1043 lines
44 KiB
C#
1043 lines
44 KiB
C#
using Core.Annotations;
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using Core.Models.Eft.Common;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Enums;
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using Core.Models.Spt.Bots;
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using Core.Models.Spt.Config;
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using Core.Models.Utils;
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using Core.Helpers;
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using Core.Models.Spt.Server;
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using Core.Servers;
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using Core.Services;
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using Core.Utils;
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using Core.Utils.Cloners;
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using System.Collections.Generic;
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namespace Core.Generators;
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[Injectable]
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public class BotEquipmentModGenerator
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{
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private readonly ISptLogger<BotEquipmentModGenerator> _logger;
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private readonly HashUtil _hashUtil;
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private readonly RandomUtil _randomUtil;
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private readonly ProbabilityHelper _probabilityHelper;
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private readonly DatabaseService _databaseService;
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private readonly ItemHelper _itemHelper;
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private readonly BotEquipmentFilterService _botEquipmentFilterService;
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private readonly ItemFilterService _itemFilterService;
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private readonly ProfileHelper _profileHelper;
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private readonly BotWeaponModLimitService _botWeaponModLimitService;
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private readonly BotHelper _botHelper;
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private readonly BotGeneratorHelper _botGeneratorHelper;
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private readonly BotWeaponGeneratorHelper _botWeaponGeneratorHelper;
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private readonly WeightedRandomHelper _weightedRandomHelper;
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private readonly PresetHelper _presetHelper;
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private readonly LocalisationService _localisationService;
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private readonly BotEquipmentModPoolService _botEquipmentModPoolService;
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private readonly ConfigServer _configServer;
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private readonly ICloner _cloner;
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private BotConfig _botConfig;
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public BotEquipmentModGenerator
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(
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ISptLogger<BotEquipmentModGenerator> logger,
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HashUtil hashUtil,
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RandomUtil randomUtil,
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ProbabilityHelper probabilityHelper,
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DatabaseService databaseService,
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ItemHelper itemHelper,
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BotEquipmentFilterService botEquipmentFilterService,
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ItemFilterService itemFilterService,
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ProfileHelper profileHelper,
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BotWeaponModLimitService botWeaponModLimitService,
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BotHelper botHelper,
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BotGeneratorHelper botGeneratorHelper,
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BotWeaponGeneratorHelper botWeaponGeneratorHelper,
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WeightedRandomHelper weightedRandomHelper,
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PresetHelper presetHelper,
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LocalisationService localisationService,
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BotEquipmentModPoolService botEquipmentModPoolService,
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ConfigServer configServer,
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ICloner cloner
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)
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{
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_logger = logger;
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_hashUtil = hashUtil;
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_randomUtil = randomUtil;
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_probabilityHelper = probabilityHelper;
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_databaseService = databaseService;
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_itemHelper = itemHelper;
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_botEquipmentFilterService = botEquipmentFilterService;
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_itemFilterService = itemFilterService;
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_profileHelper = profileHelper;
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_botWeaponModLimitService = botWeaponModLimitService;
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_botHelper = botHelper;
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_botGeneratorHelper = botGeneratorHelper;
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_botWeaponGeneratorHelper = botWeaponGeneratorHelper;
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_weightedRandomHelper = weightedRandomHelper;
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_presetHelper = presetHelper;
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_localisationService = localisationService;
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_botEquipmentModPoolService = botEquipmentModPoolService;
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_configServer = configServer;
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_cloner = cloner;
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_botConfig = _configServer.GetConfig<BotConfig>();
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}
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/// <summary>
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/// Check mods are compatible and add to array
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/// </summary>
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/// <param name="equipment">Equipment item to add mods to</param>
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/// <param name="parentId">Mod list to choose from</param>
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/// <param name="parentTemplate">parentid of item to add mod to</param>
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/// <param name="settings">Template object of item to add mods to</param>
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/// <param name="specificBlacklist">The relevant blacklist from bot.json equipment dictionary</param>
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/// <param name="shouldForceSpawn">should this mod be forced to spawn</param>
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/// <returns>Item + compatible mods as an array</returns>
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public List<Item> GenerateModsForEquipment(List<Item> equipment, string parentId, TemplateItem parentTemplate, GenerateEquipmentProperties settings,
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EquipmentFilterDetails specificBlacklist, bool shouldForceSpawn = false)
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{
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var forceSpawn = shouldForceSpawn;
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// Get mod pool for the desired item
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var compatibleModsPool = settings.ModPool[parentTemplate.Id];
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if (compatibleModsPool is null)
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{
