634 lines
27 KiB
C#
634 lines
27 KiB
C#
using SptCommon.Annotations;
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using Core.Context;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Eft.Match;
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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.Servers;
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using Core.Services;
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using Core.Utils;
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using LogLevel = Core.Models.Spt.Logging.LogLevel;
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namespace Core.Helpers;
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[Injectable]
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public class BotGeneratorHelper(
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ISptLogger<BotGeneratorHelper> _logger,
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RandomUtil _randomUtil,
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DurabilityLimitsHelper _durabilityLimitsHelper,
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ItemHelper _itemHelper,
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InventoryHelper _inventoryHelper,
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ContainerHelper _containerHelper,
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ApplicationContext _applicationContext,
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LocalisationService _localisationService,
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ConfigServer _configServer
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)
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{
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protected BotConfig _botConfig = _configServer.GetConfig<BotConfig>();
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protected PmcConfig _pmcConfig = _configServer.GetConfig<PmcConfig>();
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/// <summary>
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/// Adds properties to an item
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/// e.g. Repairable / HasHinge / Foldable / MaxDurability
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/// </summary>
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/// <param name="itemTemplate">Item extra properties are being generated for</param>
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/// <param name="botRole">Used by weapons to randomize the durability values. Null for non-equipped items</param>
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/// <returns>Item Upd object with extra properties</returns>
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public Upd GenerateExtraPropertiesForItem(TemplateItem? itemTemplate, string? botRole = null)
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{
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// Get raid settings, if no raid, default to day
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var raidSettings = _applicationContext
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.GetLatestValue(ContextVariableType.RAID_CONFIGURATION)
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?.GetValue<GetRaidConfigurationRequestData>();
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var raidIsNight = raidSettings?.TimeVariant == DateTimeEnum.PAST;
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RandomisedResourceDetails randomisationSettings = null;
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if (botRole is not null) _botConfig.LootItemResourceRandomization.TryGetValue(botRole, out randomisationSettings);
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Upd itemProperties = new();
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var hasProperties = false;
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if (itemTemplate?.Properties?.MaxDurability is not null && itemTemplate.Properties.MaxDurability > 0)
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{
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if (itemTemplate.Properties.WeapClass is not null)
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{
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// Is weapon
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itemProperties.Repairable = GenerateWeaponRepairableProperties(itemTemplate, botRole);
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hasProperties = true;
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}
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else if (itemTemplate.Properties.ArmorClass is not null)
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{
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// Is armor
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itemProperties.Repairable = GenerateArmorRepairableProperties(itemTemplate, botRole);
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hasProperties = true;
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}
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}
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if (itemTemplate?.Properties?.HasHinge ?? false)
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{
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itemProperties.Togglable = new UpdTogglable { On = true };
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hasProperties = true;
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}
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if (itemTemplate?.Properties?.Foldable ?? false)
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{
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itemProperties.Foldable = new UpdFoldable { Folded = false };
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hasProperties = true;
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}
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if (itemTemplate?.Properties?.WeapFireType?.Count == 0)
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{
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itemProperties.FireMode = itemTemplate.Properties.WeapFireType.Contains("fullauto")
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? new UpdFireMode { FireMode = "fullauto" }
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: new UpdFireMode { FireMode = _randomUtil.GetArrayValue(itemTemplate.Properties.WeapFireType) };
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hasProperties = true;
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}
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if (itemTemplate?.Properties?.MaxHpResource is not null)
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{
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itemProperties.MedKit = new UpdMedKit
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{
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HpResource = GetRandomizedResourceValue(
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itemTemplate.Properties.MaxHpResource ?? 0,
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randomisationSettings?.Meds
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)
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};
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hasProperties = true;
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}
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if (itemTemplate?.Properties?.MaxResource is not null && itemTemplate.Properties?.FoodUseTime is not null)
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{
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itemProperties.FoodDrink = new UpdFoodDrink
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{
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HpPercent = GetRandomizedResourceValue(
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itemTemplate.Properties.MaxResource ?? 0,
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randomisationSettings?.Food
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)
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};
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hasProperties = true;
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}
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if (itemTemplate?.Parent == BaseClasses.FLASHLIGHT)
