Files
SPT-Server-Build/Libraries/Core/Generators/BotEquipmentModGenerator.cs
T
2025-01-26 10:27:59 +00:00

1789 lines
72 KiB
C#

using SptCommon.Annotations;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Models.Spt.Bots;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Helpers;
using Core.Models.Common;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using Core.Utils.Collections;
namespace Core.Generators;
[Injectable]
public class BotEquipmentModGenerator(
ISptLogger<BotEquipmentModGenerator> _logger,
HashUtil _hashUtil,
RandomUtil _randomUtil,
ProbabilityHelper _probabilityHelper,
DatabaseService _databaseService,
ItemHelper _itemHelper,
BotEquipmentFilterService _botEquipmentFilterService,
ItemFilterService _itemFilterService,
ProfileHelper _profileHelper,
BotWeaponModLimitService _botWeaponModLimitService,
BotHelper _botHelper,
BotGeneratorHelper _botGeneratorHelper,
BotWeaponGeneratorHelper _botWeaponGeneratorHelper,
WeightedRandomHelper _weightedRandomHelper,
PresetHelper _presetHelper,
LocalisationService _localisationService,
BotEquipmentModPoolService _botEquipmentModPoolService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected 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(
_localisationService.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[modSlotName],
parentTemplate
);
switch (plateSlotFilteringOutcome.Result)
{
case Result.UNKNOWN_FAILURE or Result.NO_DEFAULT_FILTER:
_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.ToList());
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));
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 useable plate
var findCompatiblePlateAttempts = 0;
var 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)
{
_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;
}
private MinMax 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 {
Min = (platePool[0].Properties.ArmorClass),
Max = (platePool[platePool.Count - 1].Properties.ArmorClass),
};
}
/**
* Get the default plate an armor has in its db item
* @param armorItem Item to look up default plate
* @param modSlot front/back
* @returns Tpl of plate
*/
protected string? GetDefaultPlateTpl(TemplateItem armorItem, string modSlot)
{
var relatedItemDbModSlot = armorItem.Properties.Slots?.FirstOrDefault(slot => slot.Name.ToLower() == modSlot);
return relatedItemDbModSlot?.Props.Filters[0].Plate;
}
/**
* Get the matching armor slot from the default preset matching passed in armor tpl
* @param presetItemId Id of preset
* @param modSlot front/back
* @returns Armor IItem
*/
protected Item? GetDefaultPresetArmorSlot(string armorItemTpl, string modSlot)
{
var defaultPreset = _presetHelper.GetDefaultPreset(armorItemTpl);
return defaultPreset?.Items?.FirstOrDefault((item) => item.SlotId?.ToLower() == modSlot);
}
/// <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 (
!(
request.ParentTemplate.Properties.Slots.Any() ||
request.ParentTemplate.Properties.Cartridges.Any() ||
request.ParentTemplate.Properties.Chambers.Any()
)
)
{
_logger.Error(
_localisationService.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.ToList(), 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(
_localisationService.GetText(
"bot-weapon_missing_mod_slot",
new
{
modSlot = modSlot,
weaponId = request.ParentTemplate.Id,
weaponName = request.ParentTemplate.Name,
botRole = request.BotData.Role,
}
)
);
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.Keys.Contains(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?.Keys.Count > 0)
{
request.ModPool[modToAddTemplate.Value.Id] = modFromService;
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?.Keys.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()
{
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>
/// 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)
{
// Slots a weapon can store its stock in
string[] stockSlots = ["mod_stock", "mod_stock_000", "mod_stock_001", "mod_stock_akms"];
// Can the stock hold child items
var hasSubSlots = modToAddTemplate.Properties.Slots?.Count > 0;
return (stockSlots.Contains(modSlot) && hasSubSlots) || botEquipConfig.ForceStock.GetValueOrDefault(false);
}
/// <summary>
/// Is this 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 ((string[]) ["mod_sight_front", "mod_sight_rear"]).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 (
((string[])
[
"mod_scope",
"mod_mount",
"mod_mount_000",
"mod_scope_000",
"mod_scope_001",
"mod_scope_002",
"mod_scope_003",
]).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 ((string[]) ["mod_muzzle", "mod_muzzle_000", "mod_muzzle_001"]).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 List<string> SortModKeys(List<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);
List<string> sortedKeys = [];
var modRecieverKey = "mod_reciever";