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_logger.Warning($"bot: {settings.BotData.Role} lacks a mod slot pool for item: {parentTemplate.Id} {parentTemplate.Name}");
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}
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// Iterate over mod pool and choose mods to add to item
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foreach (var modSlotKvP in compatibleModsPool)
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{
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var modSlotName = modSlotKvP.Key;
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// Get the templates slot object from db
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var itemSlotTemplate = GetModItemSlotFromDb(modSlotName, parentTemplate);
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if (itemSlotTemplate is null)
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{
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_logger.Error(
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_localisationService.GetText(
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"bot-mod_slot_missing_from_item",
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new
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{
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modSlot = modSlotName,
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parentId = parentTemplate.Id,
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parentName = parentTemplate.Name,
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botRole = settings.BotData.Role
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}
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)
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);
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continue;
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}
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var modSpawnResult = ShouldModBeSpawned(
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itemSlotTemplate,
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modSlotName,
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settings.SpawnChances.EquipmentModsChances,
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settings.BotEquipmentConfig
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);
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// Rolled to skip mod and it shouldnt be force-spawned
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if (modSpawnResult == ModSpawn.SKIP && !forceSpawn)
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{
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continue;
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}
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// Ensure submods for nvgs all spawn together
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if (modSlotName == "mod_nvg")
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{
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forceSpawn = true;
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}
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// Get pool of items we can add for this slot
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var modPoolToChooseFrom = modSlotKvP.Value;
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// Filter the pool of items in blacklist
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var filteredModPool = FilterModsByBlacklist(modPoolToChooseFrom, specificBlacklist, modSlotName);
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if (filteredModPool.Count > 0)
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{
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// use filtered pool as it has items in it
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modPoolToChooseFrom = filteredModPool;
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}
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// Slot can hold armor plates + we are filtering possible items by bot level, handle
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if (
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settings.BotEquipmentConfig.FilterPlatesByLevel.GetValueOrDefault(false) &&
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_itemHelper.IsRemovablePlateSlot(modSlotName.ToLower())
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)
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{
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var plateSlotFilteringOutcome = FilterPlateModsForSlotByLevel(
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settings,
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modSlotName.ToLower(),
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compatibleModsPool[modSlotName],
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parentTemplate
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);
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if (plateSlotFilteringOutcome.Result is Result.UNKNOWN_FAILURE or Result.NO_DEFAULT_FILTER)
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{
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_logger.Debug($"Plate slot: {modSlotName} selection for armor: {parentTemplate.Id} failed: {plateSlotFilteringOutcome.Result}, skipping");
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continue;
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}
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if (plateSlotFilteringOutcome.Result == Result.LACKS_PLATE_WEIGHTS)
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{
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_logger.Warning(
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$"Plate slot: {modSlotName} lacks weights for armor: {parentTemplate.Id}, unable to adjust plate choice, using existing data"
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);
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}
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// Replace mod pool with pool of chosen plate items
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modPoolToChooseFrom = plateSlotFilteringOutcome.PlateModTemplates;
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}
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// Choose random mod from pool and check its compatibility
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string modTpl = null;
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var found = false;
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var exhaustableModPool = CreateExhaustableArray(modPoolToChooseFrom);
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while (exhaustableModPool.HasValues())
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{
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modTpl = exhaustableModPool.GetRandomValue();
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if (modTpl is not null &&
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!_botGeneratorHelper.IsItemIncompatibleWithCurrentItems(equipment, modTpl, modSlotName).Incompatible.GetValueOrDefault(false))
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{
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found = true;
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break;
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}
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}
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// Compatible item not found but slot REQUIRES item, get random item from db
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if (!found && itemSlotTemplate.Required.GetValueOrDefault(false))
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{
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modTpl = GetRandomModTplFromItemDb(modTpl, itemSlotTemplate, modSlotName, equipment);
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found = modTpl is not null;
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}
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// Compatible item not found + not required - skip
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if (!(found || itemSlotTemplate.Required.GetValueOrDefault(false)))
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{
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continue;
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}
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// Get chosen mods db template and check it fits into slot
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var modTemplate = _itemHelper.GetItem(modTpl);
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if (
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!IsModValidForSlot(
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modTemplate,
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itemSlotTemplate,
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modSlotName,
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parentTemplate,
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settings.BotData.Role
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)
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)
