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

693 lines
27 KiB
C#

using Core.Helpers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Models.Spt.Config;
using Core.Models.Spt.Repeatable;
using Core.Models.Utils;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using Core.Utils.Collections;
using SptCommon.Annotations;
using LogLevel = Core.Models.Spt.Logging.LogLevel;
namespace Core.Generators;
[Injectable]
public class RepeatableQuestRewardGenerator(
ISptLogger<RepeatableQuestRewardGenerator> _logger,
RandomUtil _randomUtil,
HashUtil _hashUtil,
MathUtil _mathUtil,
DatabaseService _databaseService,
ItemHelper _itemHelper,
PresetHelper _presetHelper,
HandbookHelper _handbookHelper,
LocalisationService _localisationService,
ItemFilterService _itemFilterService,
SeasonalEventService _seasonalEventService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected QuestConfig _questConfig = _configServer.GetConfig<QuestConfig>();
/**
* Generate the reward for a mission. A reward can consist of:
* - Experience
* - Money
* - GP coins
* - Weapon preset
* - Items
* - Trader Reputation
* - Skill level experience
*
* The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
* experience / money / items / trader reputation can be defined in QuestConfig.js
*
* There's also a random variation of the reward the spread of which can be also defined in the config
*
* Additionally, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
* @param pmcLevel Level of player reward is being generated for
* @param difficulty Reward scaling factor from 0.2 to 1
* @param traderId Trader reward will be given by
* @param repeatableConfig Config for quest type (daily, weekly)
* @param questConfig
* @param rewardTplBlacklist OPTIONAL: list of tpls to NOT use when picking a reward
* @returns IQuestRewards
*/
public QuestRewards GenerateReward(
int pmcLevel,
double difficulty,
string traderId,
RepeatableQuestConfig repeatableConfig,
BaseQuestConfig eliminationConfig,
List<string>? rewardTplBlacklist = null)
{
// Get vars to configure rewards with
var rewardParams = GetQuestRewardValues(repeatableConfig.RewardScaling, difficulty, pmcLevel);
// Get budget to spend on item rewards (copy of raw roubles given)
var itemRewardBudget = rewardParams.RewardRoubles;
// Possible improvement -> draw trader-specific items e.g. with _itemHelper.isOfBaseclass(val._id, ItemHelper.BASECLASS.FoodDrink)
QuestRewards rewards = new() { Started = [], Success = [], Fail = [] };
// Start reward index to keep track
var rewardIndex = -1;
// Add xp reward
if (rewardParams.RewardXP > 0)
{
rewards.Success.Add(
new Reward
{
Id = _hashUtil.Generate(),
Unknown = false,
GameMode = [],
AvailableInGameEditions = [],
Index = rewardIndex,
Value = rewardParams.RewardXP,
Type = RewardType.Experience
}
);
rewardIndex++;
}
// Add money reward
rewards.Success.Add(GetMoneyReward(traderId, rewardParams.RewardRoubles.Value, rewardIndex));
rewardIndex++;
// Add GP coin reward
rewards.Success.Add(GenerateItemReward(Money.GP, rewardParams.GpCoinRewardCount.Value, rewardIndex));
rewardIndex++;
// Add preset weapon to reward if checks pass
var traderWhitelistDetails = repeatableConfig.TraderWhitelist.FirstOrDefault(
traderWhitelist => traderWhitelist.TraderId == traderId
);
if (traderWhitelistDetails?.RewardCanBeWeapon ??
