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

113 lines
4.3 KiB
C#

using System.Globalization;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Bot;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Spt.Bots;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class BotLevelGenerator(
ISptLogger<BotLevelGenerator> logger,
RandomUtil randomUtil,
DatabaseService databaseService
)
{
/// <summary>
/// Return a randomised bot level and exp value
/// </summary>
/// <param name="levelDetails">Min and max of level for bot</param>
/// <param name="botGenerationDetails">Details to help generate a bot</param>
/// <param name="bot">Bot the level is being generated for</param>
/// <returns>IRandomisedBotLevelResult object</returns>
public RandomisedBotLevelResult GenerateBotLevel(
MinMax<int> levelDetails,
BotGenerationDetails botGenerationDetails,
BotBase bot
)
{
if (!botGenerationDetails.IsPmc)
{
return new RandomisedBotLevelResult { Exp = 0, Level = 1 };
}
var expTable = databaseService.GetGlobals().Configuration.Exp.Level.ExperienceTable;
var botLevelRange = GetRelativePmcBotLevelRange(
botGenerationDetails,
levelDetails,
expTable.Length
);
// Get random level based on the exp table.
var exp = 0;
var level = int.Parse(
ChooseBotLevel(botLevelRange.Min, botLevelRange.Max, 1, 1.15)
.ToString(CultureInfo.InvariantCulture)
); // TODO - nasty double to string to int conversion
for (var i = 0; i < level; i++)
{
exp += expTable[i].Experience;
}
// Sprinkle in some random exp within the level, unless we are at max level.
if (level < expTable.Length - 1)
{
exp += randomUtil.GetInt(0, expTable[level].Experience - 1);
}
return new RandomisedBotLevelResult { Level = level, Exp = exp };
}
public double ChooseBotLevel(double min, double max, int shift, double number)
{
return randomUtil.GetBiasedRandomNumber(min, max, shift, number);
}
/// <summary>
/// Return the min and max level a PMC can be
/// </summary>
/// <param name="botGenerationDetails">Details to help generate a bot</param>
/// <param name="levelDetails"></param>
/// <param name="maxAvailableLevel">Max level allowed</param>
/// <returns>A MinMax of the lowest and highest level to generate the bots</returns>
public MinMax<int> GetRelativePmcBotLevelRange(
BotGenerationDetails botGenerationDetails,
MinMax<int> levelDetails,
int maxAvailableLevel
)
{
var levelOverride = botGenerationDetails.LocationSpecificPmcLevelOverride;
var playerLevel = botGenerationDetails.PlayerLevel ?? 1;
// Create a min limit PMCs level cannot fall below
var minPossibleLevel = levelOverride is not null
? Math.Min(
Math.Max(levelDetails.Min, levelOverride.Min), // Biggest between json min and the botgen min
maxAvailableLevel // Fallback if value above is crazy
)
: Math.Clamp(levelDetails.Min, 1, maxAvailableLevel); // Not pmc with override or non-pmc
// Create a max limit PMCs level cannot go above
var maxPossibleLevel = levelOverride is not null
? Math.Min(levelOverride.Max, maxAvailableLevel) // Is PMC and have a level override
: Math.Min(levelDetails.Max, maxAvailableLevel); // Not pmc with override or non-pmc
// Get min level relative to player level
// May be negative, is clamped to 1 below
var minLevel = playerLevel - botGenerationDetails.BotRelativeLevelDeltaMin;
// Get max level relative to player level
var maxLevel = playerLevel + botGenerationDetails.BotRelativeLevelDeltaMax;
// Clamp the level to the min/max possible
maxLevel = Math.Clamp(maxLevel, minPossibleLevel, maxPossibleLevel);
minLevel = Math.Clamp(minLevel, minPossibleLevel, maxPossibleLevel);
return new MinMax<int>(minLevel, maxLevel);
}
}