Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Generators/BotEquipmentModGenerator.cs
T
Jesse 5686f4a486 Remove I18nService, migrate to renamed ServerLocalisationService (#433)
* Remove I18nService, migrate to renamed ServerLocalisationService

* Revert VS fuckup

* Update using

* Remove unused parameter, update comment

* Fix develop branch not building
2025-06-28 19:08:42 +01:00

2150 lines
80 KiB
C#

using System.Collections.Frozen;
using System.Globalization;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Bots;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
using SPTarkov.Server.Core.Utils.Collections;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class BotEquipmentModGenerator(
ISptLogger<BotEquipmentModGenerator> _logger,
HashUtil _hashUtil,
RandomUtil _randomUtil,
DatabaseService _databaseService,
ItemHelper _itemHelper,
BotEquipmentFilterService _botEquipmentFilterService,
ItemFilterService _itemFilterService,
ProfileHelper _profileHelper,
BotWeaponModLimitService _botWeaponModLimitService,
BotHelper _botHelper,
BotGeneratorHelper _botGeneratorHelper,
BotWeaponGeneratorHelper _botWeaponGeneratorHelper,
WeightedRandomHelper _weightedRandomHelper,
PresetHelper _presetHelper,
ServerLocalisationService _serverLocalisationService,
BotEquipmentModPoolService _botEquipmentModPoolService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected static readonly FrozenSet<string> _modSightIds =
[
"mod_sight_front",
"mod_sight_rear",
];
// Slots that hold scopes
protected static readonly FrozenSet<string> _scopeIds =
[
"mod_scope",
"mod_mount",
"mod_mount_000",
"mod_scope_000",
"mod_scope_001",
"mod_scope_002",
"mod_scope_003",
];
// Slots that hold muzzles
protected static readonly FrozenSet<string> _muzzleIds =
[
"mod_muzzle",
"mod_muzzle_000",
"mod_muzzle_001",
];
// Slots a weapon can store its stock in
protected static readonly FrozenSet<string> _stockSlots =
[
"mod_stock",
"mod_stock_000",
"mod_stock_001",
"mod_stock_akms",
];
// Slots that hold cartridges
protected static readonly FrozenSet<string> _cartridgeHolderSlots =
[
"mod_magazine",
"patron_in_weapon",
"patron_in_weapon_000",
"patron_in_weapon_001",
"cartridges",
];
protected readonly BotConfig _botConfig = _configServer.GetConfig<BotConfig>();
/// <summary>
/// Check mods are compatible and add to array
/// </summary>
/// <param name="equipment">Equipment item to add mods to</param>
/// <param name="parentId">Mod list to choose from</param>
/// <param name="parentTemplate">parentId of item to add mod to</param>
/// <param name="settings">Template object of item to add mods to</param>
/// <param name="specificBlacklist">The relevant blacklist from bot.json equipment dictionary</param>
/// <param name="shouldForceSpawn">should this mod be forced to spawn</param>
/// <returns>Item + compatible mods as an array</returns>
public List<Item> GenerateModsForEquipment(
List<Item> equipment,
string parentId,
TemplateItem parentTemplate,
GenerateEquipmentProperties settings,
EquipmentFilterDetails specificBlacklist,
bool shouldForceSpawn = false
)
{
var forceSpawn = shouldForceSpawn;
// Get mod pool for the desired item
if (!settings.ModPool.TryGetValue(parentTemplate.Id, out var compatibleModsPool))
{
_logger.Warning(
$"bot: {settings.BotData.Role} lacks a mod slot pool for item: {parentTemplate.Id} {parentTemplate.Name}"
);
}
// Iterate over mod pool and choose mods to add to item
foreach (var (modSlotName, modPool) in compatibleModsPool ?? [])
{
// Get the templates slot object from db
var itemSlotTemplate = GetModItemSlotFromDb(modSlotName, parentTemplate);
if (itemSlotTemplate is null)
{
_logger.Error(
_serverLocalisationService.GetText(
"bot-mod_slot_missing_from_item",
new
{
modSlot = modSlotName,
parentId = parentTemplate.Id,
parentName = parentTemplate.Name,
botRole = settings.BotData.Role,
}
)
);
continue;
}
var modSpawnResult = ShouldModBeSpawned(
itemSlotTemplate,
modSlotName,
settings.SpawnChances.EquipmentModsChances,
settings.BotEquipmentConfig
);
// Rolled to skip mod and it shouldn't be force-spawned
if (modSpawnResult == ModSpawn.SKIP && !forceSpawn)
{
continue;
}
// Ensure submods for nvgs all spawn together
if (modSlotName == "mod_nvg")
{
forceSpawn = true;
}
// Get pool of items we can add for this slot
var modPoolToChooseFrom = modPool;
// Filter the pool of items in blacklist
var filteredModPool = FilterModsByBlacklist(
modPoolToChooseFrom,
specificBlacklist,
modSlotName
);
if (filteredModPool.Count > 0)
// use filtered pool as it has items in it
{
modPoolToChooseFrom = filteredModPool;
}
// Slot can hold armor plates + we are filtering possible items by bot level, handle
if (
settings.BotEquipmentConfig.FilterPlatesByLevel.GetValueOrDefault(false)
&& _itemHelper.IsRemovablePlateSlot(modSlotName.ToLower())
)
{
var plateSlotFilteringOutcome = FilterPlateModsForSlotByLevel(
settings,
modSlotName.ToLower(),
compatibleModsPool.GetValueOrDefault(modSlotName),
parentTemplate
);
switch (plateSlotFilteringOutcome.Result)
{
case Result.UNKNOWN_FAILURE
or Result.NO_DEFAULT_FILTER:
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Plate slot: {modSlotName} selection for armor: {parentTemplate.Id} failed: {plateSlotFilteringOutcome.Result}, skipping"
);
}
continue;
case Result.LACKS_PLATE_WEIGHTS:
_logger.Warning(
$"Plate slot: {modSlotName} lacks weights for armor: {parentTemplate.Id}, unable to adjust plate choice, using existing data"
);
break;
}
// Replace mod pool with pool of chosen plate items
modPoolToChooseFrom = plateSlotFilteringOutcome.PlateModTemplates;
}
// Choose random mod from pool and check its compatibility
string? modTpl = null;
var found = false;
var exhaustableModPool = CreateExhaustableArray(modPoolToChooseFrom);
while (exhaustableModPool.HasValues())
{
modTpl = exhaustableModPool.GetRandomValue();
if (
modTpl is not null
&& !_botGeneratorHelper
.IsItemIncompatibleWithCurrentItems(equipment, modTpl, modSlotName)
.Incompatible.GetValueOrDefault(false)
)
{
found = true;
break;
}
}
// Compatible item not found but slot REQUIRES item, get random item from db
if (!found && itemSlotTemplate.Required.GetValueOrDefault(false))
{
modTpl = GetRandomModTplFromItemDb(
modTpl,
itemSlotTemplate,
modSlotName,
equipment
);
found = modTpl is not null;
}
// Compatible item not found + not required - skip
if (!(found || itemSlotTemplate.Required.GetValueOrDefault(false)))
{
continue;
}
// Get chosen mods db template and check it fits into slot
var modTemplate = _itemHelper.GetItem(modTpl);
if (
!IsModValidForSlot(
modTemplate,
itemSlotTemplate,
modSlotName,
parentTemplate,
settings.BotData.Role
)
)
{
continue;
}
// Generate new id to ensure all items are unique on bot
