole, "lightIsActiveNightChancePercent", 50)
: GetBotEquipmentSettingFromConfig(botRole, "lightIsActiveDayChancePercent", 25);
itemProperties.Light = new UpdLight { IsActive = _randomUtil.GetChance100(lightLaserActiveChance), SelectedMode = 0, };
}
else if (itemTemplate?.Parent == BaseClasses.TACTICAL_COMBO)
{
// Get chance from botconfig for bot type, use 50% if no value found
var lightLaserActiveChance = GetBotEquipmentSettingFromConfig(
botRole,
"laserIsActiveChancePercent",
50
);
itemProperties.Light = new UpdLight
{
IsActive = _randomUtil.GetChance100(lightLaserActiveChance),
SelectedMode = 0,
};
}
if (itemTemplate?.Parent == BaseClasses.NIGHTVISION)
{
// Get chance from botconfig for bot type
var nvgActiveChance = raidIsNight
? GetBotEquipmentSettingFromConfig(botRole, "nvgIsActiveChanceNightPercent", 90)
: GetBotEquipmentSettingFromConfig(botRole, "nvgIsActiveChanceDayPercent", 15);
itemProperties.Togglable = new UpdTogglable { On = _randomUtil.GetChance100(nvgActiveChance) };
}
// Togglable face shield
if (!(itemTemplate?.Properties?.HasHinge ?? false) || !(itemTemplate.Properties.FaceShieldComponent ?? false)) return itemProperties;
// Get chance from botconfig for bot type, use 75% if no value found
var faceShieldActiveChance = GetBotEquipmentSettingFromConfig(
botRole,
"faceShieldIsActiveChancePercent",
75
);
itemProperties.Togglable = new UpdTogglable { On = _randomUtil.GetChance100(faceShieldActiveChance) };
return itemProperties;
}
/// <summary>
/// Randomize the HpResource for bots e.g (245/400 resources)
/// </summary>
/// <param name="maxResource">Max resource value of medical items</param>
/// <param name="randomizationValues">Value provided from config</param>
/// <returns>Randomized value from maxHpResource</returns>
private double GetRandomizedResourceValue(double maxResource, RandomisedResourceValues? randomizationValues)
{
if (randomizationValues is null)
{
return maxResource;
}
if (_randomUtil.GetChance100(randomizationValues.ChanceMaxResourcePercent))
{
return maxResource;
}
return _randomUtil.GetInt(
(int)_randomUtil.GetPercentOfValue(randomizationValues.ResourcePercent, maxResource, 0),
(int)maxResource
);
}
/// <summary>
/// Get the chance for the weapon attachment or helmet equipment to be set as activated
/// </summary>
/// <param name="botRole">role of bot with weapon/helmet</param>
/// <param name="setting">the setting of the weapon attachment/helmet equipment to be activated</param>
/// <param name="defaultValue">default value for the chance of activation if the botrole or bot equipment role is undefined</param>
/// <returns>Percent chance to be active</returns>
private double? GetBotEquipmentSettingFromConfig(string? botRole, string setting, double defaultValue)
{
if (botRole is null)
{
return defaultValue;
}
var botEquipmentSettings = _botConfig.Equipment[GetBotEquipmentRole(botRole)];
if (botEquipmentSettings is null)
{
_logger.Warning(
_localisationService.GetText(
"bot-missing_equipment_settings",
new
{
botRole,
setting,
defaultValue
}
)
);
return defaultValue;
}
var props = botEquipmentSettings.GetType().GetProperties();
var propValue = (double?)props.FirstOrDefault(x => string.Equals(x.Name, setting, StringComparison.CurrentCultureIgnoreCase))
?.GetValue(botEquipmentSettings);
if (propValue is not null) return propValue;
_logger.Warning(
_localisationService.GetText(
"bot-missing_equipment_settings_property",
new
{
botRole,
setting,
defaultValue
}
)
);
return defaultValue;
}
/// <summary>
/// Create a repairable object for a weapon that containers durability + max durability properties
/// </summary>
/// <param name="itemTemplate">weapon object being generated for</param>
/// <param name="botRole">type of bot being generated for</param>
/// <returns>Repairable object</returns>
private UpdRepairable GenerateWeaponRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
{
var maxDurability = _durabilityLimitsHelper.GetRandomizedMaxWeaponDurability(itemTemplate, botRole);
var currentDurability = _durabilityLimitsHelper.GetRandomizedWeaponDurability(
itemTemplate,
botRole,
maxDurability
);
