Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Helpers/BotGeneratorHelper.cs
T

530 lines
22 KiB
C#

using System.Collections.Frozen;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Constants;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Bots;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Helpers;
[Injectable]
public class BotGeneratorHelper(
ISptLogger<BotGeneratorHelper> logger,
RandomUtil randomUtil,
DurabilityLimitsHelper durabilityLimitsHelper,
ItemHelper itemHelper,
InventoryHelper inventoryHelper,
ProfileActivityService profileActivityService,
ServerLocalisationService serverLocalisationService,
BotInventoryContainerService botInventoryContainerService,
ConfigServer configServer
)
{
// Equipment slot ids that do not conflict with other slots
private static readonly FrozenSet<string> _slotsWithNoCompatIssues =
[
nameof(EquipmentSlots.Scabbard),
nameof(EquipmentSlots.Backpack),
nameof(EquipmentSlots.SecuredContainer),
nameof(EquipmentSlots.Holster),
nameof(EquipmentSlots.ArmBand),
];
private static readonly FrozenSet<string> _pmcTypes = [Sides.PmcBear.ToLowerInvariant(), Sides.PmcUsec.ToLowerInvariant()];
protected readonly BotConfig BotConfig = configServer.GetConfig<BotConfig>();
/// <summary>
/// Adds properties to an item
/// e.g. Repairable / HasHinge / Foldable / MaxDurability
/// </summary>
/// <param name="itemTemplate">Item extra properties are being generated for</param>
/// <param name="botRole">Used by weapons to randomize the durability values. Null for non-equipped items</param>
/// <param name="forceStackObjectsCount">Force property on item</param>
/// <returns>Item Upd object with extra properties</returns>
public Upd? GenerateExtraPropertiesForItem(TemplateItem? itemTemplate, string? botRole = null, bool forceStackObjectsCount = false)
{
// Get raid settings, if no raid, default to day
var raidSettings = profileActivityService.GetFirstProfileActivityRaidData()?.RaidConfiguration;
// BotRole property exists, we have specific bot randomisation values to make use of
RandomisedResourceDetails? randomisationSettings = null;
if (botRole is not null)
{
BotConfig.LootItemResourceRandomization.TryGetValue(botRole, out randomisationSettings);
}
Upd itemUpd = new();
var hasProperties = false;
if (itemTemplate?.Properties?.MaxDurability is not null && itemTemplate.Properties.MaxDurability > 0)
{
if (itemTemplate.Properties.WeapClass is not null)
{
// Is weapon
itemUpd.Repairable = GenerateWeaponRepairableProperties(itemTemplate, botRole);
hasProperties = true;
}
else if (itemTemplate.Properties.ArmorClass is not null)
{
// Is armor
itemUpd.Repairable = GenerateArmorRepairableProperties(itemTemplate, botRole);
hasProperties = true;
}
}
if (itemTemplate?.Properties?.HasHinge ?? false)
{
itemUpd.Togglable = new UpdTogglable { On = true };
hasProperties = true;
}
if (itemTemplate?.Properties?.Foldable ?? false)
{
itemUpd.Foldable = new UpdFoldable { Folded = false };
hasProperties = true;
}
if (itemTemplate?.Properties?.WeapFireType?.Count == 0)
{
itemUpd.FireMode = itemTemplate.Properties.WeapFireType.Contains("fullauto")
? new UpdFireMode { FireMode = "fullauto" }
: new UpdFireMode { FireMode = randomUtil.GetArrayValue(itemTemplate.Properties.WeapFireType) };
hasProperties = true;
}
// Must have value + not be 0 (e.g. Esmarch tourniquet) as they're single use
if (itemTemplate?.Properties?.MaxHpResource is not null && itemTemplate.Properties.MaxHpResource != 0)
{
itemUpd.MedKit = new UpdMedKit
{
HpResource = GetRandomizedResourceValue(itemTemplate.Properties.MaxHpResource ?? 0, randomisationSettings?.Meds),
};
hasProperties = true;
}