var modId = _hashUtil.Generate();
equipment.Add(
CreateModItem(
modId,
modTpl,
parentId,
modSlotName,
modTemplate.Value,
settings.BotData.Role
)
);
// Does item being added exist in mod pool - has its own mod pool
if (settings.ModPool.ContainsKey(modTpl))
// Call self again with mod being added as item to add child mods to
{
GenerateModsForEquipment(
equipment,
modId,
modTemplate.Value,
settings,
specificBlacklist,
forceSpawn
);
}
}
return equipment;
}
/// <summary>
/// Filter a bots plate pool based on its current level
/// </summary>
/// <param name="settings">Bot equipment generation settings</param>
/// <param name="modSlot">Armor slot being filtered</param>
/// <param name="existingPlateTplPool">Plates tpls to choose from</param>
/// <param name="armorItem">The armor items db template</param>
/// <returns>Array of plate tpls to choose from</returns>
public FilterPlateModsForSlotByLevelResult FilterPlateModsForSlotByLevel(
GenerateEquipmentProperties settings,
string modSlot,
HashSet<string> existingPlateTplPool,
TemplateItem armorItem
)
{
var result = new FilterPlateModsForSlotByLevelResult
{
Result = Result.UNKNOWN_FAILURE,
PlateModTemplates = null,
};
// Not pmc or not a plate slot, return original mod pool array
if (!_itemHelper.IsRemovablePlateSlot(modSlot))
{
result.Result = Result.NOT_PLATE_HOLDING_SLOT;
result.PlateModTemplates = existingPlateTplPool;
return result;
}
// Get the front/back/side weights based on bots level
var plateSlotWeights = settings.BotEquipmentConfig?.ArmorPlateWeighting.FirstOrDefault(
armorWeight =>
settings.BotData.Level >= armorWeight.LevelRange.Min
&& settings.BotData.Level <= armorWeight.LevelRange.Max
);
if (plateSlotWeights is null)
{
// No weights, return original array of plate tpls
result.Result = Result.LACKS_PLATE_WEIGHTS;
result.PlateModTemplates = existingPlateTplPool;
return result;
}
// Get the specific plate slot weights (front/back/side)
if (!plateSlotWeights.Values.TryGetValue(modSlot, out var plateWeights))
{
// No weights, return original array of plate tpls
result.Result = Result.LACKS_PLATE_WEIGHTS;
result.PlateModTemplates = existingPlateTplPool;
return result;
}
// Choose a plate level based on weighting
var chosenArmorPlateLevelString = _weightedRandomHelper.GetWeightedValue(plateWeights);
// Convert the array of ids into database items
var platesFromDb = existingPlateTplPool.Select(plateTpl =>
_itemHelper.GetItem(plateTpl).Value
);
// Filter plates to the chosen level based on its armorClass property
var platesOfDesiredLevel = platesFromDb.Where(item =>
item.Properties.ArmorClass.Value
== double.Parse(chosenArmorPlateLevelString, CultureInfo.InvariantCulture)
);
if (platesOfDesiredLevel.Any())
{
// Plates found
result.Result = Result.SUCCESS;
result.PlateModTemplates = platesOfDesiredLevel.Select(item => item.Id).ToHashSet();
return result;
}
// no plates found that fit requirements, lets get creative
// Get lowest and highest plate classes available for this armor
var minMaxArmorPlateClass = GetMinMaxArmorPlateClass(platesFromDb.ToList());
// Increment plate class level in attempt to get usable plate
var findCompatiblePlateAttempts = 0;
const int maxAttempts = 3;
for (var i = 0; i < maxAttempts; i++)
{
var chosenArmorPlateLevelDouble = int.Parse(chosenArmorPlateLevelString) + 1;
chosenArmorPlateLevelString = chosenArmorPlateLevelDouble.ToString();
// New chosen plate class is higher than max, then set to min and check if valid
if (chosenArmorPlateLevelDouble > minMaxArmorPlateClass.Max)
{
chosenArmorPlateLevelString = minMaxArmorPlateClass.Min.ToString();
}
findCompatiblePlateAttempts++;
platesOfDesiredLevel = platesFromDb.Where(item =>
item.Properties.ArmorClass == chosenArmorPlateLevelDouble
);
// Valid plates found, exit
if (platesOfDesiredLevel.Any())
{
break;
}
// No valid plate class found in 3 tries, attempt default plates
if (findCompatiblePlateAttempts >= maxAttempts)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Plate filter too restrictive for armor: {armorItem.Name} {armorItem.Id}, unable to find plates of level: {chosenArmorPlateLevelString}, using items default plate"
);
}
var defaultPlate = GetDefaultPlateTpl(armorItem, modSlot);
if (defaultPlate is not null)
{
// Return Default Plates cause couldn't get lowest level available from original selection
result.Result = Result.SUCCESS;
result.PlateModTemplates = [defaultPlate];
return result;
}
// No plate found after filtering AND no default plate
// Last attempt, get default preset and see if it has a plate default
var defaultPresetPlateSlot = GetDefaultPresetArmorSlot(armorItem.Id, modSlot);
if (defaultPresetPlateSlot is not null)
{
// Found a plate, exit
var plateItem = _itemHelper.GetItem(defaultPresetPlateSlot.Template);
platesOfDesiredLevel = [plateItem.Value];
break;
}
// Everything failed, no default plate or no default preset armor plate
result.Result = Result.NO_DEFAULT_FILTER;
return result;
}
}
// Only return the items ids
result.Result = Result.SUCCESS;
result.PlateModTemplates = platesOfDesiredLevel.Select(item => item.Id).ToHashSet();
return result;
}
/// <summary>
/// Gets the minimum and maximum plate class levels from an array of plates
/// </summary>
/// <param name="platePool">Pool of plates to sort by armorClass to get min and max</param>
/// <returns>MinMax of armorClass from plate pool</returns>
protected static MinMax<int> GetMinMaxArmorPlateClass(List<TemplateItem> platePool)
{
platePool.Sort(
(x, y) =>
{
if (x.Properties.ArmorClass < y.Properties.ArmorClass)
{
return -1;
}
if (x.Properties.ArmorClass > y.Properties.ArmorClass)
{
return 1;
}
return 0;
}
);
return new MinMax<int>
{
Min = platePool[0].Properties.ArmorClass.Value,
Max = platePool[platePool.Count - 1].Properties.ArmorClass.Value,
};
}
/// <summary>
/// Get the default plate an armor has in its db item
/// </summary>
/// <param name="armorItem">Item to look up default plate</param>
/// <param name="modSlot">front/back</param>
/// <returns>Tpl of plate</returns>
protected string? GetDefaultPlateTpl(TemplateItem armorItem, string modSlot)
{
var relatedItemDbModSlot = armorItem.Properties.Slots?.FirstOrDefault(slot =>
string.Equals(slot.Name, modSlot, StringComparison.OrdinalIgnoreCase)
);
return relatedItemDbModSlot?.Props?.Filters.FirstOrDefault()?.Plate;
}
/// <summary>
/// Get the matching armor slot from the default preset matching passed in armor tpl
/// </summary>
/// <param name="armorItemTpl"></param>
/// <param name="modSlot"></param>
/// <returns>Armor IItem</returns>
protected Item? GetDefaultPresetArmorSlot(string armorItemTpl, string modSlot)
{
var defaultPreset = _presetHelper.GetDefaultPreset(armorItemTpl);