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{
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// Get chance from botconfig for bot type
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var lightLaserActiveChance = raidIsNight
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? GetBotEquipmentSettingFromConfig(botRole, "lightIsActiveNightChancePercent", 50)
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: GetBotEquipmentSettingFromConfig(botRole, "lightIsActiveDayChancePercent", 25);
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itemProperties.Light = new UpdLight { IsActive = _randomUtil.GetChance100(lightLaserActiveChance), SelectedMode = 0 };
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hasProperties = true;
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}
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else if (itemTemplate?.Parent == BaseClasses.TACTICAL_COMBO)
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{
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// Get chance from botconfig for bot type, use 50% if no value found
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var lightLaserActiveChance = GetBotEquipmentSettingFromConfig(
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botRole,
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"laserIsActiveChancePercent",
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50
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);
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itemProperties.Light = new UpdLight
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{
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IsActive = _randomUtil.GetChance100(lightLaserActiveChance),
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SelectedMode = 0
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};
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hasProperties = true;
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}
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if (itemTemplate?.Parent == BaseClasses.NIGHTVISION)
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{
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// Get chance from botconfig for bot type
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var nvgActiveChance = raidIsNight
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? GetBotEquipmentSettingFromConfig(botRole, "nvgIsActiveChanceNightPercent", 90)
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: GetBotEquipmentSettingFromConfig(botRole, "nvgIsActiveChanceDayPercent", 15);
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itemProperties.Togglable = new UpdTogglable { On = _randomUtil.GetChance100(nvgActiveChance) };
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hasProperties = true;
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}
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// Togglable face shield
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if ((itemTemplate?.Properties?.HasHinge ?? false) && (itemTemplate.Properties.FaceShieldComponent ?? false))
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{
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var faceShieldActiveChance = GetBotEquipmentSettingFromConfig(
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botRole,
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"faceShieldIsActiveChancePercent",
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75
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);
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itemProperties.Togglable = new UpdTogglable { On = _randomUtil.GetChance100(faceShieldActiveChance) };
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hasProperties = true;
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}
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// Get chance from botconfig for bot type, use 75% if no value found
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return hasProperties ? itemProperties : null;
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}
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/// <summary>
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/// Randomize the HpResource for bots e.g (245/400 resources)
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/// </summary>
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/// <param name="maxResource">Max resource value of medical items</param>
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/// <param name="randomizationValues">Value provided from config</param>
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/// <returns>Randomized value from maxHpResource</returns>
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private double GetRandomizedResourceValue(double maxResource, RandomisedResourceValues? randomizationValues)
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{
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if (randomizationValues is null) return maxResource;
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if (_randomUtil.GetChance100(randomizationValues.ChanceMaxResourcePercent)) return maxResource;
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return _randomUtil.GetInt(
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(int)_randomUtil.GetPercentOfValue(randomizationValues.ResourcePercent, maxResource, 0),
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(int)maxResource
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);
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}
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/// <summary>
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/// Get the chance for the weapon attachment or helmet equipment to be set as activated
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/// </summary>
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/// <param name="botRole">role of bot with weapon/helmet</param>
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/// <param name="setting">the setting of the weapon attachment/helmet equipment to be activated</param>
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/// <param name="defaultValue">default value for the chance of activation if the botrole or bot equipment role is undefined</param>
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/// <returns>Percent chance to be active</returns>
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private double? GetBotEquipmentSettingFromConfig(string? botRole, string setting, double defaultValue)
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{
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if (botRole is null) return defaultValue;
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var botEquipmentSettings = _botConfig.Equipment[GetBotEquipmentRole(botRole)];
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if (botEquipmentSettings is null)
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{
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_logger.Warning(
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_localisationService.GetText(
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"bot-missing_equipment_settings",
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new
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{
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botRole,
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setting,
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defaultValue
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}
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)
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);
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return defaultValue;
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}
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var props = botEquipmentSettings.GetType().GetProperties();
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var propValue = (double?)props.FirstOrDefault(x => string.Equals(x.Name, setting, StringComparison.CurrentCultureIgnoreCase))
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?.GetValue(botEquipmentSettings);
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if (propValue is not null) return propValue;
