c89c84dff3
Improved performance of method by using breadth-first search to find children instead of loop Wrote tests for method
233 lines
9.3 KiB
C#
233 lines
9.3 KiB
C#
using System.Collections.Frozen;
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using SPTarkov.Common.Extensions;
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using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Extensions;
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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.Spt.Config;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils.Cloners;
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namespace SPTarkov.Server.Core.Helpers;
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[Injectable]
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public class InRaidHelper(InventoryHelper inventoryHelper, ConfigServer configServer, ICloner cloner, DatabaseService databaseService)
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{
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protected static readonly FrozenSet<string> _pocketSlots = ["pocket1", "pocket2", "pocket3", "pocket4"];
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protected readonly InRaidConfig _inRaidConfig = configServer.GetConfig<InRaidConfig>();
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protected readonly LostOnDeathConfig _lostOnDeathConfig = configServer.GetConfig<LostOnDeathConfig>();
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/// <summary>
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/// Deprecated. Reset the skill points earned in a raid to 0, ready for next raid.
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/// </summary>
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/// <param name="profile">Profile to update</param>
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protected void ResetSkillPointsEarnedDuringRaid(PmcData profile)
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{
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foreach (var skill in profile.Skills.Common)
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{
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skill.PointsEarnedDuringSession = 0.0;
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}
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}
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/// <summary>
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/// Update a player's inventory post-raid.
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/// Remove equipped items from pre-raid.
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/// Add new items found in raid to profile.
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/// Store insurance items in profile.
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/// </summary>
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/// <param name="sessionID">Session id</param>
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/// <param name="serverProfile">Profile to update</param>
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/// <param name="postRaidProfile">Profile returned by client after a raid</param>
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/// <param name="isSurvived">Indicates if the player survived the raid</param>
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/// <param name="isTransfer">Indicates if it is a transfer operation</param>
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public void SetInventory(MongoId sessionID, PmcData serverProfile, PmcData postRaidProfile, bool isSurvived, bool isTransfer)
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{
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// Store insurance (as removeItem() removes insured items)
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var insured = cloner.Clone(serverProfile.InsuredItems);
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// Remove equipment and loot items stored on player from server profile in preparation for data from client being added
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inventoryHelper.RemoveItem(serverProfile, serverProfile.Inventory.Equipment.Value, sessionID);
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// Remove quest items stored on player from server profile in preparation for data from client being added
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inventoryHelper.RemoveItem(serverProfile, serverProfile.Inventory.QuestRaidItems.Value, sessionID);
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// Get all items that have a parent of `serverProfile.Inventory.equipment` (All items player had on them at end of raid)
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var postRaidInventoryItems = postRaidProfile.Inventory.Items.GetItemWithChildren(postRaidProfile.Inventory.Equipment.Value);
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// Get all items that have a parent of `serverProfile.Inventory.questRaidItems` (Quest items player had on them at end of raid)
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var postRaidQuestItems = postRaidProfile.Inventory.Items.GetItemWithChildren(postRaidProfile.Inventory.QuestRaidItems.Value);
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// Handle Removing of FIR status if player did not survive + not transferring
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// Do after above filtering code to reduce work done
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if (!isSurvived && !isTransfer && !_inRaidConfig.AlwaysKeepFoundInRaidOnRaidEnd)
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{
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RemoveFiRStatusFromItems(postRaidProfile.Inventory.Items);
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}
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// Add items from client profile into server profile
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AddItemsToInventory(postRaidInventoryItems, serverProfile.Inventory.Items);
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// Add quest items from client profile into server profile
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AddItemsToInventory(postRaidQuestItems, serverProfile.Inventory.Items);
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serverProfile.Inventory.FastPanel = postRaidProfile.Inventory.FastPanel; // Quick access items bar
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serverProfile.InsuredItems = insured;
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}
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/// <summary>
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/// Remove FiR status from items.
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/// </summary>
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/// <param name="items">Items to process</param>
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protected void RemoveFiRStatusFromItems(IEnumerable<Item> items)
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{
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var dbItems = databaseService.GetItems();
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var itemsToRemovePropertyFrom = items.Where(item =>
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{
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// Has upd object + upd.SpawnedInSession property + not a quest item
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return (item.Upd?.SpawnedInSession ?? false)
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&& !(dbItems[item.Template].Properties.QuestItem ?? false)
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&& !(_inRaidConfig.KeepFiRSecureContainerOnDeath && item.ItemIsInsideContainer("SecuredContainer", items));
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});
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foreach (var item in itemsToRemovePropertyFrom)
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{
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if (item.Upd is not null)
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{
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item.Upd.SpawnedInSession = false;
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}
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}
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}
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/// <summary>
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/// Add items from one parameter into another.