return defaultPreset?.Items?.FirstOrDefault(item =>
string.Equals(item.SlotId, modSlot, StringComparison.OrdinalIgnoreCase)
);
}
/// <summary>
/// Add mods to a weapon using the provided mod pool
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="request">Data used to generate the weapon</param>
/// <returns>Weapon + mods array</returns>
public List<Item> GenerateModsForWeapon(string sessionId, GenerateWeaponRequest request)
{
if (ItemLacksSlotsCartridgesAndChambers(request.ParentTemplate))
{
_logger.Error(
_serverLocalisationService.GetText(
"bot-unable_to_add_mods_to_weapon_missing_ammo_slot",
new
{
weaponName = request.ParentTemplate.Name,
weaponId = request.ParentTemplate.Id,
botRole = request.BotData.Role,
}
)
);
return request.Weapon;
}
var pmcProfile = _profileHelper.GetPmcProfile(sessionId);
// Get pool of mods that fit weapon
request.ModPool.TryGetValue(request.ParentTemplate.Id, out var compatibleModsPool);
_botConfig.Equipment.TryGetValue(request.BotData.EquipmentRole, out var botEquipConfig);
var botEquipBlacklist = _botEquipmentFilterService.GetBotEquipmentBlacklist(
request.BotData.EquipmentRole,
pmcProfile?.Info?.Level ?? 0
);
var botWeaponSightWhitelist = _botEquipmentFilterService.GetBotWeaponSightWhitelist(
request.BotData.EquipmentRole
);
var randomisationSettings = _botHelper.GetBotRandomizationDetails(
request.BotData.Level ?? 0,
botEquipConfig
);
// Iterate over mod pool and choose mods to attach
var sortedModKeys = SortModKeys(
compatibleModsPool.Keys.ToHashSet(),
request.ParentTemplate.Id
);
foreach (var modSlot in sortedModKeys)
{
// Check weapon has slot for mod to fit in
var modsParentSlot = GetModItemSlotFromDb(modSlot, request.ParentTemplate);
if (modsParentSlot is null)
{
_logger.Error(
_serverLocalisationService.GetText(
"bot-weapon_missing_mod_slot",
new
{
modSlot,
weaponId = request.ParentTemplate.Id,
weaponName = request.ParentTemplate.Name,
botRole = request.BotData.Role,
}
)
);
continue;
}
// If the parent is a UBGL, the patron_in_weapon will be generated later - so skip it for now
if (
modSlot == "patron_in_weapon"
&& _itemHelper.IsOfBaseclass(request.ParentTemplate.Id, BaseClasses.UBGL)
)
{
continue;
}
// Check spawn chance of mod
var modSpawnResult = ShouldModBeSpawned(
modsParentSlot,
modSlot,
request.ModSpawnChances,
botEquipConfig
);
if (modSpawnResult == ModSpawn.SKIP)
{
continue;
}
var isRandomisableSlot =
randomisationSettings?.RandomisedWeaponModSlots?.Contains(modSlot) ?? false;
ModToSpawnRequest modToSpawnRequest = new()
{
ModSlot = modSlot,
IsRandomisableSlot = isRandomisableSlot,
RandomisationSettings = randomisationSettings,
BotWeaponSightWhitelist = botWeaponSightWhitelist,
BotEquipBlacklist = botEquipBlacklist,
ItemModPool = compatibleModsPool,
Weapon = request.Weapon,
AmmoTpl = request.AmmoTpl,
ParentTemplate = request.ParentTemplate,
ModSpawnResult = modSpawnResult,
WeaponStats = request.WeaponStats,
ConflictingItemTpls = request.ConflictingItemTpls,
BotData = request.BotData,
};
var modToAdd = ChooseModToPutIntoSlot(modToSpawnRequest);
// Compatible mod not found
if (modToAdd is null)
{
continue;
}
if (
!IsModValidForSlot(
modToAdd,
modsParentSlot,
modSlot,
request.ParentTemplate,
request.BotData.Role
)
)
{
continue;
}
var modToAddTemplate = modToAdd.Value;
// Skip adding mod to weapon if type limit reached
if (
_botWeaponModLimitService.WeaponModHasReachedLimit(
request.BotData.EquipmentRole,
modToAddTemplate.Value,
request.ModLimits,
request.ParentTemplate,
request.Weapon
)
)
{
continue;
}
// If item is a mount for scopes, set scope chance to 100%, this helps fix empty mounts appearing on weapons
if (ModSlotCanHoldScope(modSlot, modToAddTemplate.Value.Parent))
{
// mod_mount was picked to be added to weapon, force scope chance to ensure its filled
List<string> scopeSlots =
[
"mod_scope",
"mod_scope_000",
"mod_scope_001",
"mod_scope_002",
"mod_scope_003",
];
AdjustSlotSpawnChances(request.ModSpawnChances, scopeSlots, 100);
// Hydrate pool of mods that fit into mount as its a randomisable slot
if (isRandomisableSlot)
// Add scope mods to modPool dictionary to ensure the mount has a scope in the pool to pick
{
AddCompatibleModsForProvidedMod(
"mod_scope",
modToAddTemplate.Value,
request.ModPool,
botEquipBlacklist
);
}
}
// If picked item is muzzle adapter that can hold a child, adjust spawn chance
if (ModSlotCanHoldMuzzleDevices(modSlot, modToAddTemplate.Value.Parent))
{
List<string> muzzleSlots = ["mod_muzzle", "mod_muzzle_000", "mod_muzzle_001"];
// Make chance of muzzle devices 95%, nearly certain but not guaranteed
AdjustSlotSpawnChances(request.ModSpawnChances, muzzleSlots, 95);
}
// If front/rear sight are to be added, set opposite to 100% chance
if (ModIsFrontOrRearSight(modSlot, modToAddTemplate.Value.Id))
{
request.ModSpawnChances["mod_sight_front"] = 100;
request.ModSpawnChances["mod_sight_rear"] = 100;
}
// Handguard mod can take a sub handguard mod + weapon has no UBGL (takes same slot)
// Force spawn chance to be 100% to ensure it gets added
if (
modSlot == "mod_handguard"
&& modToAddTemplate.Value.Properties.Slots.Any(slot => slot.Name == "mod_handguard")
&& !request.Weapon.Any(item => item.SlotId == "mod_launcher")
)
// Needed for handguards with lower
{
request.ModSpawnChances["mod_handguard"] = 100;
}
// If stock mod can take a sub stock mod, force spawn chance to be 100% to ensure sub-stock gets added
// Or if bot has stock force enabled
if (ShouldForceSubStockSlots(modSlot, botEquipConfig, modToAddTemplate.Value))
{
// Stock mod can take additional stocks, could be a locking device, force 100% chance
List<string> subStockSlots =
[
"mod_stock",
"mod_stock_000",
"mod_stock_001",
"mod_stock_akms",
];
AdjustSlotSpawnChances(request.ModSpawnChances, subStockSlots, 100);
}
// Gather stats on mods being added to weapon
if (_itemHelper.IsOfBaseclass(modToAddTemplate.Value.Id, BaseClasses.IRON_SIGHT))
{
if (modSlot == "mod_sight_front")
{
request.WeaponStats.HasFrontIronSight = true;
}
else if (modSlot == "mod_sight_rear")
{
request.WeaponStats.HasRearIronSight = true;
}
}
else if (
!(request.WeaponStats.HasOptic ?? false)
&& _itemHelper.IsOfBaseclass(modToAddTemplate.Value.Id, BaseClasses.SIGHTS)
)
{
request.WeaponStats.HasOptic = true;
}
var modId = _hashUtil.Generate();
request.Weapon.Add(
CreateModItem(
modId,
modToAddTemplate.Value.Id,
request.WeaponId,
modSlot,
modToAddTemplate.Value,
request.BotData.Role
)
);
// Update conflicting item list now item has been chosen
foreach (var conflictingItem in modToAddTemplate.Value.Properties.ConflictingItems)
{
request.ConflictingItemTpls.Add(conflictingItem);
}
// I first thought we could use the recursive generateModsForItems as previously for cylinder magazines.