return new UpdRepairable { Durability = (int)currentDurability, MaxDurability = (int)maxDurability };
}
/// <summary>
/// Create a repairable object for an armor that containers durability + max durability properties
/// </summary>
/// <param name="itemTemplate">weapon object being generated for</param>
/// <param name="botRole">type of bot being generated for</param>
/// <returns>Repairable object</returns>
private UpdRepairable GenerateArmorRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
{
double? maxDurability;
double? currentDurability;
if (itemTemplate.Properties?.ArmorClass == 0)
{
maxDurability = itemTemplate.Properties.MaxDurability;
currentDurability = itemTemplate.Properties.MaxDurability;
}
else
{
maxDurability = _durabilityLimitsHelper.GetRandomizedMaxArmorDurability(itemTemplate, botRole);
currentDurability = _durabilityLimitsHelper.GetRandomizedArmorDurability(
itemTemplate,
botRole,
maxDurability
);
}
return new UpdRepairable { Durability = (int)currentDurability!, MaxDurability = (int)maxDurability! };
}
/// <summary>
/// Can item be added to another item without conflict
/// </summary>
/// <param name="itemsEquipped">Items to check compatibilities with</param>
/// <param name="tplToCheck">Tpl of the item to check for incompatibilities</param>
/// <param name="equipmentSlot">Slot the item will be placed into</param>
/// <returns>false if no incompatibilities, also has incompatibility reason</returns>
public ChooseRandomCompatibleModResult IsItemIncompatibleWithCurrentItems(List<Item> itemsEquipped, string tplToCheck, string equipmentSlot)
{
// Skip slots that have no incompatibilities
List<string> slotsToCheck = ["Scabbard", "Backpack", "SecureContainer", "Holster", "ArmBand"];
if (slotsToCheck.Contains(equipmentSlot))
{
return new ChooseRandomCompatibleModResult { Incompatible = false, Found = false, Reason = "" };
}
// TODO: Can probably be optimized to cache itemTemplates as items are added to inventory
var equippedItemsDb = itemsEquipped.Select(equippedItem => _itemHelper.GetItem(equippedItem.Template).Value).ToList();
var (key, itemToEquip) = _itemHelper.GetItem(tplToCheck);
if (!key)
{
_logger.Warning(
_localisationService.GetText(
"bot-invalid_item_compatibility_check",
new
{
itemTpl = tplToCheck,
slot = equipmentSlot,
}
)
);
return new ChooseRandomCompatibleModResult { Incompatible = true, Found = false, Reason = $"item: {tplToCheck} does not exist in the database" };
}
if (itemToEquip?.Properties is null)
{
_logger.Warning(
_localisationService.GetText(
"bot-compatibility_check_missing_props",
new
{
id = itemToEquip?.Id,
name = itemToEquip?.Name,
slot = equipmentSlot,
}
)
);
return new ChooseRandomCompatibleModResult { Incompatible = true, Found = false, Reason = $"item: {tplToCheck} does not have a _props field" };
}
// Does an equipped item have a property that blocks the desired item - check for prop "BlocksX" .e.g BlocksEarpiece / BlocksFaceCover
var templateItems = equippedItemsDb.ToList();
var blockingItem = templateItems.FirstOrDefault(
item => item?.Properties?.GetType().GetProperties().FirstOrDefault(x => x.Name.ToLower() == $"blocks{equipmentSlot}")?.GetValue(item) is not null
);
if (blockingItem is not null)
{
// this.logger.warning(`1 incompatibility found between - ${itemToEquip[1]._name} and ${blockingItem._name} - ${equipmentSlot}`);
return new()
{
Incompatible = true, Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}", SlotBlocked = true
};
}
// Check if any of the current inventory templates have the incoming item defined as incompatible
blockingItem = templateItems.FirstOrDefault(x => x?.Properties?.ConflictingItems?.Contains(tplToCheck) ?? false);
if (blockingItem is not null)
{
// this.logger.warning(`2 incompatibility found between - ${itemToEquip[1]._name} and ${blockingItem._props.Name} - ${equipmentSlot}`);
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}",
SlotBlocked = true
};
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksHeadwear ?? false)
{
var existingHeadwear = itemsEquipped.FirstOrDefault((x) => x.SlotId == "Headwear");
if (existingHeadwear is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingHeadwear.Template} in slot: {existingHeadwear.SlotId}",