if (itemTemplate?.Properties?.MaxResource is not null && itemTemplate.Properties?.FoodUseTime is not null)
{
itemUpd.FoodDrink = new UpdFoodDrink
{
HpPercent = GetRandomizedResourceValue(itemTemplate.Properties.MaxResource ?? 0, randomisationSettings?.Food),
};
hasProperties = true;
}
var equipmentSettings = GetBotEquipmentSettingFromConfig(botRole);
if (itemTemplate?.Parent == BaseClasses.FLASHLIGHT)
{
var lightLaserActiveChance =
raidSettings?.IsNightRaid ?? false // Higher chance of laser/light at night
? equipmentSettings?.LightIsActiveNightChancePercent ?? 50
: equipmentSettings?.LightIsActiveDayChancePercent ?? 25;
itemUpd.Light = new UpdLight { IsActive = randomUtil.GetChance100(lightLaserActiveChance), SelectedMode = 0 };
hasProperties = true;
}
else if (itemTemplate?.Parent == BaseClasses.TACTICAL_COMBO)
{
// Get chance from botconfig for bot type, use 50% if no value found
var lightLaserActiveChance = equipmentSettings?.LaserIsActiveChancePercent ?? 50;
itemUpd.Light = new UpdLight { IsActive = randomUtil.GetChance100(lightLaserActiveChance), SelectedMode = 0 };
hasProperties = true;
}
if (itemTemplate?.Parent == BaseClasses.NIGHT_VISION)
{
// Get chance from botconfig for bot type
var nvgActiveChance =
raidSettings?.IsNightRaid ?? false
? equipmentSettings?.NvgIsActiveChanceNightPercent ?? 90
: equipmentSettings?.NvgIsActiveChanceDayPercent ?? 15;
itemUpd.Togglable = new UpdTogglable { On = randomUtil.GetChance100(nvgActiveChance) };
hasProperties = true;
}
// Togglable face shield
if ((itemTemplate?.Properties?.HasHinge ?? false) && (itemTemplate.Properties.FaceShieldComponent ?? false))
{
var faceShieldActiveChance = equipmentSettings?.FaceShieldIsActiveChancePercent ?? 75;
itemUpd.Togglable = new UpdTogglable { On = randomUtil.GetChance100(faceShieldActiveChance) };
hasProperties = true;
}
if (forceStackObjectsCount)
{
// Ensure property is set
itemUpd.StackObjectsCount ??= 1;
}
// Some items (weapon mods) may not have any props, and we don't want an empty Upd object
return hasProperties || forceStackObjectsCount ? itemUpd : null;
}
/// <summary>
/// Choose a random value between a min and max for a resource to be
/// </summary>
/// <param name="maxResource">Max resource value of medical items</param>
/// <param name="randomizationValues">Value provided from config</param>
/// <returns>Randomized value from maxHpResource</returns>
protected double GetRandomizedResourceValue(double maxResource, RandomisedResourceValues? randomizationValues)
{
if (randomizationValues is null || randomUtil.GetChance100(randomizationValues.ChanceMaxResourcePercent))
{
return maxResource;
}
if (maxResource.Approx(1))
{
return 1;
}
// Generate a randomised min value the resource could have
var min = Math.Max(1, randomUtil.GetPercentOfValue(randomizationValues.ResourcePercent, maxResource, 0));
// Choose value from randomised min and resource max possible
return randomUtil.GetDouble(min, maxResource);
}
/// <summary>
/// Get equipment specific flags (e.g. nvg settings) for a particular bot type
/// </summary>
/// <param name="botRole">bot to get settings for</param>
/// <returns>Equipment filter settings</returns>
protected EquipmentFilters? GetBotEquipmentSettingFromConfig(string botRole)
{
return BotConfig.Equipment.GetValueOrDefault(GetBotEquipmentRole(botRole));
}
/// <summary>
/// Create a repairable object for a weapon that containers durability + max durability properties
/// </summary>
/// <param name="itemTemplate">weapon object being generated for</param>
/// <param name="botRole">type of bot being generated for</param>
/// <returns>Repairable object</returns>
protected UpdRepairable GenerateWeaponRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