// However, the recursion doesn't go over the slots of the parent mod but over the modPool which is given by the bot config
// where we decided to keep cartridges instead of camoras. And since a CylinderMagazine only has one cartridge entry and
// this entry is not to be filled, we need a special handling for the CylinderMagazine
var modParentItem = _itemHelper.GetItem(modToAddTemplate.Value.Parent).Value;
if (_botWeaponGeneratorHelper.MagazineIsCylinderRelated(modParentItem.Name))
{
// We don't have child mods, we need to create the camoras for the magazines instead
FillCamora(request.Weapon, request.ModPool, modId, modToAddTemplate.Value);
}
else
{
var containsModInPool = request.ModPool.ContainsKey(modToAddTemplate.Value.Id);
// Sometimes randomised slots are missing sub-mods, if so, get values from mod pool service
// Check for a randomisable slot + without data in modPool + item being added as additional slots
if (
isRandomisableSlot
&& !containsModInPool
&& modToAddTemplate.Value.Properties.Slots.Any()
)
{
var modFromService = _botEquipmentModPoolService.GetModsForWeaponSlot(
modToAddTemplate.Value.Id
);
if (modFromService?.Count > 0)
{
request.ModPool[modToAddTemplate.Value.Id] = modFromService.ToDictionary();
containsModInPool = true;
}
}
// Fallback when mods with REQUIRED children are not in the pool, add them and process
if (!containsModInPool && !isRandomisableSlot)
{
// Check for required mods the item we've added needs to be classified as 'valid'
var modFromService = _botEquipmentModPoolService.GetRequiredModsForWeaponSlot(
modToAddTemplate.Value.Id
);
if (modFromService?.Count > 0)
{
request.ModPool[modToAddTemplate.Value.Id] = modFromService;
containsModInPool = true;
}
}
if (containsModInPool)
{
GenerateWeaponRequest recursiveRequestData = new()
{
Weapon = request.Weapon,
ModPool = request.ModPool,
WeaponId = modId,
ParentTemplate = modToAddTemplate.Value,
ModSpawnChances = request.ModSpawnChances,
AmmoTpl = request.AmmoTpl,
BotData = new BotData
{
Role = request.BotData.Role,
Level = request.BotData.Level,
EquipmentRole = request.BotData.EquipmentRole,
},
ModLimits = request.ModLimits,
WeaponStats = request.WeaponStats,
ConflictingItemTpls = request.ConflictingItemTpls,
};
// Call self recursively to add mods to this mod
GenerateModsForWeapon(sessionId, recursiveRequestData);
}
}
}
return request.Weapon;
}
/// <summary>
/// Does the passed in db item lack slot cartridges or chambers
/// </summary>
/// <param name="item">Item to check</param>
/// <returns>True it lacks cartridges/chamber slots</returns>
protected bool ItemLacksSlotsCartridgesAndChambers(TemplateItem item)
{
return item.Properties.Slots?.Count == 0
&& item.Properties.Cartridges?.Count == 0
&& item.Properties.Chambers?.Count == 0;
}
/// <summary>
/// Should the provided bot have its stock chance values altered to 100%
/// </summary>
/// <param name="modSlot">Slot to check</param>
/// <param name="botEquipConfig">Bots equipment config/chance values</param>
/// <param name="modToAddTemplate">Mod being added to bots weapon</param>
/// <returns>True if it should</returns>
public bool ShouldForceSubStockSlots(
string modSlot,
EquipmentFilters botEquipConfig,
TemplateItem modToAddTemplate
)
{
// Can the stock hold child items
var hasSubSlots = modToAddTemplate.Properties.Slots?.Count > 0;
return (_stockSlots.Contains(modSlot) && hasSubSlots)
|| botEquipConfig.ForceStock.GetValueOrDefault(false);
}
/// <summary>
/// Is passed in modslot a front or rear sight
/// </summary>
/// <param name="modSlot">Slot to check</param>
/// <param name="tpl"></param>
/// <returns>true if it's a front/rear sight</returns>
public bool ModIsFrontOrRearSight(string modSlot, string tpl)
{
// Gas block /w front sight is special case, deem it a 'front sight' too
if (modSlot == "mod_gas_block" && tpl == "5ae30e795acfc408fb139a0b")
// M4A1 front sight with gas block
{
return true;
}
return _modSightIds.Contains(modSlot);
}
/// <summary>
/// Does the provided mod details show the mod can hold a scope
/// </summary>
/// <param name="modSlot">e.g. mod_scope, mod_mount</param>
/// <param name="modsParentId">Parent id of mod item</param>
/// <returns>true if it can hold a scope</returns>
public bool ModSlotCanHoldScope(string modSlot, string modsParentId)
{
return _scopeIds.Contains(modSlot.ToLower()) && modsParentId == BaseClasses.MOUNT;
}
/// <summary>
/// Set mod spawn chances to defined amount
/// </summary>
/// <param name="modSpawnChances">Chance dictionary to update</param>
/// <param name="modSlotsToAdjust"></param>
/// <param name="newChancePercent"></param>
public void AdjustSlotSpawnChances(
Dictionary<string, double>? modSpawnChances,
List<string>? modSlotsToAdjust,
double newChancePercent
)
{
if (modSpawnChances is null)
{
_logger.Warning("AdjustSlotSpawnChances() modSpawnChances missing");
return;
}
if (modSlotsToAdjust is null)
{
_logger.Warning("AdjustSlotSpawnChances() modSlotsToAdjust missing");
return;
}
foreach (var modName in modSlotsToAdjust)
{
modSpawnChances[modName] = newChancePercent;
}
}
/// <summary>
/// Does the provided modSlot allow muzzle-related items
/// </summary>
/// <param name="modSlot">Slot id to check</param>
/// <param name="modsParentId">OPTIONAL: parent id of modslot being checked</param>
/// <returns>True if modSlot can have muzzle-related items</returns>
public bool ModSlotCanHoldMuzzleDevices(string modSlot, string? modsParentId)
{
return _muzzleIds.Contains(modSlot.ToLower());
}
/// <summary>
/// Sort mod slots into an ordering that maximises chance of a successful weapon generation
/// </summary>
/// <param name="unsortedSlotKeys">Array of mod slot strings to sort</param>
/// <param name="itemTplWithKeysToSort">The Tpl of the item with mod keys being sorted</param>
/// <returns>Sorted array</returns>
public HashSet<string> SortModKeys(
HashSet<string> unsortedSlotKeys,
string itemTplWithKeysToSort
)
{
// No need to sort with only 1 item in array
if (unsortedSlotKeys.Count <= 1)
{
return unsortedSlotKeys;
}
var isMount = _itemHelper.IsOfBaseclass(itemTplWithKeysToSort, BaseClasses.MOUNT);
HashSet<string> sortedKeys = [];
const string modRecieverKey = "mod_reciever";
const string modMount001Key = "mod_mount_001";
const string modGasBlockKey = "mod_gas_block";
const string modPistolGrip = "mod_pistol_grip";
const string modStockKey = "mod_stock";
const string modBarrelKey = "mod_barrel";
const string modHandguardKey = "mod_handguard";
const string modMountKey = "mod_mount";
const string modScopeKey = "mod_scope";
const string modScope000Key = "mod_scope_000";
// Mounts are a special case, they need scopes first before more mounts
if (isMount)
{
if (unsortedSlotKeys.Contains(modScope000Key))
{
sortedKeys.Add(modScope000Key);
unsortedSlotKeys.Remove(modScope000Key);
}
if (unsortedSlotKeys.Contains(modScopeKey))
{
sortedKeys.Add(modScopeKey);
unsortedSlotKeys.Remove(modScopeKey);
}
if (unsortedSlotKeys.Contains(modMountKey))
{
sortedKeys.Add(modMountKey);
unsortedSlotKeys.Remove(modMountKey);
}
}
else
{
if (unsortedSlotKeys.Contains(modHandguardKey))
{
sortedKeys.Add(modHandguardKey);
unsortedSlotKeys.Remove(modHandguardKey);
}
if (unsortedSlotKeys.Contains(modBarrelKey))
{
sortedKeys.Add(modBarrelKey);
unsortedSlotKeys.Remove(modBarrelKey);
}
if (unsortedSlotKeys.Contains(modMount001Key))
{
sortedKeys.Add(modMount001Key);
unsortedSlotKeys.Remove(modMount001Key);
}
if (unsortedSlotKeys.Contains(modRecieverKey))
{
sortedKeys.Add(modRecieverKey);
unsortedSlotKeys.Remove(modRecieverKey);
}
if (unsortedSlotKeys.Contains(modPistolGrip))
{
sortedKeys.Add(modPistolGrip);
unsortedSlotKeys.Remove(modPistolGrip);
}
if (unsortedSlotKeys.Contains(modGasBlockKey))
{
sortedKeys.Add(modGasBlockKey);
unsortedSlotKeys.Remove(modGasBlockKey);
}
if (unsortedSlotKeys.Contains(modStockKey))
{
sortedKeys.Add(modStockKey);
unsortedSlotKeys.Remove(modStockKey);
}
if (unsortedSlotKeys.Contains(modMountKey))
{
sortedKeys.Add(modMountKey);
unsortedSlotKeys.Remove(modMountKey);
}
if (unsortedSlotKeys.Contains(modScopeKey))
{
sortedKeys.Add(modScopeKey);
unsortedSlotKeys.Remove(modScopeKey);
}
}
sortedKeys.UnionWith(unsortedSlotKeys);
return sortedKeys;
}
/// <summary>
/// Get a Slot property for an item (chamber/cartridge/slot)
/// </summary>
/// <param name="modSlot">e.g patron_in_weapon</param>
/// <param name="parentTemplate">item template</param>
/// <returns>Slot item</returns>
public Slot? GetModItemSlotFromDb(string modSlot, TemplateItem parentTemplate)