SlotBlocked = true
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksFaceCover ?? false)
{
var existingFaceCover = itemsEquipped.FirstOrDefault((item) => item.SlotId == "FaceCover");
if (existingFaceCover is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingFaceCover.Template} in slot: {existingFaceCover.SlotId}",
SlotBlocked = true,
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksEarpiece ?? false)
{
var existingEarpiece = itemsEquipped.FirstOrDefault((item) => item.SlotId == "Earpiece");
if (existingEarpiece is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingEarpiece.Template} in slot: {existingEarpiece.SlotId}",
SlotBlocked = true,
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksArmorVest is not null)
{
var existingArmorVest = itemsEquipped.FirstOrDefault((item) => item.SlotId == "ArmorVest");
if (existingArmorVest is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingArmorVest.Template} in slot: {existingArmorVest.SlotId}",
SlotBlocked = true,
};
}
}
// Check if the incoming item has any inventory items defined as incompatible
var blockingInventoryItem = itemsEquipped.FirstOrDefault((x) => itemToEquip.Properties.ConflictingItems?.Contains(x.Template) ?? false);
if (blockingInventoryItem is not null)
{
// this.logger.warning(`3 incompatibility found between - ${itemToEquip[1]._name} and ${blockingInventoryItem._tpl} - ${equipmentSlot}`)
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} blocks existing item {blockingInventoryItem.Template} in slot {blockingInventoryItem.SlotId}",
};
}
return new ChooseRandomCompatibleModResult { Incompatible = false, Reason = "" };
}
/// <summary>
/// Convert a bots role to the equipment role used in config/bot.json
/// </summary>
/// <param name="botRole">Role to convert</param>
/// <returns>Equipment role (e.g. pmc / assault / bossTagilla)</returns>
public string GetBotEquipmentRole(string botRole)
{
string[] pmcs = [_pmcConfig.UsecType.ToLower(), _pmcConfig.BearType.ToLower()];
return pmcs.Contains(
botRole.ToLower()
)
? "pmc"
: botRole;
}
/// <summary>
/// Adds an item with all its children into specified equipmentSlots, wherever it fits.
/// </summary>
/// <param name="equipmentSlots">Slot to add item+children into</param>
/// <param name="rootItemId">Root item id to use as mod items parentid</param>
/// <param name="rootItemTplId">Root itms tpl id</param>
/// <param name="itemWithChildren">Item to add</param>
/// <param name="inventory">Inventory to add item+children into</param>
/// <param name="containersIdFull"></param>
/// <returns>ItemAddedResult result object</returns>
public ItemAddedResult AddItemWithChildrenToEquipmentSlot(
List<EquipmentSlots> equipmentSlots,
string rootItemId,
string? rootItemTplId,
List<Item> itemWithChildren,
BotBaseInventory inventory,
List<string>? containersIdFull = null)
{
// Track how many containers are unable to be found
var missingContainerCount = 0;
foreach (var equipmentSlotId in equipmentSlots)
{
if (containersIdFull?.Contains(equipmentSlotId.ToString()) ?? false)
{
continue;
}
// Get container to put item into
var container = (inventory.Items ?? []).FirstOrDefault(item => item.SlotId == equipmentSlotId.ToString());
if (container is null)
{
missingContainerCount++;
if (missingContainerCount == equipmentSlots.Count)
{
// Bot doesnt have any containers we want to add item to
_logger.Debug(
$"Unable to add item: {itemWithChildren.FirstOrDefault()?.Template} to bot as it lacks the following containers: {string.Join(",", equipmentSlots)}"
);
return ItemAddedResult.NO_CONTAINERS;
}
// No container of desired type found, skip to next container type
continue;
}
// Get container details from db
var (key, value) = _itemHelper.GetItem(container.Template);
if (!key)
{
_logger.Warning(_localisationService.GetText("bot-missing_container_with_tpl", container.Template));
// Bad item, skip
continue;
}
if (value?.Properties?.Grids?.Count == 0)
{
// Container has no slots to hold items
continue;
}
// Get x/y grid size of item
var itemSize = _inventoryHelper.GetItemSize(rootItemTplId, rootItemId, itemWithChildren);
