Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Generators/LootGenerator.cs
T
2025-11-10 10:55:39 +00:00

718 lines
28 KiB
C#

using System.Text.Json.Serialization;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
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.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Services;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class LootGenerator(
ISptLogger<LootGenerator> logger,
RandomUtil randomUtil,
ItemHelper itemHelper,
PresetHelper presetHelper,
DatabaseService databaseService,
ItemFilterService itemFilterService,
ServerLocalisationService serverLocalisationService,
WeightedRandomHelper weightedRandomHelper,
RagfairLinkedItemService ragfairLinkedItemService,
SeasonalEventService seasonalEventService,
ICloner cloner
)
{
/// <summary>
/// Generate a list of items based on configuration options parameter
/// </summary>
/// <param name="options">parameters to adjust how loot is generated</param>
/// <returns>An array of loot items</returns>
public IEnumerable<List<Item>> CreateRandomLoot(LootRequest options)
{
var result = new List<List<Item>>();
var itemTypeCounts = InitItemLimitCounter(options.ItemLimits);
// Handle sealed weapon containers
var sealedWeaponCrateCount = randomUtil.GetInt(options.WeaponCrateCount.Min, options.WeaponCrateCount.Max);
if (sealedWeaponCrateCount > 0)
{
// Get list of all sealed containers from db - they're all the same, just for flavor
var itemsDb = databaseService.GetItems().Values;
var sealedWeaponContainerPool = itemsDb.Where(item => item.Name.Contains("event_container_airdrop"));
for (var index = 0; index < sealedWeaponCrateCount; index++)
{
// Choose one at random + add to results array
var chosenSealedContainer = randomUtil.GetArrayValue(sealedWeaponContainerPool);
result.Add([
new Item
{
Id = new MongoId(),
Template = chosenSealedContainer.Id,
Upd = new Upd { StackObjectsCount = 1, SpawnedInSession = true },
},
]);
}
}
// Get items from items.json that have a type of item + not in global blacklist + base type is in whitelist
var rewardPoolResults = GetItemRewardPool(
options.ItemBlacklist,
options.ItemTypeWhitelist,
options.UseRewardItemBlacklist.GetValueOrDefault(false),
options.AllowBossItems.GetValueOrDefault(false),
options.BlockSeasonalItemsOutOfSeason.GetValueOrDefault(false)
);
// Pool has items we could add as loot, proceed
if (rewardPoolResults.ItemPool.Any())
{
var randomisedItemCount = randomUtil.GetInt(options.ItemCount.Min, options.ItemCount.Max);
for (var index = 0; index < randomisedItemCount; index++)
{
if (!FindAndAddRandomItemToLoot(rewardPoolResults.ItemPool, itemTypeCounts, options, result))
// Failed to add, reduce index so we get another attempt
{
index--;
}
}
}
var globalDefaultPresets = presetHelper.GetDefaultPresets().Values;
// Filter default presets to just weapons
var randomisedWeaponPresetCount = randomUtil.GetInt(options.WeaponPresetCount.Min, options.WeaponPresetCount.Max);
if (randomisedWeaponPresetCount > 0)
{
var weaponDefaultPresets = globalDefaultPresets.Where(preset =>
itemHelper.IsOfBaseclass(preset.Encyclopedia.Value, BaseClasses.WEAPON)
);
if (weaponDefaultPresets.Any())
{
for (var index = 0; index < randomisedWeaponPresetCount; index++)
{
if (!FindAndAddRandomPresetToLoot(weaponDefaultPresets, itemTypeCounts, rewardPoolResults.Blacklist, result))
// Failed to add, reduce index so we get another attempt
{
index--;
}
}
}
}
// Filter default presets to just armors and then filter again by protection level
var randomisedArmorPresetCount = randomUtil.GetInt(options.ArmorPresetCount.Min, options.ArmorPresetCount.Max);
if (randomisedArmorPresetCount > 0)