{
var modSlotLower = modSlot.ToLower();
switch (modSlotLower)
{
case "patron_in_weapon":
case "patron_in_weapon_000":
case "patron_in_weapon_001":
return parentTemplate?.Properties?.Chambers?.FirstOrDefault(chamber =>
chamber.Name.Contains(modSlotLower, StringComparison.OrdinalIgnoreCase)
);
case "cartridges":
return parentTemplate?.Properties?.Cartridges?.FirstOrDefault(c =>
string.Equals(c.Name, modSlotLower, StringComparison.OrdinalIgnoreCase)
);
default:
return parentTemplate?.Properties?.Slots?.FirstOrDefault(s =>
string.Equals(s.Name, modSlotLower, StringComparison.OrdinalIgnoreCase)
);
}
}
/// <summary>
/// Randomly choose if a mod should be spawned, 100% for required mods OR mod is ammo slot
/// </summary>
/// <param name="itemSlot">slot the item sits in from db</param>
/// <param name="modSlotName">Name of slot the mod sits in</param>
/// <param name="modSpawnChances">Chances for various mod spawns</param>
/// <param name="botEquipConfig">Various config settings for generating this type of bot</param>
/// <returns>ModSpawn.SPAWN when mod should be spawned, ModSpawn.DEFAULT_MOD when default mod should spawn, ModSpawn.SKIP when mod is skipped</returns>
public ModSpawn ShouldModBeSpawned(
Slot itemSlot,
string modSlotName,
Dictionary<string, double> modSpawnChances,
EquipmentFilters botEquipConfig
)
{
var slotRequired = itemSlot.Required;
if (GetAmmoContainers().Contains(modSlotName))
// Always force mags/cartridges in weapon to spawn
{
return ModSpawn.SPAWN;
}
var spawnMod = _randomUtil.RollChance(
modSpawnChances.GetValueOrDefault(modSlotName.ToLower())
);
if (
!spawnMod
&& (
slotRequired.GetValueOrDefault(false)
|| (botEquipConfig.WeaponSlotIdsToMakeRequired?.Contains(modSlotName) ?? false)
)
)
// Edge case: Mod is required but spawn chance roll failed, choose default mod spawn for slot
{
return ModSpawn.DEFAULT_MOD;
}
return spawnMod ? ModSpawn.SPAWN : ModSpawn.SKIP;
}
/// <summary>
/// Choose a mod to fit into the desired slot
/// </summary>
/// <param name="request">Data used to choose an appropriate mod with</param>
/// <returns>itemHelper.getItem() result</returns>
public KeyValuePair<bool, TemplateItem>? ChooseModToPutIntoSlot(ModToSpawnRequest request)
{
// Slot mod will fill
var parentSlot = request.ParentTemplate.Properties.Slots?.FirstOrDefault(i =>
i.Name == request.ModSlot
);
var weaponTemplate = _itemHelper.GetItem(request.Weapon[0].Template).Value;
// It's ammo, use predefined ammo parameter
if (GetAmmoContainers().Contains(request.ModSlot) && request.ModSlot != "mod_magazine")
{
return _itemHelper.GetItem(request.AmmoTpl);
}
// Ensure there's a pool of mods to pick from
var modPool = GetModPoolForSlot(request, weaponTemplate);
if ((modPool is null || !modPool.Any()) && !(parentSlot?.Required ?? false))
{
// Nothing in mod pool + item not required
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Mod pool for optional slot: {request.ModSlot} on item: {request.ParentTemplate.Name} was empty, skipping mod"
);
}
return null;
}
// Filter out non-whitelisted scopes, use the full mod pool if filtered pool would have no elements
if (request.ModSlot.Contains("mod_scope") && request.BotWeaponSightWhitelist is not null)
// scope pool has more than one scope
{
if (modPool.Count > 1)
{
modPool = FilterSightsByWeaponType(
request.Weapon[0],
modPool,
request.BotWeaponSightWhitelist
);
}
}
if (request.ModSlot == "mod_gas_block")
{
if ((request.WeaponStats?.HasOptic ?? false) && modPool.Count > 1)
{
// Attempt to limit modpool to low profile gas blocks when weapon has an optic
var onlyLowProfileGasBlocks = modPool.Where(tpl =>
_botConfig.LowProfileGasBlockTpls.Contains(tpl)
);
if (onlyLowProfileGasBlocks.Any())
{
modPool = onlyLowProfileGasBlocks.ToHashSet();
}
}
else if ((request.WeaponStats?.HasRearIronSight ?? false) && modPool.Count > 1)
{
// Attempt to limit modpool to high profile gas blocks when weapon has rear iron sight + no front iron sight
var onlyHighProfileGasBlocks = modPool.Where(tpl =>
!_botConfig.LowProfileGasBlockTpls.Contains(tpl)
);
if (onlyHighProfileGasBlocks.Any())
{
modPool = onlyHighProfileGasBlocks.ToHashSet();
}
}
}
// Check if weapon has min magazine size limit
if (
request?.ModSlot == "mod_magazine"
&& (request?.IsRandomisableSlot ?? false)
&& request.RandomisationSettings.MinimumMagazineSize is not null
)
{
modPool = GetFilteredMagazinePoolByCapacity(request, modPool).ToHashSet();
}
// Pick random mod that's compatible
var chosenModResult = GetCompatibleWeaponModTplForSlotFromPool(
request,
modPool,
parentSlot,
request.ModSpawnResult,
request.Weapon,
request.ModSlot
);
if (
chosenModResult.SlotBlocked.GetValueOrDefault(false)
&& !parentSlot.Required.GetValueOrDefault(false)
)
// Don't bother trying to fit mod, slot is completely blocked
{
return null;
}
// Log if mod chosen was incompatible
if (
chosenModResult.Incompatible.GetValueOrDefault(false)
&& !parentSlot.Required.GetValueOrDefault(false)
)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Unable to find compatible mod of type: {parentSlot.Name}, in slot: {request.ModSlot} reason: {chosenModResult.Reason}"
);
}
}
// Get random mod to attach from items db for required slots if none found above
if (
!(chosenModResult.Found ?? false)
&& parentSlot != null
&& (parentSlot.Required ?? false)
)
{
chosenModResult.ChosenTemplate = GetRandomModTplFromItemDb(
"",
parentSlot,
request.ModSlot,
request.Weapon
);
chosenModResult.Found = true;
}
// Compatible item not found + not required
if (
!chosenModResult.Found.GetValueOrDefault(false)
&& parentSlot is not null
&& !parentSlot.Required.GetValueOrDefault(false)
)
{
return null;
}
if (!(chosenModResult.Found ?? false) && parentSlot is not null)
{
if (parentSlot.Required.GetValueOrDefault(false))
{
_logger.Warning(
$"Required slot unable to be filled, {request.ModSlot} on {request.ParentTemplate.Name} {request.ParentTemplate.Id} for weapon: {request.Weapon[0].Template}"
);
}
return null;
}
return _itemHelper.GetItem(chosenModResult.ChosenTemplate);
}
/// <summary>
/// Given the passed in array of magazine tpls, look up the min size set in config and return only those that have that size or larger
/// </summary>
/// <param name="modSpawnRequest">Request data</param>
/// <param name="modPool">Pool of magazine tpls to filter</param>
/// <returns>Filtered pool of magazine tpls</returns>
public IEnumerable<string> GetFilteredMagazinePoolByCapacity(
ModToSpawnRequest modSpawnRequest,
HashSet<string> modPool
)
{
var weaponTpl = modSpawnRequest.Weapon.FirstOrDefault().Template;
modSpawnRequest.RandomisationSettings.MinimumMagazineSize.TryGetValue(
weaponTpl,
out var minMagSizeFromSettings
);
var desiredMagazineTpls = modPool.Where(magTpl =>
{
var magazineDb = _itemHelper.GetItem(magTpl).Value;
return magazineDb.Properties is not null
&& magazineDb.Properties.Cartridges.FirstOrDefault().MaxCount
>= minMagSizeFromSettings;
});
if (!desiredMagazineTpls.Any())
{
_logger.Warning(
$"Magazine size filter for: {weaponTpl} was too strict, ignoring filter"
);
return modPool;
}
return desiredMagazineTpls;
}
/// <summary>
/// Choose a weapon mod tpl for a given slot from a pool of choices
/// Checks chosen tpl is compatible with all existing weapon items
/// </summary>
/// <param name="request"></param>
/// <param name="modPool">Pool of mods that can be picked from</param>
/// <param name="parentSlot">Slot the picked mod will have as a parent</param>
/// <param name="choiceTypeEnum">How should chosen tpl be treated: DEFAULT_MOD/SPAWN/SKIP</param>
/// <param name="weapon">Array of weapon items chosen item will be added to</param>
/// <param name="modSlotName">Name of slot picked mod will be placed into</param>
/// <returns>Chosen weapon details</returns>
public ChooseRandomCompatibleModResult GetCompatibleWeaponModTplForSlotFromPool(
ModToSpawnRequest request,
HashSet<string> modPool,
Slot parentSlot,
ModSpawn? choiceTypeEnum,
List<Item> weapon,
string modSlotName
)
{
// Filter out incompatible mods from pool
var preFilteredModPool = GetFilteredModPool(modPool, request.ConflictingItemTpls);
if (preFilteredModPool.Count == 0)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason =
$"Unable to add mod to {choiceTypeEnum.ToString()} slot: {modSlotName}. All: {modPool.Count} had conflicts",
};
}
// Filter modpool to only items that appear in parents allowed list
preFilteredModPool = preFilteredModPool