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{
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continue;
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}
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// Generate new id to ensure all items are unique on bot
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var modId = _hashUtil.Generate();
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equipment.Add(
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CreateModItem(modId, modTpl, parentId, modSlotName, modTemplate.Value, settings.BotData.Role)
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);
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// Does item being added exist in mod pool - has its own mod pool
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if (settings.ModPool.ContainsKey(modTpl))
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{
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// Call self again with mod being added as item to add child mods to
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GenerateModsForEquipment(
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equipment,
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modId,
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modTemplate.Value,
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settings,
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specificBlacklist,
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forceSpawn
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);
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}
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}
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return equipment;
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}
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/// <summary>
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/// Filter a bots plate pool based on its current level
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/// </summary>
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/// <param name="settings">Bot equipment generation settings</param>
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/// <param name="modSlot">Armor slot being filtered</param>
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/// <param name="existingPlateTplPool">Plates tpls to choose from</param>
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/// <param name="armorItem">The armor items db template</param>
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/// <returns>Array of plate tpls to choose from</returns>
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public FilterPlateModsForSlotByLevelResult FilterPlateModsForSlotByLevel(GenerateEquipmentProperties settings, string modSlot,
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List<string> existingPlateTplPool, TemplateItem armorItem)
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{
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throw new NotImplementedException();
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}
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/// <summary>
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/// Add mods to a weapon using the provided mod pool
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="request">Data used to generate the weapon</param>
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/// <returns>Weapon + mods array</returns>
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public List<Item> GenerateModsForWeapon(string sessionId, GenerateWeaponRequest request)
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{
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var pmcProfile = _profileHelper.GetPmcProfile(sessionId);
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// Get pool of mods that fit weapon
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var compatibleModsPool = request.ModPool[request.ParentTemplate.Id];
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if (
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!(
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request.ParentTemplate.Properties.Slots.Any() ||
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request.ParentTemplate.Properties.Cartridges.Any() ||
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request.ParentTemplate.Properties.Chambers.Any()
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)
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)
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{
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_logger.Error(
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_localisationService.GetText(
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"bot-unable_to_add_mods_to_weapon_missing_ammo_slot",
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new
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{
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WeaponName = request.ParentTemplate.Name,
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WeaponId = request.ParentTemplate.Id,
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BotRole = request.BotData.Role,
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}
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)
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);
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return request.Weapon;
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}
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var botEquipConfig = _botConfig.Equipment[request.BotData.EquipmentRole];
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var botEquipBlacklist = _botEquipmentFilterService.GetBotEquipmentBlacklist(
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request.BotData.EquipmentRole,
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pmcProfile.Info.Level ?? 0
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);
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var botWeaponSightWhitelist = _botEquipmentFilterService.GetBotWeaponSightWhitelist(
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request.BotData.EquipmentRole
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);
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var randomisationSettings = _botHelper.GetBotRandomizationDetails(request.BotData.Level ?? 0, botEquipConfig);
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// Iterate over mod pool and choose mods to attach
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var sortedModKeys = SortModKeys(compatibleModsPool.Keys.ToList(), request.ParentTemplate.Id);
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foreach (var modSlot in sortedModKeys)
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{
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// Check weapon has slot for mod to fit in
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var modsParentSlot = GetModItemSlotFromDb(modSlot, request.ParentTemplate);
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if (modsParentSlot is null)
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{
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_logger.Error(
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_localisationService.GetText(
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"bot-weapon_missing_mod_slot",
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new
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{
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ModSlot = modSlot,
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WeaponId = request.ParentTemplate.Id,
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WeaponName = request.ParentTemplate.Name,
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BotRole = request.BotData.Role,
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}
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)
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);
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continue;
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}
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// Check spawn chance of mod
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var modSpawnResult = ShouldModBeSpawned(
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modsParentSlot,
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modSlot,
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request.ModSpawnChances,
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botEquipConfig
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);
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if (modSpawnResult == ModSpawn.SKIP)
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{
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continue;
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}
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var isRandomisableSlot = randomisationSettings?.RandomisedWeaponModSlots?.Contains(modSlot) ?? false;
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ModToSpawnRequest modToSpawnRequest = new()