var modMount001Key = "mod_mount_001";
var modGasBlockKey = "mod_gas_block";
var modPistolGrip = "mod_pistol_grip";
var modStockKey = "mod_stock";
var modBarrelKey = "mod_barrel";
var modHandguardKey = "mod_handguard";
var modMountKey = "mod_mount";
var modScopeKey = "mod_scope";
var 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.AddRange(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));
case "cartridges":
return parentTemplate?.Properties?.Cartridges?.FirstOrDefault((c) => c.Name?.ToLower() == modSlotLower);
default:
return parentTemplate?.Properties?.Slots?.FirstOrDefault((s) => s.Name?.ToLower() == modSlotLower);
}
}
/// <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 = _probabilityHelper.RollChance(modSpawnChances.GetValueOrDefault(modSlotName));
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 && !(parentSlot?.Required ?? false))
{
// Nothing in mod pool + item not required
_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 full modpool 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.Count() > 0)
{
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.Count() > 0)
{
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 = GetFilterdMagazinePoolByCapacity(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)))
{
_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 magaizne 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>
/// <exception cref="NotImplementedException"></exception>
public IEnumerable<string> GetFilterdMagazinePoolByCapacity(ModToSpawnRequest modSpawnRequest, HashSet<string> modPool)
{
var weaponTpl = modSpawnRequest.Weapon[0].Template;
modSpawnRequest.RandomisationSettings.MinimumMagazineSize.TryGetValue(weaponTpl, out var minMagSizeFromSettings);
var minMagazineSize = minMagSizeFromSettings;
var desiredMagazineTpls = modPool.Where(
(magTpl) =>
{
var magazineDb = _itemHelper.GetItem(magTpl).Value;
return magazineDb.Properties is not null && magazineDb.Properties.Cartridges.FirstOrDefault().MaxCount >= minMagazineSize;
}
);
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()
{
Incompatible = true,
Found = false,
Reason = $"Unable to add mod to {choiceTypeEnum.ToString()} slot: {modSlotName}. All: {modPool.Count()} had conflicts"
};
}
// Filter mod pool to only items that appear in parents allowed list
preFilteredModPool = preFilteredModPool.Where((tpl) => parentSlot.Props.Filters[0].Filter.Contains(tpl)).ToList();
if (preFilteredModPool.Count == 0)
{
return new() { 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(List<string> modPool, ModSpawn? modSpawnType, List<Item> weapon)
{
// Create exhaustable pool to pick mod item from
var exhaustableModPool = CreateExhaustableArray(modPool.ToList());
// 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>(List<T> itemsToAddToArray)
{
return new ExhaustableArray<T>(itemsToAddToArray.ToList(), _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 List<string> GetFilteredModPool(HashSet<string> modPool, HashSet<string> tplBlacklist)
{
return modPool.Where((tpl) => !tplBlacklist.Contains(tpl)).ToList();
}
/// <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
return request.ItemModPool[request.ModSlot];
}
public HashSet<string> GetModPoolForDefaultSlot(ModToSpawnRequest request, TemplateItem weaponTemplate)
{
var matchingModFromPreset = GetMatchingModFromPreset(request, weaponTemplate);
if (matchingModFromPreset is null)
{
if (request.ItemModPool[request.ModSlot]?.Count > 1)
{
_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
_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
_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.Count() > 0)
{
return newListOfModsForSlot.ToHashSet();
}
}
// Return full mod pool
return request.ItemModPool[request.ModSlot];
}
// Tried everything, return mod pool
return request.ItemModPool[request.ModSlot];
}
public Item? GetMatchingModFromPreset(ModToSpawnRequest request, TemplateItem weaponTemplate)
{
var matchingPreset = GetMatchingPreset(weaponTemplate, request.ParentTemplate.Id);
return matchingPreset?.Items?.FirstOrDefault((item) => item?.SlotId?.ToLower() == request.ModSlot.ToLower());
}
/// <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>
public 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 List<string> GetAmmoContainers()
{
return ["mod_magazine", "patron_in_weapon", "patron_in_weapon_000", "patron_in_weapon_001", "cartridges"];
}
/// <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(
_localisationService.GetText(
"bot-no_item_template_found_when_adding_mod",
new
{
modId = modBeingAddedDbTemplate.Value?.Id ?? "UNKNOWN",
modSlot = modSlot,
}
)
);
_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(
_localisationService.GetText(
"bot-unable_to_add_mod_item_invalid",
new
{
itemName = modBeingAddedDbTemplate.Value?.Name ?? "UNKNOWN",