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_logger.Warning(
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_localisationService.GetText(
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"bot-missing_equipment_settings_property",
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new
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{
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botRole,
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setting,
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defaultValue
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}
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)
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);
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return defaultValue;
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}
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/// <summary>
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/// Create a repairable object for a weapon that containers durability + max durability properties
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/// </summary>
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/// <param name="itemTemplate">weapon object being generated for</param>
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/// <param name="botRole">type of bot being generated for</param>
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/// <returns>Repairable object</returns>
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private UpdRepairable GenerateWeaponRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
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{
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var maxDurability = _durabilityLimitsHelper.GetRandomizedMaxWeaponDurability(itemTemplate, botRole);
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var currentDurability = _durabilityLimitsHelper.GetRandomizedWeaponDurability(
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itemTemplate,
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botRole,
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maxDurability
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);
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return new UpdRepairable { Durability = Math.Round(currentDurability, 5), MaxDurability = Math.Round(maxDurability, 5) };
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}
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/// <summary>
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/// Create a repairable object for an armor that containers durability + max durability properties
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/// </summary>
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/// <param name="itemTemplate">weapon object being generated for</param>
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/// <param name="botRole">type of bot being generated for</param>
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/// <returns>Repairable object</returns>
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private UpdRepairable GenerateArmorRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
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{
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double maxDurability;
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double currentDurability;
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if (itemTemplate.Properties?.ArmorClass == 0)
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{
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maxDurability = itemTemplate.Properties.MaxDurability.Value;
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currentDurability = itemTemplate.Properties.MaxDurability.Value;
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}
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else
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{
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maxDurability = _durabilityLimitsHelper.GetRandomizedMaxArmorDurability(itemTemplate, botRole);
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currentDurability = _durabilityLimitsHelper.GetRandomizedArmorDurability(
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itemTemplate,
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botRole,
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maxDurability
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);
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}
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return new UpdRepairable { Durability = Math.Round(currentDurability, 5), MaxDurability = Math.Round(maxDurability, 5) };
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}
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/// <summary>
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/// Can item be added to another item without conflict
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/// </summary>
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/// <param name="itemsEquipped">Items to check compatibilities with</param>
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/// <param name="tplToCheck">Tpl of the item to check for incompatibilities</param>
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/// <param name="equipmentSlot">Slot the item will be placed into</param>
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/// <returns>false if no incompatibilities, also has incompatibility reason</returns>
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public ChooseRandomCompatibleModResult IsItemIncompatibleWithCurrentItems(List<Item> itemsEquipped, string tplToCheck, string equipmentSlot)
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{
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// Skip slots that have no incompatibilities
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List<string> slotsToCheck = ["Scabbard", "Backpack", "SecureContainer", "Holster", "ArmBand"];
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if (slotsToCheck.Contains(equipmentSlot)) return new ChooseRandomCompatibleModResult { Incompatible = false, Found = false, Reason = "" };
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// TODO: Can probably be optimized to cache itemTemplates as items are added to inventory
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var equippedItemsDb = itemsEquipped.Select(equippedItem => _itemHelper.GetItem(equippedItem.Template).Value).ToList();
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var (key, itemToEquip) = _itemHelper.GetItem(tplToCheck);
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if (!key)
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{
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_logger.Warning(
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_localisationService.GetText(
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"bot-invalid_item_compatibility_check",
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new
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{
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itemTpl = tplToCheck,
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slot = equipmentSlot
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}
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)
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);
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return new ChooseRandomCompatibleModResult { Incompatible = true, Found = false, Reason = $"item: {tplToCheck} does not exist in the database" };
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}
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if (itemToEquip?.Properties is null)
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{
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_logger.Warning(
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_localisationService.GetText(
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"bot-compatibility_check_missing_props",
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new
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{
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id = itemToEquip?.Id,
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name = itemToEquip?.Name,