.Where(tpl => parentSlot.Props.Filters[0].Filter.Contains(tpl))
.ToHashSet();
if (preFilteredModPool.Count == 0)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = "No mods found in parents allowed list",
};
}
return GetCompatibleModFromPool(preFilteredModPool, choiceTypeEnum, weapon);
}
/// <summary>
/// </summary>
/// <param name="modPool">Pool of item Tpls to choose from</param>
/// <param name="modSpawnType">How should the slot choice be handled - forced/normal etc</param>
/// <param name="weapon">Weapon mods at current time</param>
/// <returns>IChooseRandomCompatibleModResult</returns>
public ChooseRandomCompatibleModResult GetCompatibleModFromPool(
HashSet<string> modPool,
ModSpawn? modSpawnType,
List<Item> weapon
)
{
// Create exhaustable pool to pick mod item from
var exhaustableModPool = CreateExhaustableArray(modPool);
// Create default response if no compatible item is found below
ChooseRandomCompatibleModResult chosenModResult = new()
{
Incompatible = true,
Found = false,
Reason = "unknown",
};
// Limit how many attempts to find a compatible mod can occur before giving up
var maxBlockedAttempts = Math.Round(modPool.Count * 0.75); // 75% of pool size
var blockedAttemptCount = 0;
string chosenTpl;
while (exhaustableModPool.HasValues())
{
chosenTpl = exhaustableModPool.GetRandomValue();
var pickedItemDetails = _itemHelper.GetItem(chosenTpl);
if (!pickedItemDetails.Key)
// Not valid item, try again
{
continue;
}
if (pickedItemDetails.Value.Properties is null)
// no props data, try again
{
continue;
}
// Success - Default wanted + only 1 item in pool
if (modSpawnType == ModSpawn.DEFAULT_MOD && modPool.Count == 1)
{
chosenModResult.Found = true;
chosenModResult.Incompatible = false;
chosenModResult.ChosenTemplate = chosenTpl;
break;
}
// Check if existing weapon mods are incompatible with chosen item
var existingItemBlockingChoice = weapon.FirstOrDefault(item =>
pickedItemDetails.Value.Properties.ConflictingItems?.Contains(item.Template)
?? false
);
if (existingItemBlockingChoice is not null)
{
// Give max of x attempts of picking a mod if blocked by another
// OR Blocked and modpool only had 1 item
if (blockedAttemptCount > maxBlockedAttempts || modPool.Count == 1)
{
blockedAttemptCount = 0; // reset
//chosenModResult.SlotBlocked = true; // Later in code we try to find replacement, but only when "slotBlocked" is not true
chosenModResult.Reason = "Blocked";
break;
}
blockedAttemptCount++;
// Not compatible - Try again
;
continue;
}
// Edge case- Some mod combos will never work, make sure this isnt the case
if (WeaponModComboIsIncompatible(weapon, chosenTpl))
{
chosenModResult.Reason =
$"Chosen weapon mod: {chosenTpl} can never be compatible with existing weapon mods";
break;
}
// Success
chosenModResult.Found = true;
chosenModResult.Incompatible = false;
chosenModResult.ChosenTemplate = chosenTpl;
break;
}
return chosenModResult;
}
public ExhaustableArray<T> CreateExhaustableArray<T>(ICollection<T> itemsToAddToArray)
{
return new ExhaustableArray<T>(itemsToAddToArray, _randomUtil, _cloner);
}
/// <summary>
/// Get a list of mod tpls that are compatible with the current weapon
/// </summary>
/// <param name="modPool"></param>
/// <param name="tplBlacklist">Tpls that are incompatible and should not be used</param>
/// <returns>string array of compatible mod tpls with weapon</returns>
public HashSet<string> GetFilteredModPool(HashSet<string> modPool, HashSet<string> tplBlacklist)
{
return modPool.Where(tpl => !tplBlacklist.Contains(tpl)).ToHashSet();
}
/// <summary>
/// Filter mod pool down based on various criteria:
/// Is slot flagged as randomisable
/// Is slot required
/// Is slot flagged as default mod only
/// </summary>
/// <param name="request"></param>
/// <param name="weaponTemplate">Mods root parent (weapon/equipment)</param>
/// <returns>Array of mod tpls</returns>
public HashSet<string>? GetModPoolForSlot(
ModToSpawnRequest request,
TemplateItem weaponTemplate
)
{
// Mod is flagged as being default only, try and find it in globals
if (request.ModSpawnResult == ModSpawn.DEFAULT_MOD)
{
return GetModPoolForDefaultSlot(request, weaponTemplate);
}
if (request.IsRandomisableSlot.GetValueOrDefault(false))
{
return GetDynamicModPool(
request.ParentTemplate.Id,
request.ModSlot,
request.BotEquipBlacklist
);
}
// Required mod is not default or randomisable, use existing pool
if (!request.ItemModPool.TryGetValue(request.ModSlot, out var modsForSlot))
{
return null;
}
return modsForSlot;
}
/// <summary>
/// Get a pool of mods from the default weapon preset for passed in weapon
/// </summary>
/// <param name="request"></param>
/// <param name="weaponTemplate"></param>
/// <returns>Hashset of mods keyed by slot</returns>
public HashSet<string> GetModPoolForDefaultSlot(
ModToSpawnRequest request,
TemplateItem weaponTemplate
)
{
var matchingModFromPreset = GetMatchingModFromPreset(request, weaponTemplate);
if (matchingModFromPreset is null)
{
if (request.ItemModPool[request.ModSlot]?.Count > 1)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"{request.BotData.Role} No default: {request.ModSlot} mod found for: {weaponTemplate.Name}, using existing pool"
);
}
}
// Couldn't find default in globals, use existing mod pool data
return request.ItemModPool[request.ModSlot];
}
// Only filter mods down to single default item if it already exists in existing itemModPool, OR the default item has no children
// Filtering mod pool to item that wasn't already there can have problems;
// You'd have a mod being picked without any sub-mods in its chain, possibly resulting in missing required mods not being added
// Mod is in existing mod pool
if (request.ItemModPool[request.ModSlot].Contains(matchingModFromPreset.Template))
// Found mod on preset + it already exists in mod pool
{
return [matchingModFromPreset.Template];
}
// Get an array of items that are allowed in slot from parent item
// Check the filter of the slot to ensure a chosen mod fits
var parentSlotCompatibleItems = request
.ParentTemplate.Properties.Slots?.FirstOrDefault(slot =>
string.Equals(
slot.Name.ToLower(),
request.ModSlot.ToLower(),
StringComparison.Ordinal
)
)
?.Props.Filters?[0].Filter;
// Mod isn't in existing pool, only add if it has no children and exists inside parent filter
if (
(parentSlotCompatibleItems?.Contains(matchingModFromPreset.Template) ?? false)
&& _itemHelper.GetItem(matchingModFromPreset.Template).Value.Properties.Slots?.Count
== 0
)
{
// Chosen mod has no conflicts + no children + is in parent compat list
if (!request.ConflictingItemTpls.Contains(matchingModFromPreset.Template))
{
return [matchingModFromPreset.Template];
}
// Above chosen mod had conflicts with existing weapon mods
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"{request.BotData.Role} Chosen default: {request.ModSlot} mod found for: {weaponTemplate.Name} weapon conflicts with item on weapon, cannot use default"
);
}
var existingModPool = request.ItemModPool[request.ModSlot];
if (existingModPool.Count == 1)
{
// The only item in pool isn't compatible
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"{request.BotData.Role} {request.ModSlot} Mod pool for: {weaponTemplate.Name} weapon has only incompatible items, using parent list instead"
);
}
// Last ditch, use full pool of items minus conflicts
var newListOfModsForSlot = parentSlotCompatibleItems.Where(tpl =>
!request.ConflictingItemTpls.Contains(tpl)
);
if (newListOfModsForSlot.Any())
{
return newListOfModsForSlot.ToHashSet();
}
}
// Return full mod pool
return request.ItemModPool[request.ModSlot];
}
// Tried everything, return mod pool
return request.ItemModPool[request.ModSlot];
}
/// <summary>
/// Get Desired item from preset
/// </summary>
/// <param name="request"></param>
/// <param name="weaponTemplate"></param>
/// <returns></returns>
protected Item? GetMatchingModFromPreset(ModToSpawnRequest request, TemplateItem weaponTemplate)
{
var matchingPreset = GetMatchingPreset(weaponTemplate, request.ParentTemplate.Id);
return matchingPreset?.Items?.FirstOrDefault(item =>
string.Equals(item?.SlotId, request.ModSlot, StringComparison.OrdinalIgnoreCase)
);
}
/// <summary>
/// Get default preset for weapon OR get specific weapon presets for edge cases (mp5/silenced dvl)
/// </summary>
/// <param name="weaponTemplate">Weapons db template</param>
/// <param name="parentItemTpl">Tpl of the parent item</param>
/// <returns>Default preset found</returns>
protected Preset? GetMatchingPreset(TemplateItem weaponTemplate, string parentItemTpl)