{
var armorDefaultPresets = globalDefaultPresets.Where(preset => itemHelper.ArmorItemCanHoldMods(preset.Encyclopedia.Value));
var levelFilteredArmorPresets = armorDefaultPresets.Where(armor => IsArmorOfDesiredProtectionLevel(armor, options));
// Add some armors to rewards
if (levelFilteredArmorPresets.Any())
{
for (var index = 0; index < randomisedArmorPresetCount; index++)
{
if (!FindAndAddRandomPresetToLoot(levelFilteredArmorPresets, itemTypeCounts, rewardPoolResults.Blacklist, result))
// Failed to add, reduce index so we get another attempt
{
index--;
}
}
}
}
return result;
}
/// <summary>
/// Generate An array of items
/// TODO - handle ammo packs
/// </summary>
/// <param name="forcedLootToAdd">Dictionary of item tpls with minmax values</param>
/// <returns>Array of Item</returns>
public List<List<Item>> CreateForcedLoot(Dictionary<MongoId, MinMax<int>> forcedLootToAdd)
{
var result = new List<List<Item>>();
var defaultPresets = presetHelper.GetDefaultPresetsByTplKey();
foreach (var (itemTpl, details) in forcedLootToAdd)
{
// How many of this item we want
var randomisedItemCount = randomUtil.GetInt(details.Min, details.Max);
// Check if item being added has a preset and use that instead
if (defaultPresets.ContainsKey(itemTpl))
{
// Use default preset data
if (defaultPresets.TryGetValue(itemTpl, out var preset))
{
// Add the chosen preset as many times as randomisedItemCount states
for (var i = 0; i < randomisedItemCount; i++)
{
// Clone preset and alter Ids to be unique
var presetWithUniqueIdsClone = cloner.Clone(preset.Items).ReplaceIDs().ToList();
// Add to results
result.Add(presetWithUniqueIdsClone);
}
}
continue;
}
// Non-preset item to be added
var newLootItem = new Item
{
Id = new MongoId(),
Template = itemTpl,
Upd = new Upd { StackObjectsCount = randomisedItemCount, SpawnedInSession = true },
};
var splitResults = itemHelper.SplitStack(newLootItem);
foreach (var splitItem in splitResults)
{
// Add as separate lists
result.Add([splitItem]);
}
}
return result;
}
/// <summary>
/// Get pool of items from item db that fit passed in param criteria
/// </summary>
/// <param name="itemTplBlacklist">Prevent these items</param>
/// <param name="itemTypeWhitelist">Only allow these items</param>
/// <param name="useRewardItemBlacklist">Should item.json reward item config be used</param>
/// <param name="allowBossItems">Should boss items be allowed in result</param>
/// <param name="blockSeasonalItemsOutOfSeason">Prevent seasonal items appearing outside their defined season</param>
/// <returns>results of filtering + blacklist used</returns>
protected ItemRewardPoolResults GetItemRewardPool(
HashSet<MongoId> itemTplBlacklist,
HashSet<MongoId> itemTypeWhitelist,
bool useRewardItemBlacklist,
bool allowBossItems,
bool blockSeasonalItemsOutOfSeason
)
{
var itemsDb = databaseService.GetItems().Values;
var itemBlacklist = new HashSet<MongoId>();
itemBlacklist.UnionWith([.. itemFilterService.GetBlacklistedItems(), .. itemTplBlacklist]);
if (useRewardItemBlacklist)
{
var rewardItemBlacklist = itemFilterService.GetItemRewardBlacklist();
// Get all items that match the blacklisted types and fold into item blacklist
var itemTypeBlacklist = itemFilterService.GetItemRewardBaseTypeBlacklist();
var itemsMatchingTypeBlacklist = itemsDb
.Where(templateItem => !string.IsNullOrEmpty(templateItem.Parent)) // Ignore items without parents
.Where(templateItem => itemHelper.IsOfBaseclasses(templateItem.Parent, itemTypeBlacklist))
.Select(templateItem => templateItem.Id);
itemBlacklist.UnionWith([.. rewardItemBlacklist, .. itemsMatchingTypeBlacklist]);
}
if (!allowBossItems)
{
itemBlacklist.UnionWith(itemFilterService.GetBossItems());