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{
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ModSlot = modSlot,
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IsRandomisableSlot = isRandomisableSlot,
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RandomisationSettings = randomisationSettings,
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BotWeaponSightWhitelist = botWeaponSightWhitelist,
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BotEquipBlacklist = botEquipBlacklist,
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ItemModPool = compatibleModsPool,
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Weapon = request.Weapon,
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AmmoTpl = request.AmmoTpl,
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ParentTemplate = request.ParentTemplate,
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ModSpawnResult = modSpawnResult,
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WeaponStats = request.WeaponStats,
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ConflictingItemTpls = request.ConflictingItemTpls,
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BotData = request.BotData
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};
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var modToAdd = ChooseModToPutIntoSlot(modToSpawnRequest);
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// Compatible mod not found
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if (modToAdd is null)
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{
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continue;
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}
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if (
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IsModValidForSlot(modToAdd, modsParentSlot, modSlot, request.ParentTemplate, request.BotData.Role)
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)
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{
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continue;
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}
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var modToAddTemplate = modToAdd.Value;
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// Skip adding mod to weapon if type limit reached
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if (
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_botWeaponModLimitService.WeaponModHasReachedLimit(
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request.BotData.EquipmentRole,
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modToAddTemplate.Value,
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request.ModLimits,
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request.ParentTemplate,
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request.Weapon
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)
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)
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{
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continue;
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}
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// If item is a mount for scopes, set scope chance to 100%, this helps fix empty mounts appearing on weapons
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if (ModSlotCanHoldScope(modSlot, modToAddTemplate.Value.Parent))
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{
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// mod_mount was picked to be added to weapon, force scope chance to ensure its filled
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List<string> scopeSlots = ["mod_scope", "mod_scope_000", "mod_scope_001", "mod_scope_002", "mod_scope_003"];
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AdjustSlotSpawnChances(request.ModSpawnChances, scopeSlots, 100);
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// Hydrate pool of mods that fit into mount as its a randomisable slot
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if (isRandomisableSlot)
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{
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// Add scope mods to modPool dictionary to ensure the mount has a scope in the pool to pick
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AddCompatibleModsForProvidedMod(
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"mod_scope",
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modToAddTemplate.Value,
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request.ModPool,
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botEquipBlacklist
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);
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}
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}
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// If picked item is muzzle adapter that can hold a child, adjust spawn chance
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if (ModSlotCanHoldMuzzleDevices(modSlot, modToAddTemplate.Value.Parent))
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{
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List<string> muzzleSlots = ["mod_muzzle", "mod_muzzle_000", "mod_muzzle_001"];
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// Make chance of muzzle devices 95%, nearly certain but not guaranteed
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AdjustSlotSpawnChances(request.ModSpawnChances, muzzleSlots, 95);
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}
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// If front/rear sight are to be added, set opposite to 100% chance
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if (ModIsFrontOrRearSight(modSlot, modToAddTemplate.Value.Id))
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{
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request.ModSpawnChances["mod_sight_front"] = 100;
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request.ModSpawnChances["mod_sight_rear"] = 100;
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}
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// Handguard mod can take a sub handguard mod + weapon has no UBGL (takes same slot)
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// Force spawn chance to be 100% to ensure it gets added
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if (
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modSlot == "mod_handguard" &&
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modToAddTemplate.Value.Properties.Slots.Any((slot) => slot.Name == "mod_handguard") &&
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!request.Weapon.Any((item) => item.SlotId == "mod_launcher")
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)
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{
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// Needed for handguards with lower
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request.ModSpawnChances["mod_handguard"] = 100;
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}
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// If stock mod can take a sub stock mod, force spawn chance to be 100% to ensure sub-stock gets added
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// Or if bot has stock force enabled
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if (ShouldForceSubStockSlots(modSlot, botEquipConfig, modToAddTemplate.Value))
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{
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// Stock mod can take additional stocks, could be a locking device, force 100% chance
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List<string> subStockSlots = ["mod_stock", "mod_stock_000", "mod_stock_001", "mod_stock_akms"];
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AdjustSlotSpawnChances(request.ModSpawnChances, subStockSlots, 100);
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}
|
|
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// Gather stats on mods being added to weapon
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if (_itemHelper.IsOfBaseclass(modToAddTemplate.Value.Id, BaseClasses.IRON_SIGHT))
|
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{
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if (modSlot == "mod_sight_front")
|
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{
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request.WeaponStats.HasFrontIronSight = true;
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}
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else if (modSlot == "mod_sight_rear")
|
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{
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request.WeaponStats.HasRearIronSight = true;
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}
|
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}
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else if (
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!request.WeaponStats.HasOptic ??