{
// Edge case - using mp5sd reciever means default mp5 handguard doesn't fit
var isMp5sd = parentItemTpl == "5926f2e086f7745aae644231";
if (isMp5sd)
{
return _presetHelper.GetPreset("59411abb86f77478f702b5d2");
}
// Edge case - dvl 500mm is the silenced barrel and has specific muzzle mods
var isDvl500mmSilencedBarrel = parentItemTpl == "5888945a2459774bf43ba385";
if (isDvl500mmSilencedBarrel)
{
return _presetHelper.GetPreset("59e8d2b386f77445830dd299");
}
return _presetHelper.GetDefaultPreset(weaponTemplate.Id);
}
/// <summary>
/// Temp fix to prevent certain combinations of weapons with mods that are known to be incompatible
/// </summary>
/// <param name="weapon">Array of items that make up a weapon</param>
/// <param name="modTpl">Mod to check compatibility with weapon</param>
/// <returns>True if incompatible</returns>
public bool WeaponModComboIsIncompatible(List<Item> weapon, string modTpl)
{
// STM-9 + AR-15 Lone Star Ion Lite handguard
if (
weapon[0].Template == "60339954d62c9b14ed777c06"
&& modTpl == "5d4405f0a4b9361e6a4e6bd9"
)
{
return true;
}
return false;
}
/// <summary>
/// Create a mod item with provided parameters as properties + add upd property
/// </summary>
/// <param name="modId">_id</param>
/// <param name="modTpl">_tpl</param>
/// <param name="parentId">parentId</param>
/// <param name="modSlot">slotId</param>
/// <param name="modTemplate">Used to add additional properties in the upd object</param>
/// <param name="botRole">The bots role mod is being created for</param>
/// <returns>Item object</returns>
public Item CreateModItem(
string modId,
string modTpl,
string parentId,
string modSlot,
TemplateItem modTemplate,
string botRole
)
{
return new Item
{
Id = modId,
Template = modTpl,
ParentId = parentId,
SlotId = modSlot,
Upd = _botGeneratorHelper.GenerateExtraPropertiesForItem(modTemplate, botRole),
};
}
/// <summary>
/// Get a list of containers that hold ammo
/// e.g. mod_magazine / patron_in_weapon_000
/// </summary>
/// <returns>string array</returns>
public static FrozenSet<string> GetAmmoContainers()
{
return _cartridgeHolderSlots;
}
/// <summary>
/// Get a random mod from an items compatible mods Filter array
/// </summary>
/// <param name="fallbackModTpl">Default value to return if parentSlot Filter is empty</param>
/// <param name="parentSlot">Item mod will go into, used to get compatible items</param>
/// <param name="modSlot">Slot to get mod to fill</param>
/// <param name="items">Items to ensure picked mod is compatible with</param>
/// <returns>Item tpl</returns>
public string? GetRandomModTplFromItemDb(
string fallbackModTpl,
Slot parentSlot,
string modSlot,
List<Item> items
)
{
// Find compatible mods and make an array of them
var allowedItems = parentSlot.Props.Filters[0].Filter;
// Find mod item that fits slot from sorted mod array
var exhaustableModPool = CreateExhaustableArray(allowedItems);
var tmpModTpl = fallbackModTpl;
while (exhaustableModPool.HasValues())
{
tmpModTpl = exhaustableModPool.GetRandomValue();
if (
!_botGeneratorHelper
.IsItemIncompatibleWithCurrentItems(items, tmpModTpl, modSlot)
.Incompatible.GetValueOrDefault(false)
)
{
return tmpModTpl;
}
}
// No mod found
return null;
}
/// <summary>
/// Check if mod exists in db + is for a required slot
/// </summary>
/// <param name="modToAdd">Db template of mod to check</param>
/// <param name="slotAddedToTemplate">Slot object the item will be placed as child into</param>
/// <param name="modSlot">Slot the mod will fill</param>
/// <param name="parentTemplate">Db template of the mods being added</param>
/// <param name="botRole">Bots wildspawntype (assault/pmcBot/exUsec etc)</param>
/// <returns>True if valid for slot</returns>
public bool IsModValidForSlot(
KeyValuePair<bool, TemplateItem>? modToAdd,
Slot slotAddedToTemplate,
string modSlot,
TemplateItem parentTemplate,
string botRole
)
{
var modBeingAddedDbTemplate = modToAdd.Value;
// Mod lacks db template object
if (modBeingAddedDbTemplate.Value is null)
{
_logger.Error(
_serverLocalisationService.GetText(
"bot-no_item_template_found_when_adding_mod",
new { modId = modBeingAddedDbTemplate.Value?.Id ?? "UNKNOWN", modSlot }
)
);
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug($"Item -> {parentTemplate?.Id}; Slot -> {modSlot}");
}
return false;
}
// Mod has invalid db item
if (!modToAdd.HasValue)
{
// Parent slot must be filled but db object is invalid, show warning and return false
if (slotAddedToTemplate.Required ?? false)
{
_logger.Warning(
_serverLocalisationService.GetText(
"bot-unable_to_add_mod_item_invalid",
new
{
itemName = modBeingAddedDbTemplate.Value?.Name ?? "UNKNOWN",
iodSlot = modSlot,
parentItemName = parentTemplate.Name,
botRole,
}
)
);
}
return false;
}
// Mod was found in db
return true;
}
/// <summary>
/// Find mod tpls of a provided type and add to its modPool
/// </summary>
/// <param name="desiredSlotName">Slot to look up and add we are adding tpls for (e.g. mod_scope)</param>
/// <param name="modTemplate">db object for modItem we get compatible mods from</param>
/// <param name="modPool">Pool of mods we are adding to</param>
/// <param name="botEquipBlacklist">A blacklist of items that cannot be picked</param>
public void AddCompatibleModsForProvidedMod(
string desiredSlotName,
TemplateItem modTemplate,
IDictionary<string, Dictionary<string, HashSet<string>>> modPool,
EquipmentFilterDetails botEquipBlacklist
)
{
var desiredSlotObject = modTemplate.Properties?.Slots?.FirstOrDefault(slot =>
slot.Name.Contains(desiredSlotName)
);
var supportedSubMods = desiredSlotObject?.Props?.Filters?.FirstOrDefault()?.Filter;
if (supportedSubMods is null)
{
return;
}
var supportedSubModsSet = supportedSubMods.ToHashSet();
// Filter mods
var filteredMods = FilterModsByBlacklist(
supportedSubModsSet,
botEquipBlacklist,
desiredSlotName
);
if (!filteredMods.Any())
{
_logger.Warning(
_serverLocalisationService.GetText(
"bot-unable_to_filter_mods_all_blacklisted",
new { slotName = desiredSlotObject.Name, itemName = modTemplate.Name }
)
);
}
modPool.TryAdd(modTemplate.Id, new Dictionary<string, HashSet<string>>());
modPool[modTemplate.Id][desiredSlotObject.Name] = supportedSubModsSet;
}
/// <summary>
/// Get the possible items that fit a slot
/// </summary>
/// <param name="parentItemId">item tpl to get compatible items for</param>
/// <param name="modSlot">Slot item should fit in</param>
/// <param name="botEquipBlacklist">Equipment that should not be picked</param>
/// <returns>Array of compatible items for that slot</returns>
public HashSet<string> GetDynamicModPool(
string parentItemId,
string modSlot,
EquipmentFilterDetails botEquipBlacklist
)
{
var modsFromDynamicPool = _cloner.Clone(
_botEquipmentModPoolService.GetCompatibleModsForWeaponSlot(parentItemId, modSlot)
);
if (modsFromDynamicPool.Count == 0)
{
// Mod pool has no items, don't bother doing any filtering below
return modsFromDynamicPool;
}
var filteredMods = FilterModsByBlacklist(modsFromDynamicPool, botEquipBlacklist, modSlot);
if (filteredMods.Any())
{
// Filtering left at least 1 item, return it
return filteredMods;
}
_logger.Warning(
_serverLocalisationService.GetText(
"bot-unable_to_filter_mod_slot_all_blacklisted",
modSlot
)
);
return modsFromDynamicPool;
}
/// <summary>
/// Take a list of tpls and filter out blacklisted values using itemFilterService + botEquipmentBlacklist
/// </summary>
/// <param name="modTplPool">Base mod tpls to filter</param>
/// <param name="botEquipBlacklist">Equipment blacklist details for bot level range</param>
/// <param name="modSlot">Mod slot mods belong to</param>
/// <returns>New set of tpls not in blacklist(s)</returns>
public HashSet<string> FilterModsByBlacklist(
HashSet<string> modTplPool,
EquipmentFilterDetails? botEquipBlacklist,
string modSlot
)
{
if (!modTplPool.Any())
{
// Mod pool has no items, don't bother doing any filtering below
return modTplPool;
}
// Get item blacklist and mod equipment blacklist as one Set
var blacklist = _itemFilterService.GetBlacklistedItems();
if (
botEquipBlacklist?.Equipment is not null
&& botEquipBlacklist.Equipment.TryGetValue(modSlot, out var equipmentBlacklistValues)
)
{
blacklist.UnionWith(equipmentBlacklistValues);
}
var result = _cloner.Clone(modTplPool);
// Filter out blacklisted tpls
result.ExceptWith(blacklist);
return modTplPool;
}
/// <summary>
/// With the shotgun revolver (60db29ce99594040e04c4a27) 12.12 introduced CylinderMagazines.