// Iterate over each grid in the container and look for a big enough space for the item to be placed in
var currentGridCount = 1;
var totalSlotGridCount = value?.Properties?.Grids?.Count;
foreach (var slotGrid in value?.Properties?.Grids ?? [])
{
// Grid is empty, skip or item size is bigger than grid
if (slotGrid.Props?.CellsH == 0 || slotGrid.Props?.CellsV == 0 || itemSize[0] * itemSize[1] > slotGrid.Props?.CellsV * slotGrid.Props?.CellsH)
continue;
// Can't put item type in grid, skip all grids as we're assuming they have the same rules
if (!ItemAllowedInContainer(slotGrid, rootItemTplId))
{
// Multiple containers, maybe next one allows item, only break out of loop for this containers grids
break;
}
// Get all root items in found container
var existingContainerItems = (inventory.Items ?? []).Where(
item => item.ParentId == container.Id && item.SlotId == slotGrid.Name
)
.ToList();
// Get root items in container we can iterate over to find out what space is free
var containerItemsToCheck = existingContainerItems.Where(x => x.SlotId == slotGrid.Name);
foreach (var item in containerItemsToCheck)
{
// Look for children on items, insert into array if found
// (used later when figuring out how much space weapon takes up)
var itemWithChildrens = _itemHelper.FindAndReturnChildrenAsItems(inventory.Items, item.Id);
if (itemWithChildrens.Count <= 1) continue;
existingContainerItems.Remove(item);
existingContainerItems.AddRange(itemWithChildrens);
}
// Get rid of items free/used spots in current grid
if (slotGrid.Props is not null)
{
var slotGridMap = _inventoryHelper.GetContainerMap(
slotGrid.Props.CellsH.GetValueOrDefault(),
slotGrid.Props.CellsV.GetValueOrDefault(),
existingContainerItems,
container.Id
);
// Try to fit item into grid
var findSlotResult = _containerHelper.FindSlotForItem(slotGridMap, itemSize[0], itemSize[1]);
// Open slot found, add item to inventory
if (findSlotResult.Success ?? false)
{
var parentItem = itemWithChildren.FirstOrDefault((i) => i.Id == rootItemId);
// Set items parent to container id
if (parentItem is not null)
{
parentItem.ParentId = container.Id;
parentItem.SlotId = slotGrid.Name;
parentItem.Location = new ItemLocation()
{
X = findSlotResult.X,
Y = findSlotResult.Y,
R = (findSlotResult.Rotation ?? false) ? 1 : 0,
}
;
}
(inventory.Items ?? []).AddRange(itemWithChildren);
return ItemAddedResult.SUCCESS;
}
}
// If we've checked all grids in container and reached this point, there's no space for item
if (currentGridCount >= totalSlotGridCount)
{
break;
}
currentGridCount++;
// No space in this grid, move to next container grid and try again
}
// if we got to this point, the item couldnt be placed on the container
if (containersIdFull is null) continue;
// if the item was a one by one, we know it must be full. Or if the maps cant find a slot for a one by one
if (itemSize[0] == 1 && itemSize[1] == 1)
{
containersIdFull.Add(equipmentSlotId.ToString());
}
}
return ItemAddedResult.NO_SPACE;
}
/// <summary>
/// Is the provided item allowed inside a container
/// </summary>
/// <param name="slotGrid">Items sub-grid we want to place item inside</param>
/// <param name="itemTpl">Item tpl being placed</param>
/// <returns>True if allowed</returns>
private bool ItemAllowedInContainer(Grid? slotGrid, string? itemTpl)
{
var propFilters = slotGrid?.Props?.Filters;
var excludedFilter = propFilters?.FirstOrDefault()?.ExcludedFilter ?? [];
var filter = propFilters?.FirstOrDefault()?.Filter ?? [];
if (propFilters?.Count == 0)
{
// no filters, item is fine to add
return true;
}
// Check if item base type is excluded
var itemDetails = _itemHelper.GetItem(itemTpl).Value;
// if item to add is found in exclude filter, not allowed
if (excludedFilter.Contains(itemDetails?.Parent ?? string.Empty))
{
return false;
}
// If Filter array only contains 1 filter and its for basetype 'item', allow it
if (filter.Count == 1 && filter.Contains(BaseClasses.ITEM))
{
return true;
}
// If allowed filter has something in it + filter doesnt have basetype 'item', not allowed
if (filter.Count > 0 && !filter.Contains(itemDetails?.Parent ?? string.Empty))
{
return false;
}
return true;
}
}