(false && _randomUtil.GetChance100(traderWhitelistDetails.WeaponRewardChancePercent ?? 0))
)
{
var chosenWeapon = GetRandomWeaponPresetWithinBudget(itemRewardBudget.Value, rewardIndex);
if (chosenWeapon is not null)
{
rewards.Success.Add(chosenWeapon.Value.Key);
// Subtract price of preset from item budget so we dont give player too much stuff
itemRewardBudget -= (int)chosenWeapon.Value.Value;
rewardIndex++;
}
}
var inBudgetRewardItemPool = ChooseRewardItemsWithinBudget(repeatableConfig, itemRewardBudget, traderId);
if (rewardTplBlacklist is not null)
{
// Filter reward pool of items from blacklist, only use if there's at least 1 item remaining
var filteredRewardItemPool = inBudgetRewardItemPool.Where(
item => !rewardTplBlacklist.Contains(item.Id)
);
if (filteredRewardItemPool.Count() > 0) inBudgetRewardItemPool = filteredRewardItemPool.ToList();
}
if (_logger.IsLogEnabled(LogLevel.Debug))
_logger.Debug(
$"Generating: {repeatableConfig.Name} quest for: {traderId} with budget: {itemRewardBudget} totalling: {rewardParams.RewardNumItems} items"
);
if (inBudgetRewardItemPool.Count > 0)
{
var itemsToReward = GetRewardableItemsFromPoolWithinBudget(
inBudgetRewardItemPool,
rewardParams.RewardNumItems.Value,
itemRewardBudget.Value,
repeatableConfig
);
// Add item rewards
foreach (var itemReward in itemsToReward)
{
rewards.Success.Add(GenerateItemReward(itemReward.Key.Id, itemReward.Value, rewardIndex));
rewardIndex++;
}
}
// Add rep reward to rewards array
if (rewardParams.RewardReputation > 0)
{
Reward reward = new()
{
Id = _hashUtil.Generate(),
Unknown = false,
GameMode = [],
AvailableInGameEditions = [],
Target = traderId,
Value = rewardParams.RewardReputation,
Type = RewardType.TraderStanding,
Index = rewardIndex
};
rewards.Success.Add(reward);
rewardIndex++;
if (_logger.IsLogEnabled(LogLevel.Debug)) _logger.Debug($"Adding: {rewardParams.RewardReputation} {traderId} trader reputation reward");
}
// Chance of adding skill reward
if (_randomUtil.GetChance100((double)rewardParams.SkillRewardChance * 100))
{
var targetSkill = _randomUtil.GetArrayValue(eliminationConfig.PossibleSkillRewards);
Reward reward = new()
{
Id = _hashUtil.Generate(),
Unknown = false,
GameMode = [],
AvailableInGameEditions = [],
Target = targetSkill,
Value = rewardParams.SkillPointReward,
Type = RewardType.Skill,
Index = rewardIndex
};
rewards.Success.Add(reward);
if (_logger.IsLogEnabled(LogLevel.Debug)) _logger.Debug($"Adding {rewardParams.SkillPointReward} skill points to {targetSkill}");
}
return rewards;
}
private QuestRewardValues GetQuestRewardValues(RewardScaling? rewardScaling, double? difficulty, int pmcLevel)
{
// difficulty could go from 0.2 ... -> for lowest difficulty receive 0.2*nominal reward
var levelsConfig = rewardScaling.Levels;
var roublesConfig = rewardScaling.Roubles;
var gpCoinConfig = rewardScaling.GpCoins;
var xpConfig = rewardScaling.Experience;
var itemsConfig = rewardScaling.Items;
var rewardSpreadConfig = rewardScaling.RewardSpread;
var skillRewardChanceConfig = rewardScaling.SkillRewardChance;
var skillPointRewardConfig = rewardScaling.SkillPointReward;
var reputationConfig = rewardScaling.Reputation;
var effectiveDifficulty = difficulty is null ? 1 : difficulty;
if (difficulty is null) _logger.Warning(_localisationService.GetText("repeatable-difficulty_was_nan"));
return new QuestRewardValues
{
SkillPointReward = _mathUtil.Interp1(pmcLevel, levelsConfig, skillPointRewardConfig),
SkillRewardChance = _mathUtil.Interp1(pmcLevel, levelsConfig, skillRewardChanceConfig),
RewardReputation = GetRewardRep(
effectiveDifficulty,
pmcLevel,
levelsConfig,
reputationConfig,
rewardSpreadConfig
),
RewardNumItems = GetRewardNumItems(pmcLevel, levelsConfig, itemsConfig),
RewardRoubles = GetRewardRoubles(
effectiveDifficulty,
pmcLevel,
levelsConfig,
roublesConfig,
rewardSpreadConfig
),
GpCoinRewardCount = GetGpCoinRewardCount(
effectiveDifficulty,
pmcLevel,
levelsConfig,
gpCoinConfig,
rewardSpreadConfig
),
RewardXP = GetRewardXp(effectiveDifficulty, pmcLevel, levelsConfig, xpConfig, rewardSpreadConfig)
};
}
private double GetRewardXp(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig,
List<double>? xpConfig, double? rewardSpreadConfig)
{
return Math.Floor(
effectiveDifficulty *
_mathUtil.Interp1(pmcLevel, levelsConfig, xpConfig) *
_randomUtil.GetDouble((double)(1 - rewardSpreadConfig), (double)(1 + rewardSpreadConfig)) ??