{
var maxDurability = durabilityLimitsHelper.GetRandomizedMaxWeaponDurability(botRole);
var currentDurability = durabilityLimitsHelper.GetRandomizedWeaponDurability(botRole, maxDurability);
return new UpdRepairable { Durability = Math.Round(currentDurability, 5), MaxDurability = Math.Round(maxDurability, 5) };
}
/// <summary>
/// Create a repairable object for an armor that containers durability + max durability properties
/// </summary>
/// <param name="itemTemplate">weapon object being generated for</param>
/// <param name="botRole">type of bot being generated for</param>
/// <returns>Repairable object</returns>
protected UpdRepairable GenerateArmorRepairableProperties(TemplateItem itemTemplate, string? botRole = null)
{
double maxDurability;
double currentDurability;
if (itemTemplate.Properties?.ArmorClass == 0)
{
maxDurability = itemTemplate.Properties.MaxDurability.Value;
currentDurability = itemTemplate.Properties.MaxDurability.Value;
}
else
{
maxDurability = durabilityLimitsHelper.GetRandomizedMaxArmorDurability(itemTemplate, botRole);
currentDurability = durabilityLimitsHelper.GetRandomizedArmorDurability(itemTemplate, botRole, maxDurability);
}
return new UpdRepairable { Durability = Math.Round(currentDurability, 5), MaxDurability = Math.Round(maxDurability, 5) };
}
/// <summary>
/// Can item be added to another item without conflict
/// </summary>
/// <param name="itemsEquipped">Items to check compatibilities with</param>
/// <param name="tplToCheck">Tpl of the item to check for incompatibilities</param>
/// <param name="equipmentSlot">Slot the item will be placed into</param>
/// <returns>false if no incompatibilities, also has incompatibility reason</returns>
public ChooseRandomCompatibleModResult IsItemIncompatibleWithCurrentItems(
IEnumerable<Item> itemsEquipped,
MongoId tplToCheck,
string equipmentSlot
)
{
// Skip slots that have no incompatibilities
if (_slotsWithNoCompatIssues.Contains(equipmentSlot))
{
return new ChooseRandomCompatibleModResult
{
Incompatible = false,
Found = false,
Reason = string.Empty,
};
}
// TODO: Can probably be optimized to cache itemTemplates as items are added to inventory
var equippedItemsDb = itemsEquipped.Select(equippedItem => itemHelper.GetItem(equippedItem.Template).Value);
var (itemIsValid, itemToEquip) = itemHelper.GetItem(tplToCheck);
if (!itemIsValid)
{
logger.Warning(
serverLocalisationService.GetText(
"bot-invalid_item_compatibility_check",
new { itemTpl = tplToCheck, slot = equipmentSlot }
)
);
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"item: {tplToCheck} does not exist in the database",
};
}
if (itemToEquip?.Properties is null)
{
logger.Warning(
serverLocalisationService.GetText(
"bot-compatibility_check_missing_props",
new
{
id = itemToEquip?.Id,
name = itemToEquip?.Name,
slot = equipmentSlot,
}
)
);
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"item: {tplToCheck} does not have a _props field",
};
}
// Does an equipped item have a property that blocks the desired item - check for prop "BlocksX" .e.g BlocksEarpiece / BlocksFaceCover
var templateItems = equippedItemsDb;
var blockingItem = templateItems.FirstOrDefault(item => HasBlockingProperty(item, equipmentSlot));
if (blockingItem is not null)
// this.logger.warning(`1 incompatibility found between - {itemToEquip[1]._name} and {blockingItem._name} - {equipmentSlot}`);
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}",
SlotBlocked = true,
};
}
// Check if any of the current inventory templates have the incoming item defined as incompatible
blockingItem = templateItems.FirstOrDefault(x => x?.Properties?.ConflictingItems?.Contains(tplToCheck) ?? false);