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slot = equipmentSlot
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}
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)
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);
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return new ChooseRandomCompatibleModResult { Incompatible = true, Found = false, Reason = $"item: {tplToCheck} does not have a _props field" };
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}
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// Does an equipped item have a property that blocks the desired item - check for prop "BlocksX" .e.g BlocksEarpiece / BlocksFaceCover
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var templateItems = equippedItemsDb.ToList();
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var blockingItem = templateItems.FirstOrDefault(
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item => item?.Properties?.GetType().GetProperties().FirstOrDefault(x => x.Name.ToLower() == $"blocks{equipmentSlot}")?.GetValue(item) is not null
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);
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if (blockingItem is not null)
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// this.logger.warning(`1 incompatibility found between - {itemToEquip[1]._name} and {blockingItem._name} - {equipmentSlot}`);
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true, Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}", SlotBlocked = true
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};
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// Check if any of the current inventory templates have the incoming item defined as incompatible
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blockingItem = templateItems.FirstOrDefault(x => x?.Properties?.ConflictingItems?.Contains(tplToCheck) ?? false);
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if (blockingItem is not null)
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// this.logger.warning(`2 incompatibility found between - {itemToEquip[1]._name} and {blockingItem._props.Name} - {equipmentSlot}`);
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}",
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SlotBlocked = true
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};
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// Does item being checked get blocked/block existing item
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if (itemToEquip.Properties.BlocksHeadwear ?? false)
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{
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var existingHeadwear = itemsEquipped.FirstOrDefault((x) => x.SlotId == "Headwear");
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if (existingHeadwear is not null)
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingHeadwear.Template} in slot: {existingHeadwear.SlotId}",
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SlotBlocked = true
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};
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}
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// Does item being checked get blocked/block existing item
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if (itemToEquip.Properties.BlocksFaceCover.GetValueOrDefault(false))
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{
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var existingFaceCover = itemsEquipped.FirstOrDefault((item) => item.SlotId == "FaceCover");
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if (existingFaceCover is not null)
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingFaceCover.Template} in slot: {existingFaceCover.SlotId}",
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SlotBlocked = true
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};
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}
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// Does item being checked get blocked/block existing item
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if (itemToEquip.Properties.BlocksEarpiece.GetValueOrDefault(false))
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{
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var existingEarpiece = itemsEquipped.FirstOrDefault((item) => item.SlotId == "Earpiece");
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if (existingEarpiece is not null)
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingEarpiece.Template} in slot: {existingEarpiece.SlotId}",
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SlotBlocked = true
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};
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}
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// Does item being checked get blocked/block existing item
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if (itemToEquip.Properties.BlocksArmorVest.GetValueOrDefault(false))
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{
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var existingArmorVest = itemsEquipped.FirstOrDefault((item) => item.SlotId == "ArmorVest");
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if (existingArmorVest is not null)
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} {itemToEquip.Name} is blocked by: {existingArmorVest.Template} in slot: {existingArmorVest.SlotId}",
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SlotBlocked = true
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};
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}
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// Check if the incoming item has any inventory items defined as incompatible
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var blockingInventoryItem = itemsEquipped.FirstOrDefault((x) => itemToEquip.Properties.ConflictingItems?.Contains(x.Template) ?? false);
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if (blockingInventoryItem is not null)
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// this.logger.warning(`3 incompatibility found between - {itemToEquip[1]._name} and {blockingInventoryItem._tpl} - {equipmentSlot}`)
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return new ChooseRandomCompatibleModResult
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{
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Incompatible = true,
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Found = false,
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Reason = $"{tplToCheck} blocks existing item {blockingInventoryItem.Template} in slot {blockingInventoryItem.SlotId}"
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};
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return new ChooseRandomCompatibleModResult { Incompatible = false, Reason = "" };
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}
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/// <summary>
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/// Convert a bots role to the equipment role used in config/bot.json
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/// </summary>
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/// <param name="botRole">Role to convert</param>
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/// <returns>Equipment role (e.g. pmc / assault / bossTagilla)</returns>
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public string GetBotEquipmentRole(string botRole)
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{
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string[] pmcs = [_pmcConfig.UsecType.ToLower(), _pmcConfig.BearType.ToLower()];
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return pmcs.Contains(
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botRole.ToLower()
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)
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? "pmc"
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: botRole;
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}
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/// <summary>
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/// Adds an item with all its children into specified equipmentSlots, wherever it fits.