0
);
}
private double GetGpCoinRewardCount(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig,
List<double>? gpCoinConfig,
double? rewardSpreadConfig)
{
return Math.Ceiling(
effectiveDifficulty *
_mathUtil.Interp1(pmcLevel, levelsConfig, gpCoinConfig) *
_randomUtil.GetDouble((double)(1 - rewardSpreadConfig), (double)(1 + rewardSpreadConfig)) ??
0
);
}
private double GetRewardRep(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig,
List<double>? reputationConfig,
double? rewardSpreadConfig)
{
return Math.Round(
100 *
effectiveDifficulty *
_mathUtil.Interp1(pmcLevel, levelsConfig, reputationConfig) *
_randomUtil.GetDouble((double)(1 - rewardSpreadConfig), (double)(1 + rewardSpreadConfig)) ??
0
) /
100;
}
private int GetRewardNumItems(int pmcLevel, List<double>? levelsConfig, List<double>? itemsConfig)
{
return _randomUtil.RandInt(1, (int)Math.Round(_mathUtil.Interp1(pmcLevel, levelsConfig, itemsConfig) ?? 0) + 1);
}
private double GetRewardRoubles(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig,
List<double>? roublesConfig,
double? rewardSpreadConfig)
{
return Math.Floor(
effectiveDifficulty *
_mathUtil.Interp1(pmcLevel, levelsConfig, roublesConfig) *
_randomUtil.GetDouble((double)(1 - rewardSpreadConfig), (double)(1 + rewardSpreadConfig)) ??
0
);
}
private Dictionary<TemplateItem, int> GetRewardableItemsFromPoolWithinBudget(List<TemplateItem> itemPool,
int maxItemCount, double itemRewardBudget, RepeatableQuestConfig repeatableConfig)
{
var itemsToReturn = new Dictionary<TemplateItem, int>();
var exhausableItemPool = new ExhaustableArray<TemplateItem>(itemPool, _randomUtil, _cloner);
for (var i = 0; i < maxItemCount; i++)
{
// Default stack size to 1
var rewardItemStackCount = 1;
// Get a random item
var chosenItemFromPool = exhausableItemPool.GetRandomValue();
if (!exhausableItemPool.HasValues()) break;
// Handle edge case - ammo
if (_itemHelper.IsOfBaseclass(chosenItemFromPool.Id, BaseClasses.AMMO))
{
// Don't reward ammo that stacks to less than what's allowed in config
if (chosenItemFromPool.Properties.StackMaxSize < repeatableConfig.RewardAmmoStackMinSize)
{
i--;
continue;
}
// Choose smallest value between budget, fitting size and stack max
rewardItemStackCount = CalculateAmmoStackSizeThatFitsBudget(
chosenItemFromPool,
itemRewardBudget,
maxItemCount
);
}
// 25% chance to double, triple or quadruple reward stack
// (Only occurs when item is stackable and not weapon, armor or ammo)
if (CanIncreaseRewardItemStackSize(chosenItemFromPool, 70000, 25))
rewardItemStackCount = GetRandomisedRewardItemStackSizeByPrice(chosenItemFromPool);
itemsToReturn.Add(chosenItemFromPool, rewardItemStackCount);
var itemCost = _presetHelper.GetDefaultPresetOrItemPrice(chosenItemFromPool.Id);
var calculatedItemRewardBudget = itemRewardBudget - rewardItemStackCount * itemCost;
if (_logger.IsLogEnabled(LogLevel.Debug)) _logger.Debug($"Added item: {chosenItemFromPool.Id} with price: {rewardItemStackCount * itemCost}");
// If we still have budget narrow down possible items
if (calculatedItemRewardBudget > 0)
{
// Filter possible reward items to only items with a price below the remaining budget
exhausableItemPool = new ExhaustableArray<TemplateItem>(
FilterRewardPoolWithinBudget(itemPool, calculatedItemRewardBudget, 0),
_randomUtil,
_cloner
);
if (!exhausableItemPool.HasValues())
if (_logger.IsLogEnabled(LogLevel.Debug))