iodSlot = modSlot,
parentItemName = parentTemplate.Name,
botRole = 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,
Dictionary<string, Dictionary<string, HashSet<string>>> modPool,
EquipmentFilterDetails botEquipBlacklist)
{
var desiredSlotObject = modTemplate.Properties.Slots?.FirstOrDefault((slot) => slot.Name.Contains(desiredSlotName));
if (desiredSlotObject is null)
{
return;
}
var supportedSubMods = desiredSlotObject.Props.Filters[0].Filter;
if (supportedSubMods is null)
{
return;
}
// Filter mods
var filteredMods = FilterModsByBlacklist(supportedSubMods.ToHashSet(), botEquipBlacklist, desiredSlotName);
if (!filteredMods.Any())
{
_logger.Warning(
_localisationService
.GetText(
"bot-unable_to_filter_mods_all_blacklisted",
new
{
slotName = desiredSlotObject.Name,
itemName = modTemplate.Name,
}
)
);
}
if (!modPool.ContainsKey(modTemplate.Id))
{
modPool[modTemplate.Id] = new();
}
modPool[modTemplate.Id][desiredSlotObject.Name] = supportedSubMods.ToHashSet();
}
/// <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)
);
var filteredMods = FilterModsByBlacklist(modsFromDynamicPool, botEquipBlacklist, modSlot);
if (!filteredMods.Any())
{
_logger.Warning(_localisationService.GetText("bot-unable_to_filter_mod_slot_all_blacklisted", modSlot));
return modsFromDynamicPool;
}
return filteredMods;
}
/// <summary>
/// Take a list of tpls and filter out blacklisted values using itemFilterService + botEquipmentBlacklist
/// </summary>
/// <param name="allowedMods">Base mods to filter</param>
/// <param name="botEquipBlacklist">Equipment blacklist</param>
/// <param name="modSlot">Slot mods belong to</param>
/// <returns>Filtered array of mod tpls</returns>
public HashSet<string> FilterModsByBlacklist(HashSet<string> allowedMods, EquipmentFilterDetails? botEquipBlacklist, string modSlot)
{
// No blacklist, nothing to filter out
if (botEquipBlacklist is null)
{
return allowedMods;
}
var result = new HashSet<string>();
// Get item blacklist and mod equipment blacklist as one array
botEquipBlacklist.Equipment.TryGetValue(modSlot, out var equipmentBlacklistValues);
var blacklist = _itemFilterService.GetBlacklistedItems().Concat(equipmentBlacklistValues ?? []);
result = allowedMods.Where((tpl) => !blacklist.Contains(tpl)).ToHashSet();
return result;
}
/// <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)
{
var itemModPool = modPool[cylinderMagTemplate.Id];
if (itemModPool is null)
{
_logger.Warning(
_localisationService.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();
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";
var 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(_localisationService.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(_localisationService.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() { 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
var whitelistedSightTypes = botWeaponSightWhitelist[weaponDetails.Value.Parent];
if (whitelistedSightTypes is null)
{
_logger.Debug(
$"Unable to find whitelist for weapon type: {weaponDetails.Value.Parent} {weaponDetails.Value.Name}, skipping sight filtering"
);
return scopes;
}
// Filter items that are not directly scopes OR mounts that do not hold the type of scope we allow for this weapon type
HashSet<string> filteredScopesAndMods = [];
foreach (var item in scopes)
{
// Mods is a scope, check base class is allowed
if (_itemHelper.IsOfBaseclasses(item, whitelistedSightTypes))
{
// Add mod to allowed list
filteredScopesAndMods.Add(item);
continue;
}
// Edge case, what if item is a mount for a scope and not directly a scope?
// Check item is mount + has child items
var itemDetails = _itemHelper.GetItem(item).Value;
if (_itemHelper.IsOfBaseclass(item, BaseClasses.MOUNT) && itemDetails.Properties.Slots.Count() > 0)
{
// Check to see if mount has a scope slot (only include primary slot, ignore the rest like the backup sight slots)
// Should only find 1 as there's currently no items with a mod_scope AND a mod_scope_000
List<string> filter = ["mod_scope", "mod_scope_000"];
var scopeSlot = itemDetails.Properties.Slots.Where(
(slot) =>
filter.Contains(slot.Name)
);
// Mods scope slot found must allow ALL whitelisted scope types OR be a mount
if (scopeSlot?.All(
(slot) =>
slot.Props.Filters[0]
.Filter.All(
(tpl) =>
_itemHelper.IsOfBaseclasses(tpl, whitelistedSightTypes) ||
_itemHelper.IsOfBaseclass(tpl, BaseClasses.MOUNT)
)
) ??
false)
{
// Add mod to allowed list
filteredScopesAndMods.Add(item);
}
}
}
// No mods added to return list after filtering has occurred, send back the original mod list
if (filteredScopesAndMods is null || filteredScopesAndMods.Count() == 0)
{
_logger.Debug($"Scope whitelist too restrictive for: {weapon.Template} {weaponDetails.Value.Name}, skipping filter");
return scopes;
}
return filteredScopesAndMods;
}
}