}
if (blockSeasonalItemsOutOfSeason)
{
itemBlacklist.UnionWith(seasonalEventService.GetInactiveSeasonalEventItems());
}
var items = itemsDb.Where(item =>
!itemBlacklist.Contains(item.Id)
&& string.Equals(item.Type, "item", StringComparison.OrdinalIgnoreCase)
&& !item.Properties.QuestItem.GetValueOrDefault(false)
&& itemTypeWhitelist.Contains(item.Parent)
);
return new ItemRewardPoolResults { ItemPool = items, Blacklist = itemBlacklist };
}
/// <summary>
/// Filter armor items by their front plates protection level - top if it's a helmet
/// </summary>
/// <param name="armor">Armor preset to check</param>
/// <param name="options">Loot request options - armor level etc</param>
/// <returns>True if item has desired armor level</returns>
protected bool IsArmorOfDesiredProtectionLevel(Preset armor, LootRequest options)
{
string[] relevantSlots = ["front_plate", "helmet_top", "soft_armor_front"];
foreach (var slotId in relevantSlots)
{
var armorItem = armor.Items.FirstOrDefault(item => string.Equals(item?.SlotId, slotId));
if (armorItem is null)
{
continue;
}
var armorDetails = itemHelper.GetItem(armorItem.Template).Value;
var armorClass = armorDetails.Properties.ArmorClass;
return options.ArmorLevelWhitelist.Contains(armorClass.Value);
}
return false;
}
/// <summary>
/// Construct item limit record to hold max and current item count for each item type
/// </summary>
/// <param name="limits">limits as defined in config</param>
/// <returns>record, key: item tplId, value: current/max item count allowed</returns>
protected Dictionary<MongoId, ItemLimit> InitItemLimitCounter(Dictionary<MongoId, int> limits)
{
var itemTypeCounts = new Dictionary<MongoId, ItemLimit>();
foreach (var itemTypeId in limits)
{
itemTypeCounts[itemTypeId.Key] = new ItemLimit { Current = 0, Max = limits[itemTypeId.Key] };
}
return itemTypeCounts;
}
/// <summary>
/// Find a random item in items.json and add to result array
/// </summary>
/// <param name="items">items to choose from</param>
/// <param name="itemTypeCounts">item limit counts</param>
/// <param name="options">item filters</param>
/// <param name="result">array to add found item to</param>
/// <returns>true if item was valid and added to pool</returns>
protected bool FindAndAddRandomItemToLoot(
IEnumerable<TemplateItem> items,
Dictionary<MongoId, ItemLimit> itemTypeCounts,
LootRequest options,
List<List<Item>> result
)
{
var randomItem = randomUtil.GetArrayValue(items);
var itemLimitCount = itemTypeCounts.TryGetValue(randomItem.Parent, out var randomItemLimitCount);
if (!itemLimitCount && randomItemLimitCount?.Current > randomItemLimitCount?.Max)
{
return false;
}
// Skip armors as they need to come from presets
if (itemHelper.ArmorItemCanHoldMods(randomItem.Id))
{
return false;
}
var newLootItem = new Item
{
Id = new MongoId(),
Template = randomItem.Id,
Upd = new Upd { StackObjectsCount = 1, SpawnedInSession = true },
};
// Special case - handle items that need a stackcount > 1
if (randomItem.Properties.StackMaxSize > 1)
{
newLootItem.Upd.StackObjectsCount = GetRandomisedStackCount(randomItem, options);
}
newLootItem.Template = randomItem.Id;
result.Add([newLootItem]);
if (randomItemLimitCount is not null)
// Increment item count as it's in limit array
{
randomItemLimitCount.Current++;
}
// Item added okay
return true;
}
/// <summary>
/// Get a randomised stack count for an item between its StackMinRandom and StackMaxSize values
/// </summary>
/// <param name="item">item to get stack count of</param>
/// <param name="options">loot options</param>
/// <returns>stack count</returns>
protected int GetRandomisedStackCount(TemplateItem item, LootRequest options)