_logger.Debug($"Reward pool empty with: {calculatedItemRewardBudget} roubles of budget remaining");
}
// No budget for more items, end loop
break;
}
return itemsToReturn;
}
/**
* Get a count of cartridges that fits the rouble budget amount provided
* e.g. how many M80s for 50,000 roubles
* @param itemSelected Cartridge
* @param roublesBudget Rouble budget
* @param rewardNumItems
* @returns Count that fits budget (min 1)
*/
private int CalculateAmmoStackSizeThatFitsBudget(TemplateItem itemSelected, double roublesBudget,
int rewardNumItems)
{
// Calculate budget per reward item
var stackRoubleBudget = roublesBudget / rewardNumItems;
var singleCartridgePrice = _handbookHelper.GetTemplatePrice(itemSelected.Id);
// Get a stack size of ammo that fits rouble budget
var stackSizeThatFitsBudget = Math.Round(stackRoubleBudget / singleCartridgePrice);
// Get itemDbs max stack size for ammo - don't go above 100 (some mods mess around with stack sizes)
var stackMaxCount = Math.Min(itemSelected.Properties.StackMaxSize.Value, 100);
// Ensure stack size is at least 1 + is no larger than the max possible stack size
return (int)Math.Max(1, Math.Min(stackSizeThatFitsBudget, stackMaxCount));
}
private bool CanIncreaseRewardItemStackSize(TemplateItem item, int maxRoublePriceToStack,
int randomChanceToPass = 100)
{
var isEligibleForStackSizeIncrease =
_presetHelper.GetDefaultPresetOrItemPrice(item.Id) < maxRoublePriceToStack &&
!_itemHelper.IsOfBaseclasses(
item.Id,
[
BaseClasses.WEAPON,
BaseClasses.ARMORED_EQUIPMENT,
BaseClasses.AMMO
]
) &&
!_itemHelper.ItemRequiresSoftInserts(item.Id);
return isEligibleForStackSizeIncrease && _randomUtil.GetChance100(randomChanceToPass);
}
/**
* Get a randomised number a reward items stack size should be based on its handbook price
* @param item Reward item to get stack size for
* @returns matching stack size for the passed in items price
*/
private int GetRandomisedRewardItemStackSizeByPrice(TemplateItem item)
{
var rewardItemPrice = _presetHelper.GetDefaultPresetOrItemPrice(item.Id);
// Define price tiers and corresponding stack size options
var priceTiers = new List<Tuple<int, List<int>?>>
{
new(3000, [2, 3, 4]),
new(10000, [2, 3]),
new(int.MaxValue, [2, 3, 4]) // Default for prices 10001+ RUB
};
// Find the appropriate price tier and return a random stack size from its options
var tier = priceTiers.FirstOrDefault(tier => rewardItemPrice < tier.Item1);
if (tier is null) return 4; // Default to 2 if no tier matches
return _randomUtil.GetArrayValue(tier.Item2);
}
/**
* Select a number of items that have a collective value of the passed in parameter
* @param repeatableConfig Config
* @param roublesBudget Total value of items to return
* @param traderId Id of the trader who will give player reward
* @returns Array of reward items that fit budget
*/
private List<TemplateItem> ChooseRewardItemsWithinBudget(RepeatableQuestConfig repeatableConfig,
double? roublesBudget, string traderId)
{
// First filter for type and baseclass to avoid lookup in handbook for non-available items
var rewardableItemPool = GetRewardableItems(repeatableConfig, traderId);
var minPrice = Math.Min(25000, 0.5 * roublesBudget.Value);
var rewardableItemPoolWithinBudget = FilterRewardPoolWithinBudget(
rewardableItemPool,
roublesBudget.Value,
minPrice
);
if (rewardableItemPoolWithinBudget.Count == 0)
{
_logger.Warning(
_localisationService.GetText(
"repeatable-no_reward_item_found_in_price_range",
new
{
minPrice, roublesBudget