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/// </summary>
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/// <param name="equipmentSlots">Slot to add item+children into</param>
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/// <param name="rootItemId">Root item id to use as mod items parentid</param>
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/// <param name="rootItemTplId">Root itms tpl id</param>
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/// <param name="itemWithChildren">Item to add</param>
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/// <param name="inventory">Inventory to add item+children into</param>
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/// <param name="containersIdFull"></param>
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/// <returns>ItemAddedResult result object</returns>
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public ItemAddedResult AddItemWithChildrenToEquipmentSlot(
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List<EquipmentSlots> equipmentSlots,
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string rootItemId,
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string? rootItemTplId,
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List<Item> itemWithChildren,
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BotBaseInventory inventory,
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HashSet<string>? containersIdFull = null)
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{
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// Track how many containers are unable to be found
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var missingContainerCount = 0;
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foreach (var equipmentSlotId in equipmentSlots)
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{
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if (containersIdFull?.Contains(equipmentSlotId.ToString()) ?? false) continue;
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// Get container to put item into
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var container = inventory.Items.FirstOrDefault(item => item.SlotId == equipmentSlotId.ToString());
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if (container is null)
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{
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missingContainerCount++;
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if (missingContainerCount == equipmentSlots.Count)
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{
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// Bot doesn't have any containers we want to add item to
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if (_logger.IsLogEnabled(LogLevel.Debug))
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_logger.Debug(
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$"Unable to add item: {itemWithChildren.FirstOrDefault()?.Template} to bot as it lacks the following containers: {string.Join(",", equipmentSlots)}"
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);
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return ItemAddedResult.NO_CONTAINERS;
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}
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// No container of desired type found, skip to next container type
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continue;
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}
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|
|
// Get container details from db
|
|
var (key, value) = _itemHelper.GetItem(container.Template);
|
|
if (!key)
|
|
{
|
|
_logger.Warning(_localisationService.GetText("bot-missing_container_with_tpl", container.Template));
|
|
|
|
// Bad item, skip
|
|
continue;
|
|
}
|
|
|
|
if (value?.Properties?.Grids?.Count == 0)
|
|
// Container has no slots to hold items
|
|
continue;
|
|
|
|
// Get x/y grid size of item
|
|
var itemSize = _inventoryHelper.GetItemSize(rootItemTplId, rootItemId, itemWithChildren);
|
|
|
|
// Iterate over each grid in the container and look for a big enough space for the item to be placed in
|
|
var currentGridCount = 1;
|
|
var totalSlotGridCount = value?.Properties?.Grids?.Count;
|
|
foreach (var slotGrid in value?.Properties?.Grids ?? [])
|
|
{
|
|
// Grid is empty, skip or item size is bigger than grid
|
|
if (slotGrid.Props?.CellsH == 0 ||
|
|
slotGrid.Props?.CellsV == 0 ||
|
|
itemSize[0] * itemSize[1] > slotGrid.Props?.CellsV * slotGrid.Props?.CellsH)
|
|
continue;
|
|
|
|