{
var min = item.Properties.StackMinRandom;
var max = item.Properties.StackMaxSize;
if (options.ItemStackLimits.TryGetValue(item.Id, out var itemLimits))
{
min = itemLimits.Min;
max = itemLimits.Max;
}
return randomUtil.GetInt(min ?? 1, max ?? 1);
}
/// <summary>
/// Find a random item in items.json and add to result list
/// </summary>
/// <param name="presetPool">Presets to choose from</param>
/// <param name="itemTypeCounts">Item limit counts</param>
/// <param name="itemBlacklist">Items to skip</param>
/// <param name="result">List to add chosen preset to</param>
/// <returns>true if preset was valid and added to pool</returns>
protected bool FindAndAddRandomPresetToLoot(
IEnumerable<Preset> presetPool,
Dictionary<MongoId, ItemLimit> itemTypeCounts,
HashSet<MongoId> itemBlacklist,
List<List<Item>> result
)
{
if (!presetPool.Any())
{
logger.Warning(serverLocalisationService.GetText("loot-preset_pool_is_empty"));
return false;
}
// Choose random preset and get details from item db using encyclopedia value (encyclopedia === tplId)
var chosenPreset = randomUtil.GetArrayValue(presetPool);
// No `_encyclopedia` property, not possible to reliably get root item tpl
if (chosenPreset?.Encyclopedia is null)
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Warning(serverLocalisationService.GetText("loot-chosen_preset_missing_encyclopedia_value", chosenPreset?.Id));
}
return false;
}
// Get preset root item db details via its `_encyclopedia` property
var itemDbDetails = itemHelper.GetItem(chosenPreset.Encyclopedia.Value);
if (!itemDbDetails.Key)
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Debug($"$Unable to find preset with tpl: {chosenPreset.Encyclopedia}, skipping");
}
return false;
}
// Skip preset if root item is blacklisted
if (itemBlacklist.Contains(chosenPreset.Items.FirstOrDefault().Template))
{
return false;
}
// Some custom mod items lack a parent property
if (itemDbDetails.Value?.Parent is null)
{
logger.Error(serverLocalisationService.GetText("loot-item_missing_parentid", itemDbDetails.Value?.Name));
return false;
}
// Check chosen preset hasn't exceeded spawn limit
var hasItemLimitCount = itemTypeCounts.TryGetValue(itemDbDetails.Value.Parent, out var itemLimitCount);
if (!hasItemLimitCount && itemLimitCount?.Current > itemLimitCount?.Max)
{
return false;
}
var presetAndModsClone = cloner.Clone(chosenPreset.Items).ReplaceIDs().ToList();
presetAndModsClone.RemapRootItemId();
itemHelper.SetFoundInRaid(presetAndModsClone);
// Add chosen preset tpl to result array
result.Add(presetAndModsClone);
if (itemLimitCount is not null)
// Increment item count as item has been chosen and its inside itemLimitCount dictionary
{
itemLimitCount.Current++;
}
// Item added okay
return true;
}
/// <summary>
/// Sealed weapon containers have a weapon + associated mods inside them + assortment of other things (food/meds)
/// </summary>
/// <param name="containerSettings">sealed weapon container settings</param>
/// <returns>List of items with children lists</returns>
public List<List<Item>> GetSealedWeaponCaseLoot(SealedAirdropContainerSettings containerSettings)
{
List<List<Item>> itemsToReturn = [];
// Choose a weapon to give to the player (weighted)
var chosenWeaponTpl = weightedRandomHelper.GetWeightedValue(containerSettings.WeaponRewardWeight);
// Get itemDb details of weapon
var weaponDetailsDb = itemHelper.GetItem(chosenWeaponTpl);
if (!weaponDetailsDb.Key)
{
logger.Error(serverLocalisationService.GetText("loot-non_item_picked_as_sealed_weapon_crate_reward", chosenWeaponTpl));
return itemsToReturn;
}
// Get weapon preset - default or choose a random one from globals.json preset pool