}
)
);
// In case we don't find any items in the price range
rewardableItemPoolWithinBudget = rewardableItemPool
.Where(x => _itemHelper.GetItemPrice(x.Id) < roublesBudget)
.ToList();
}
return rewardableItemPoolWithinBudget;
}
/**
* @param rewardItems List of reward items to filter
* @param roublesBudget The budget remaining for rewards
* @param minPrice The minimum priced item to include
* @returns True if any items remain in `rewardItems`, false otherwise
*/
private List<TemplateItem> FilterRewardPoolWithinBudget(List<TemplateItem> rewardItems, double roublesBudget,
double minPrice)
{
return rewardItems.Where(
item =>
{
var itemPrice = _presetHelper.GetDefaultPresetOrItemPrice(item.Id);
return itemPrice < roublesBudget && itemPrice > minPrice;
}
)
.ToList();
}
private KeyValuePair<Reward, double>? GetRandomWeaponPresetWithinBudget(double roublesBudget, int rewardIndex)
{
// Add a random default preset weapon as reward
var defaultPresetPool = new ExhaustableArray<Preset>(
_presetHelper.GetDefaultWeaponPresets().Values.ToList(),
_randomUtil,
_cloner
);
while (defaultPresetPool.HasValues())
{
var randomPreset = defaultPresetPool.GetRandomValue();
if (randomPreset is null) continue;
// Gather all tpls so we can get prices of them
var tpls = randomPreset.Items.Select(item => item.Template).ToList();
// Does preset items fit our budget
var presetPrice = _itemHelper.GetItemAndChildrenPrice(tpls);
if (presetPrice <= roublesBudget)
{
_logger.Debug($"Added weapon: {tpls[0]}with price: {presetPrice}");
var chosenPreset = _cloner.Clone(randomPreset);
return new KeyValuePair<Reward, double>(
GeneratePresetReward(chosenPreset.Encyclopedia, 1, rewardIndex, chosenPreset.Items),
presetPrice
);
}
}
return null;
}
/**
* Helper to create a reward item structured as required by the client
*
* @param {string} tpl ItemId of the rewarded item
* @param {integer} count Amount of items to give
* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
* @param preset Optional array of preset items
* @returns {object} Object of "Reward"-item-type
*/
protected Reward GeneratePresetReward(string tpl, int count, int index, List<Item>? preset, bool foundInRaid = true)
{
var id = _hashUtil.Generate();
var questRewardItem = new Reward
{
Id = _hashUtil.Generate(),
Unknown = false,
GameMode = [],
AvailableInGameEditions = [],
Index = index,
Target = id,
Value = count,
IsEncoded = false,
FindInRaid = foundInRaid,
Type = RewardType.Item,
Items = []
};
// Get presets root item
var rootItem = preset.FirstOrDefault(item => item.Template == tpl);
if (rootItem is null) _logger.Warning($"Root item of preset: {tpl} not found");
if (rootItem.Upd is not null) rootItem.Upd.SpawnedInSession = foundInRaid;
questRewardItem.Items = _itemHelper.ReparentItemAndChildren(rootItem, preset);
questRewardItem.Target = rootItem.Id; // Target property and root items id must match
return questRewardItem;
}
/**
* Helper to create a reward item structured as required by the client
*
* @param {string} tpl ItemId of the rewarded item
* @param {integer} count Amount of items to give
* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
* @param preset Optional array of preset items
* @returns {object} Object of "Reward"-item-type
*/
protected Reward GenerateItemReward(string tpl, double count, int index, bool foundInRaid = true)
{
var id = _hashUtil.Generate();
var questRewardItem = new Reward
{
Id = _hashUtil.Generate(),