|
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false &&
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_itemHelper.IsOfBaseclass(modToAddTemplate.Value.Id, BaseClasses.SIGHTS)
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)
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{
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request.WeaponStats.HasOptic = true;
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}
|
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var modId = _hashUtil.Generate();
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request.Weapon.Add(
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CreateModItem(
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modId,
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modToAddTemplate.Value.Id,
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request.WeaponId,
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modSlot,
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modToAddTemplate.Value,
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request.BotData.Role
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)
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);
|
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|
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// Update conflicting item list now item has been chosen
|
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foreach (var conflictingItem in modToAddTemplate.Value.Properties.ConflictingItems)
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{
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request.ConflictingItemTpls.Add(conflictingItem);
|
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}
|
|
|
|
// I first thought we could use the recursive generateModsForItems as previously for cylinder magazines.
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|
// However, the recursion doesn't go over the slots of the parent mod but over the modPool which is given by the bot config
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|
// where we decided to keep cartridges instead of camoras. And since a CylinderMagazine only has one cartridge entry and
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// this entry is not to be filled, we need a special handling for the CylinderMagazine
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|
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.Any())
|
|
{
|
|
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)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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[modSlotName]);
|
|
if (!spawnMod && (slotRequired.GetValueOrDefault(false) || botEquipConfig.WeaponSlotIdsToMakeRequired.Contains(modSlotName)))
|
|
{
|
|
// 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) // TODO: type fuckery: [boolean, ITemplateItem] | undefined
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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 List<string> GetFilterdMagazinePoolByCapacity(ModToSpawnRequest modSpawnRequest, List<string> modPool)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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, List<string> modPool, Slot parentSlot,
|
|
ModSpawn choiceTypeEnum, List<Item> weapon, string modSlotName)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public ExhaustableArray<T> CreateExhaustableArray<T>(List<T> itemsToAddToArray) // TODO: this wont likely be needed, reimplement for C#
|
|
{
|
|
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 List<string> GetFilteredModPool(List<string> modPool, List<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 List<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 List<string> GetModPoolForDefaultSlot(ModToSpawnRequest request, TemplateItem weaponTemplate)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
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)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find mod tpls of a provided type and add to 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, List<string>>> modPool,
|
|
EquipmentFilterDetails botEquipBlacklist)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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 List<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 List<string> FilterModsByBlacklist(List<string> allowedMods, EquipmentFilterDetails? botEquipBlacklist, string modSlot)
|
|
{
|
|
// No blacklist, nothing to filter out
|
|
if (botEquipBlacklist is null)
|
|
{
|
|
return allowedMods;
|
|
}
|
|
|
|
var result = new List<string>();
|
|
|
|
// Get item blacklist and mod equipment blacklist as one array
|
|
var blacklist = _itemFilterService.GetBlacklistedItems().Concat(botEquipBlacklist.Equipment[modSlot]);
|
|
result = allowedMods.Where((tpl) => !blacklist.Contains(tpl)).ToList();
|
|
|
|
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, List<string>>> modPool, string cylinderMagParentId,
|
|
TemplateItem cylinderMagTemplate)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <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 List<string> MergeCamoraPools(Dictionary<string, List<string>> camorasWithShells)
|
|
{
|
|
var uniqueShells = new HashSet<string>();
|
|
foreach (var shell in camorasWithShells
|
|
.SelectMany(shellKvP => shellKvP.Value))
|
|
{
|
|
uniqueShells.Add(shell);
|
|
}
|
|
|
|
return uniqueShells.ToList();
|
|
}
|
|
|
|
/// <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 List<string> FilterSightsByWeaponType(Item weapon, List<string> scopes, Dictionary<string, List<string>> botWeaponSightWhitelist)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|