var chosenWeaponPreset = containerSettings.DefaultPresetsOnly
? presetHelper.GetDefaultPreset(chosenWeaponTpl)
: randomUtil.GetArrayValue(presetHelper.GetPresets(chosenWeaponTpl));
// No default preset found for weapon, choose a random one
if (chosenWeaponPreset is null)
{
logger.Warning(serverLocalisationService.GetText("loot-default_preset_not_found_using_random", chosenWeaponTpl));
chosenWeaponPreset = randomUtil.GetArrayValue(presetHelper.GetPresets(chosenWeaponTpl));
}
// Clean up Ids to ensure they're all unique and prevent collisions
var presetAndModsClone = cloner.Clone(chosenWeaponPreset.Items).ReplaceIDs().ToList();
presetAndModsClone.RemapRootItemId();
// Add preset to return object
itemsToReturn.Add(presetAndModsClone);
// Get a random collection of weapon mods related to chosen weapon and add them to result array
var linkedItemsToWeapon = ragfairLinkedItemService.GetLinkedDbItems(chosenWeaponTpl);
itemsToReturn.AddRange(GetSealedContainerWeaponModRewards(containerSettings, linkedItemsToWeapon, chosenWeaponPreset));
// Handle non-weapon mod reward types
itemsToReturn.AddRange(GetSealedContainerNonWeaponModRewards(containerSettings, weaponDetailsDb.Value));
return itemsToReturn;
}
/// <summary>
/// Get non-weapon mod rewards for a sealed container
/// </summary>
/// <param name="containerSettings">Sealed weapon container settings</param>
/// <param name="weaponDetailsDb">Details for the weapon to reward player</param>
/// <returns>List of item with children lists</returns>
protected List<List<Item>> GetSealedContainerNonWeaponModRewards(
SealedAirdropContainerSettings containerSettings,
TemplateItem weaponDetailsDb
)
{
List<List<Item>> rewards = [];
foreach (var (rewardKey, settings) in containerSettings.RewardTypeLimits)
{
var rewardCount = randomUtil.GetInt(settings.Min, settings.Max);
if (rewardCount == 0)
{
continue;
}
// Edge case - ammo boxes
if (rewardKey == BaseClasses.AMMO_BOX)
{
// Get ammo boxes from db
var ammoBoxesDetails = containerSettings.AmmoBoxWhitelist.Select(tpl =>
{
var itemDetails = itemHelper.GetItem(tpl);
return itemDetails.Value;
});
// Need to find boxes that matches weapons caliber
var weaponCaliber = weaponDetailsDb.Properties.AmmoCaliber;
var ammoBoxesMatchingCaliber = ammoBoxesDetails.Where(x => x.Properties.AmmoCaliber == weaponCaliber);
if (!ammoBoxesMatchingCaliber.Any())
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Debug($"No ammo box with caliber {weaponCaliber} found, skipping");
}
continue;
}
for (var index = 0; index < rewardCount; index++)
{
var chosenAmmoBox = randomUtil.GetArrayValue(ammoBoxesMatchingCaliber);
var ammoBoxReward = new List<Item>
{
new() { Id = new MongoId(), Template = chosenAmmoBox.Id },
};
itemHelper.AddCartridgesToAmmoBox(ammoBoxReward, chosenAmmoBox);
rewards.Add(ammoBoxReward);
}
continue;
}
// Get all items of the desired type + not quest items + not globally blacklisted
var rewardItemPool = databaseService
.GetItems()
.Values.Where(item =>
item.Parent == rewardKey
&& string.Equals(item.Type, "item", StringComparison.OrdinalIgnoreCase)
&& itemFilterService.IsItemBlacklisted(item.Id)
&& !(containerSettings.AllowBossItems || itemFilterService.IsBossItem(item.Id))
&& item.Properties.QuestItem is null
);
if (!rewardItemPool.Any())
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Debug($"No items with base type of {rewardKey} found, skipping");
}
continue;
}
for (var index = 0; index < rewardCount; index++)
{
// Choose a random item from pool
var chosenRewardItem = randomUtil.GetArrayValue(rewardItemPool);
var rewardItem = new List<Item>
{
new() { Id = new MongoId(), Template = chosenRewardItem.Id },