Unknown = false,
GameMode = [],
AvailableInGameEditions = [],
Index = index,
Target = id,
Value = count,
IsEncoded = false,
FindInRaid = foundInRaid,
Type = RewardType.Item,
Items = []
};
var rootItem = new Item
{
Id = id, Template = tpl, Upd = new Upd { StackObjectsCount = count, SpawnedInSession = foundInRaid }
};
questRewardItem.Items = [rootItem];
return questRewardItem;
}
private Reward GetMoneyReward(string traderId, double rewardRoubles, int rewardIndex)
{
// Determine currency based on trader
// PK and Fence use Euros, everyone else is Roubles
var currency = traderId is Traders.PEACEKEEPER or Traders.FENCE ? Money.EUROS : Money.ROUBLES;
// Convert reward amount to Euros if necessary
var rewardAmountToGivePlayer =
currency == Money.EUROS ? _handbookHelper.FromRUB(rewardRoubles, Money.EUROS) : rewardRoubles;
// Get chosen currency + amount and return
return GenerateItemReward(currency, rewardAmountToGivePlayer, rewardIndex, false);
}
/**
* Picks rewardable items from items.json
* This means they must:
* - Fit into the inventory
* - Shouldn't be keys
* - Have a price greater than 0
* @param repeatableQuestConfig Config file
* @param traderId Id of trader who will give reward to player
* @returns List of rewardable items [[_tpl, itemTemplate],...]
*/
public List<TemplateItem> GetRewardableItems(RepeatableQuestConfig repeatableQuestConfig, string traderId)
{
// Get an array of seasonal items that should not be shown right now as seasonal event is not active
var seasonalItems = _seasonalEventService.GetInactiveSeasonalEventItems();
// Check for specific baseclasses which don't make sense as reward item
// also check if the price is greater than 0; there are some items whose price can not be found
// those are not in the game yet (e.g. AGS grenade launcher)
return _databaseService.GetItems()
.Values.Where(
itemTemplate =>
{
// Base "Item" item has no parent, ignore it
if (itemTemplate.Parent == "") return false;
if (seasonalItems.Contains(itemTemplate.Id)) return false;
var traderWhitelist = repeatableQuestConfig.TraderWhitelist.FirstOrDefault(
trader => trader.TraderId == traderId
);
return IsValidRewardItem(
itemTemplate.Id,
repeatableQuestConfig,
traderWhitelist?.RewardBaseWhitelist
);
}
)
.ToList();
}
/**
* Checks if an id is a valid item. Valid meaning that it's an item that may be a reward
* or content of bot loot. Items that are tested as valid may be in a player backpack or stash.
* @param {string} tpl template id of item to check
* @returns True if item is valid reward
*/
private bool IsValidRewardItem(string tpl, RepeatableQuestConfig repeatableQuestConfig,
List<string>? itemBaseWhitelist = null)
{
// Return early if not valid item to give as reward
if (!_itemHelper.IsValidItem(tpl)) return false;
// Check item is not blacklisted
if (
_itemFilterService.IsItemBlacklisted(tpl) ||
_itemFilterService.IsItemRewardBlacklisted(tpl) ||
repeatableQuestConfig.RewardBlacklist.Contains(tpl) ||
_itemFilterService.IsItemBlacklisted(tpl)
)
return false;
// Item has blacklisted base types
if (_itemHelper.IsOfBaseclasses(tpl, repeatableQuestConfig.RewardBaseTypeBlacklist)) return false;
// Skip boss items
if (_itemFilterService.IsBossItem(tpl)) return false;
// Trader has specific item base types they can give as rewards to player
if (itemBaseWhitelist is not null && !_itemHelper.IsOfBaseclasses(tpl, itemBaseWhitelist)) return false;
return true;
}
}