/// Those magazines (e.g. 60dc519adf4c47305f6d410d) have a "Cartridges" entry with a _max_count=0.
/// Ammo is not put into the magazine directly but assigned to the magazine's slots: The "camora_xxx" slots.
/// This function is a helper called by generateModsForItem for mods with parent type "CylinderMagazine"
/// </summary>
/// <param name="items">The items where the CylinderMagazine's camora are appended to</param>
/// <param name="modPool">ModPool which should include available cartridges</param>
/// <param name="cylinderMagParentId">The CylinderMagazine's UID</param>
/// <param name="cylinderMagTemplate">The CylinderMagazine's template</param>
public void FillCamora(
List<Item> items,
Dictionary<string, Dictionary<string, HashSet<string>>> modPool,
string cylinderMagParentId,
TemplateItem cylinderMagTemplate
)
{
if (!modPool.TryGetValue(cylinderMagTemplate.Id, out var itemModPool))
{
_logger.Warning(
_serverLocalisationService.GetText(
"bot-unable_to_fill_camora_slot_mod_pool_empty",
new { weaponId = cylinderMagTemplate.Id, weaponName = cylinderMagTemplate.Name }
)
);
var camoraSlots = cylinderMagTemplate.Properties.Slots.Where(slot =>
slot.Name.StartsWith("camora")
);
// Attempt to generate camora slots for item
modPool[cylinderMagTemplate.Id] = new Dictionary<string, HashSet<string>>();
foreach (var camora in camoraSlots)
{
modPool[cylinderMagTemplate.Id][camora.Name] = camora.Props.Filters?[
0
].Filter.ToHashSet();
}
itemModPool = modPool[cylinderMagTemplate.Id];
}
ExhaustableArray<string>? exhaustableModPool = null;
var modSlot = "cartridges";
const string camoraFirstSlot = "camora_000";
if (itemModPool.TryGetValue(modSlot, out var value))
{
exhaustableModPool = CreateExhaustableArray(value.ToList());
}
else if (itemModPool.ContainsKey(camoraFirstSlot))
{
modSlot = camoraFirstSlot;
exhaustableModPool = CreateExhaustableArray(MergeCamoraPools(itemModPool).ToList());
}
else
{
_logger.Error(
_serverLocalisationService.GetText(
"bot-missing_cartridge_slot",
cylinderMagTemplate.Id
)
);
return;
}
string? modTpl = null;
var found = false;
while (exhaustableModPool.HasValues())
{
modTpl = exhaustableModPool.GetRandomValue();
if (
!_botGeneratorHelper
.IsItemIncompatibleWithCurrentItems(items, modTpl, modSlot)
.Incompatible.GetValueOrDefault(false)
)
{
found = true;
break;
}
}
if (!found)
{
_logger.Error(
_serverLocalisationService.GetText("bot-no_compatible_camora_ammo_found", modSlot)
);
return;
}
foreach (var slot in cylinderMagTemplate.Properties.Slots)
{
var modSlotId = slot.Name;
var modId = _hashUtil.Generate();
items.Add(
new Item
{
Id = modId,
Template = modTpl,
ParentId = cylinderMagParentId,
SlotId = modSlotId,
}
);
}
}
/// <summary>
/// Take a record of camoras and merge the compatible shells into one array
/// </summary>
/// <param name="camorasWithShells">Dictionary of camoras we want to merge into one array</param>
/// <returns>String array of shells for multiple camora sources</returns>
public HashSet<string> MergeCamoraPools(Dictionary<string, HashSet<string>> camorasWithShells)
{
return camorasWithShells.SelectMany(shellKvP => shellKvP.Value).Distinct().ToHashSet();
}
/// <summary>
/// Filter out non-whitelisted weapon scopes
/// Controlled by bot.json weaponSightWhitelist
/// e.g. filter out rifle scopes from SMGs
/// </summary>
/// <param name="weapon">Weapon scopes will be added to</param>
/// <param name="scopes">Full scope pool</param>
/// <param name="botWeaponSightWhitelist">Whitelist of scope types by weapon base type</param>
/// <returns>Array of scope tpls that have been filtered to just ones allowed for that weapon type</returns>
public HashSet<string> FilterSightsByWeaponType(
Item weapon,
HashSet<string> scopes,
Dictionary<string, List<string>> botWeaponSightWhitelist
)
{
var weaponDetails = _itemHelper.GetItem(weapon.Template);
// Return original scopes array if whitelist not found
if (
!botWeaponSightWhitelist.TryGetValue(
weaponDetails.Value.Parent,
out var whitelistedSightTypes
)
)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Unable to find whitelist for weapon type: {weaponDetails.Value.Parent} {weaponDetails.Value.Name}, skipping sight filtering"
);
}
return scopes;
}
// Filter items that are not directly scopes OR mounts that do not hold the type of scope we allow for this weapon type
HashSet<string> filteredScopesAndMods = [];
foreach (var item in scopes)
{
// Mods is a scope, check base class is allowed
if (_itemHelper.IsOfBaseclasses(item, whitelistedSightTypes))
{
// Add mod to allowed list
filteredScopesAndMods.Add(item);
continue;
}
// Edge case, what if item is a mount for a scope and not directly a scope?
// Check item is mount + has child items
var itemDetails = _itemHelper.GetItem(item).Value;
if (
_itemHelper.IsOfBaseclass(item, BaseClasses.MOUNT)
&& itemDetails.Properties.Slots.Any()
)
{
// Check to see if mount has a scope slot (only include primary slot, ignore the rest like the backup sight slots)
// Should only find 1 as there's currently no items with a mod_scope AND a mod_scope_000
HashSet<string> filter = ["mod_scope", "mod_scope_000"];
var scopeSlot = itemDetails.Properties.Slots.Where(slot =>
filter.Contains(slot.Name)
);
// Mods scope slot found must allow ALL whitelisted scope types OR be a mount
if (
scopeSlot?.All(slot =>
slot.Props.Filters[0]
.Filter.All(tpl =>
_itemHelper.IsOfBaseclasses(tpl, whitelistedSightTypes)
|| _itemHelper.IsOfBaseclass(tpl, BaseClasses.MOUNT)
)
) ?? false
)
// Add mod to allowed list
{
filteredScopesAndMods.Add(item);
}
}
}
// No mods added to return list after filtering has occurred, send back the original mod list
if (filteredScopesAndMods.Count == 0)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug(
$"Scope whitelist too restrictive for: {weapon.Template} {weaponDetails.Value.Name}, skipping filter"
);
}
return scopes;
}
return filteredScopesAndMods;
}
}