};
rewards.Add(rewardItem);
}
}
return rewards;
}
/// <summary>
/// Iterate over the container weaponModRewardLimits settings and create a list of weapon mods to reward player
/// </summary>
/// <param name="containerSettings">Sealed weapon container settings</param>
/// <param name="linkedItemsToWeapon">All items that can be attached/inserted into weapon</param>
/// <param name="chosenWeaponPreset">The weapon preset given to player as reward</param>
/// <returns>List of item with children lists</returns>
protected List<List<Item>> GetSealedContainerWeaponModRewards(
SealedAirdropContainerSettings containerSettings,
List<TemplateItem> linkedItemsToWeapon,
Preset chosenWeaponPreset
)
{
List<List<Item>> modRewards = [];
foreach (var (rewardKey, settings) in containerSettings.WeaponModRewardLimits)
{
var rewardCount = randomUtil.GetInt(settings.Min, settings.Max);
// Nothing to add, skip reward type
if (rewardCount == 0)
{
continue;
}
// Get items that fulfil reward type criteria from items that fit on gun
var relatedItems = linkedItemsToWeapon?.Where(item =>
item?.Parent == rewardKey && !itemFilterService.IsItemBlacklisted(item.Id)
);
if (relatedItems is null || !relatedItems.Any())
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Debug($"No items found to fulfil reward type: {rewardKey} for weapon: {chosenWeaponPreset.Name}, skipping type");
}
continue;
}
// Find a random item of the desired type and add as reward
for (var index = 0; index < rewardCount; index++)
{
var chosenItem = randomUtil.GetArrayValue(relatedItems);
var reward = new List<Item>
{
new() { Id = new MongoId(), Template = chosenItem.Id },
};
modRewards.Add(reward);
}
}
return modRewards;
}
/// <summary>
/// Handle event-related loot containers - currently just the halloween jack-o-lanterns that give food rewards
/// </summary>
/// <param name="rewardContainerDetails"></param>
/// <returns>List of item with children lists</returns>
public List<List<Item>> GetRandomLootContainerLoot(RewardDetails rewardContainerDetails)
{
List<List<Item>> itemsToReturn = [];
// Get random items and add to newItemRequest
for (var index = 0; index < rewardContainerDetails.RewardCount; index++)
{
// Pick random reward from pool, add to request object
var chosenRewardItemTpl = PickRewardItem(rewardContainerDetails);
if (presetHelper.HasPreset(chosenRewardItemTpl))
{
var preset = presetHelper.GetDefaultPreset(chosenRewardItemTpl);
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
var presetAndMods = preset.Items.ReplaceIDs().ToList();
presetAndMods.RemapRootItemId();
itemsToReturn.Add(presetAndMods);
continue;
}
List<Item> rewardItem = [new() { Id = new MongoId(), Template = chosenRewardItemTpl }];
itemsToReturn.Add(rewardItem);
}
return itemsToReturn;
}
/// <summary>
/// Pick a reward item based on the reward details data
/// </summary>
/// <param name="rewardContainerDetails"></param>
/// <returns>Single tpl</returns>
protected MongoId PickRewardItem(RewardDetails rewardContainerDetails)
{
if (rewardContainerDetails.RewardTplPool is not null && rewardContainerDetails.RewardTplPool.Count > 0)
{
return weightedRandomHelper.GetWeightedValue(rewardContainerDetails.RewardTplPool);
}
return randomUtil.GetArrayValue(
GetItemRewardPool([], rewardContainerDetails.RewardTypePool, true, true, false).ItemPool.Select(item => item.Id)
);
}
protected record ItemRewardPoolResults
{
public IEnumerable<TemplateItem> ItemPool { get; set; }
public HashSet<MongoId> Blacklist { get; set; }
}
}
public class ItemLimit
{
[JsonPropertyName("current")]
public int Current { get; set; }
[JsonPropertyName("max")]
public int Max { get; set; }
}