// Can't put item type in grid, skip all grids as we're assuming they have the same rules
|
|
if (!ItemAllowedInContainer(slotGrid, rootItemTplId))
|
|
// Multiple containers, maybe next one allows item, only break out of loop for the containers grids
|
|
break;
|
|
|
|
// Get all root items in found container
|
|
var existingContainerItems = (inventory.Items ?? []).Where(
|
|
item => item.ParentId == container.Id && item.SlotId == slotGrid.Name
|
|
)
|
|
.ToList();
|
|
|
|
// Get root items in container we can iterate over to find out what space is free
|
|
var containerItemsToCheck = existingContainerItems.Where(x => x.SlotId == slotGrid.Name);
|
|
var containerItemsWithChildren = GetContainerItemsWithChildren(containerItemsToCheck, inventory.Items);
|
|
|
|
if (slotGrid.Props is not null)
|
|
{
|
|
// Get rid of an items free/used spots in current grid
|
|
var slotGridMap = _inventoryHelper.GetContainerMap(
|
|
slotGrid.Props.CellsH.GetValueOrDefault(),
|
|
slotGrid.Props.CellsV.GetValueOrDefault(),
|
|
containerItemsWithChildren,
|
|
container.Id
|
|
);
|
|
|
|
// Try to fit item into grid
|
|
var findSlotResult = _containerHelper.FindSlotForItem(slotGridMap, itemSize[0], itemSize[1]);
|
|
|
|
// Free slot found, add item
|
|
if (findSlotResult.Success ?? false)
|
|
{
|
|
var parentItem = itemWithChildren.FirstOrDefault((i) => i.Id == rootItemId);
|
|
|
|
// Set items parent to container id
|
|
if (parentItem is not null)
|
|
{
|
|
parentItem.ParentId = container.Id;
|
|
parentItem.SlotId = slotGrid.Name;
|
|
parentItem.Location = new ItemLocation
|
|
{
|
|
X = findSlotResult.X,
|
|
Y = findSlotResult.Y,
|
|
R = findSlotResult.Rotation ?? false ? 1 : 0
|
|
}
|
|
;
|
|
}
|
|
|
|
(inventory.Items ?? []).AddRange(itemWithChildren);
|
|
|
|
return ItemAddedResult.SUCCESS;
|
|
}
|
|
}
|
|
|
|
// If we've checked all grids in container and reached this point, there's no space for item
|
|
if (currentGridCount >= totalSlotGridCount) break;
|
|
|
|
currentGridCount++;
|
|
// No space in this grid, move to next container grid and try again
|
|
}
|
|
|
|
// if we got to this point, the item couldn't be placed on the container
|
|
if (containersIdFull is null) continue;
|
|
|
|
// if the item was a one by one, we know it must be full. Or if the maps cant find a slot for a one by one
|
|
if (itemSize[0] == 1 && itemSize[1] == 1) containersIdFull.Add(equipmentSlotId.ToString());
|
|
}
|
|
|
|
return ItemAddedResult.NO_SPACE;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Take a list of items and check if they need children + add them
|
|
/// </summary>
|
|
/// <param name="containerItems"></param>
|
|
/// <param name="inventoryItems"></param>
|
|
/// <returns></returns>
|
|
protected List<Item> GetContainerItemsWithChildren(IEnumerable<Item> containerItems, List<Item> inventoryItems)
|
|
{
|
|
var result = new List<Item>();
|
|
foreach (var item in containerItems)
|
|
{
|
|
// Check item in container for children, store for later insertion into `containerItemsToCheck`
|
|
// (used later when figuring out how much space weapon takes up)
|
|
var itemWithChildItems = _itemHelper.FindAndReturnChildrenAsItems(inventoryItems, item.Id);
|
|
|
|
// Item had children, replace existing data with item + its children
|
|
result.AddRange(itemWithChildItems);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Is the provided item allowed inside a container
|
|
/// </summary>
|
|
/// <param name="slotGrid">Items sub-grid we want to place item inside</param>
|
|
/// <param name="itemTpl">Item tpl being placed</param>
|
|
/// <returns>True if allowed</returns>
|
|
private bool ItemAllowedInContainer(Grid? slotGrid, string? itemTpl)
|
|
{
|
|
var propFilters = slotGrid?.Props?.Filters;
|
|
var excludedFilter = propFilters?.FirstOrDefault()?.ExcludedFilter ?? [];
|
|
var filter = propFilters?.FirstOrDefault()?.Filter ?? [];
|
|
|
|
if (propFilters?.Count == 0)
|
|
// no filters, item is fine to add
|
|
return true;
|
|
|
|
// Check if item base type is excluded
|
|
var itemDetails = _itemHelper.GetItem(itemTpl).Value;
|
|
|
|
// if item to add is found in exclude filter, not allowed
|
|
if (excludedFilter.Contains(itemDetails?.Parent ?? string.Empty)) return false;
|
|
|
|
// If Filter array only contains 1 filter and its for basetype 'item', allow it
|
|
if (filter.Count == 1 && filter.Contains(BaseClasses.ITEM)) return true;
|
|
|
|
// If allowed filter has something in it + filter doesnt have basetype 'item', not allowed
|
|
if (filter.Count > 0 && !filter.Contains(itemDetails?.Parent ?? string.Empty)) return false;
|
|
|
|
return true;
|
|
}
|
|
}
|