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/// </summary>
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/// <param name="itemsToAdd">Items we want to add</param>
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/// <param name="serverInventoryItems">Location to add items to</param>
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protected void AddItemsToInventory(IEnumerable<Item> itemsToAdd, List<Item> serverInventoryItems)
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{
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foreach (var itemToAdd in itemsToAdd)
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{
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// Try to find index of item to determine if we should add or replace
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var existingItemIndex = serverInventoryItems.FindIndex(inventoryItem => inventoryItem.Id == itemToAdd.Id);
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if (existingItemIndex != -1)
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{
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// Replace existing item
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serverInventoryItems.RemoveAt(existingItemIndex);
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}
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// Add new item
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serverInventoryItems.Add(itemToAdd);
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}
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}
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/// <summary>
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/// Clear PMC inventory of all items except those that are exempt.
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/// Used post-raid to remove items after death.
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/// </summary>
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/// <param name="pmcData">Player profile</param>
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/// <param name="sessionId">Player/Session id</param>
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public void DeleteInventory(PmcData pmcData, MongoId sessionId)
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{
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// Get inventory items to remove from players profile
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var itemsToDeleteFromProfile = GetInventoryItemsLostOnDeath(pmcData).ToList();
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foreach (var itemToDelete in itemsToDeleteFromProfile)
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{
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// Items inside containers are handled as part of function
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inventoryHelper.RemoveItem(pmcData, itemToDelete.Id, sessionId);
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}
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// Remove contents of fast panel
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pmcData.Inventory.FastPanel = new();
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}
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/// <summary>
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/// Get a list of items from a profile that will be lost on death.
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/// </summary>
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/// <param name="pmcProfile">Profile to get items from</param>
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/// <returns>List of items lost on death</returns>
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protected IEnumerable<Item> GetInventoryItemsLostOnDeath(PmcData pmcProfile)
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{
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var inventoryItems = pmcProfile.Inventory.Items ?? [];
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var equipmentRootId = pmcProfile?.Inventory?.Equipment;
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var questRaidItemContainerId = pmcProfile?.Inventory?.QuestRaidItems;
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return inventoryItems.Where(item =>
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{
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// Keep items flagged as kept after death
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if (IsItemKeptAfterDeath(pmcProfile, item))
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{
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return false;
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}
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// Remove normal items or quest raid items
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if (item.ParentId == equipmentRootId || item.ParentId == questRaidItemContainerId)
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{
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return true;
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}
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// Pocket items are lost on death
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// Ensure we don't pick up pocket items from mannequins
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if (item.SlotId.StartsWith("pocket") && pmcProfile.DoesItemHaveRootId(item, pmcProfile.Inventory.Equipment.Value))
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{
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return true;
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}
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return false;
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});
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}
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/// <summary>
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/// Does the provided item's slotId mean it's kept on the player after death?
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/// </summary>
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/// <param name="pmcData">Player profile</param>
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/// <param name="itemToCheck">Item to check should be kept</param>
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/// <returns>true if item is kept after death</returns>
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protected bool IsItemKeptAfterDeath(PmcData pmcData, Item itemToCheck)
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{
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// Base inventory items are always kept
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if (itemToCheck.ParentId is null)
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{
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return true;
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}
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// Is item equipped on player
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if (itemToCheck.ParentId == pmcData.Inventory.Equipment)
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{
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// Check slot id against config, true = delete, false = keep, undefined = delete
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var discard = _lostOnDeathConfig.Equipment.GetByJsonProp<bool>(itemToCheck.SlotId);
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if (discard)
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// Lost on death
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{
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return false;
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}
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return true;
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}
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// Should we keep items in pockets on death
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if (!_lostOnDeathConfig.Equipment.PocketItems && _pocketSlots.Contains(itemToCheck.SlotId))
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{
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return true;
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}
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// Is quest item + quest item not lost on death
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if (itemToCheck.ParentId == pmcData.Inventory.QuestRaidItems && !_lostOnDeathConfig.QuestItems)
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{
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return true;
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}
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// special slots are always kept after death
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if ((itemToCheck.SlotId?.Contains("SpecialSlot") ?? false) && _lostOnDeathConfig.SpecialSlotItems)
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{
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return true;
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}
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// All other cases item is lost
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return false;
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}
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}
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