if (blockingItem is not null)
// this.logger.warning(`2 incompatibility found between - {itemToEquip[1]._name} and {blockingItem._props.Name} - {equipmentSlot}`);
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} {itemToEquip.Name} in slot: {equipmentSlot} blocked by: {blockingItem.Id} {blockingItem.Name}",
SlotBlocked = true,
};
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksHeadwear ?? false)
{
var existingHeadwear = itemsEquipped.FirstOrDefault(x => x.SlotId == Containers.Headwear);
if (existingHeadwear is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason =
$"{tplToCheck} {itemToEquip.Name} is blocked by: {existingHeadwear.Template} in slot: {existingHeadwear.SlotId}",
SlotBlocked = true,
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksFaceCover.GetValueOrDefault(false))
{
var existingFaceCover = itemsEquipped.FirstOrDefault(item => item.SlotId == Containers.FaceCover);
if (existingFaceCover is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason =
$"{tplToCheck} {itemToEquip.Name} is blocked by: {existingFaceCover.Template} in slot: {existingFaceCover.SlotId}",
SlotBlocked = true,
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksEarpiece.GetValueOrDefault(false))
{
var existingEarpiece = itemsEquipped.FirstOrDefault(item => item.SlotId == Containers.Earpiece);
if (existingEarpiece is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason =
$"{tplToCheck} {itemToEquip.Name} is blocked by: {existingEarpiece.Template} in slot: {existingEarpiece.SlotId}",
SlotBlocked = true,
};
}
}
// Does item being checked get blocked/block existing item
if (itemToEquip.Properties.BlocksArmorVest.GetValueOrDefault(false))
{
var existingArmorVest = itemsEquipped.FirstOrDefault(item => item.SlotId == Containers.ArmorVest);
if (existingArmorVest is not null)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason =
$"{tplToCheck} {itemToEquip.Name} is blocked by: {existingArmorVest.Template} in slot: {existingArmorVest.SlotId}",
SlotBlocked = true,
};
}
}
// Check if the incoming item has any inventory items defined as incompatible
var blockingInventoryItem = itemsEquipped.FirstOrDefault(x =>
itemToEquip.Properties.ConflictingItems?.Contains(x.Template) ?? false
);
if (blockingInventoryItem is not null)
// this.logger.warning(`3 incompatibility found between - {itemToEquip[1]._name} and {blockingInventoryItem._tpl} - {equipmentSlot}`)
{
return new ChooseRandomCompatibleModResult
{
Incompatible = true,
Found = false,
Reason = $"{tplToCheck} blocks existing item {blockingInventoryItem.Template} in slot {blockingInventoryItem.SlotId}",
};
}
return new ChooseRandomCompatibleModResult { Incompatible = false, Reason = string.Empty };
}
protected bool HasBlockingProperty(TemplateItem? item, string blockingPropertyName)
{
return item != null && item.Blocks.TryGetValue(blockingPropertyName, out var blocks) && blocks;
}
/// <summary>
/// Convert a bots role to the equipment role used in config/bot.json
/// </summary>
/// <param name="botRole">Role to convert</param>
/// <returns>Equipment role (e.g. pmc / assault / bossTagilla)</returns>
public string GetBotEquipmentRole(string botRole)
{
return _pmcTypes.Contains(botRole.ToLower()) ? Sides.PmcEquipmentRole : botRole;
}
/// <summary>
/// Adds an item with all its children into specified equipmentSlots, wherever it fits
/// </summary>
/// <param name="botId">Bots unique identifier</param>
/// <param name="equipmentSlots">Slot to try and add item+children into</param>
/// <param name="rootItemId">Root item id to use as mod items parentId</param>
/// <param name="rootItemTplId">Root items tpl id</param>
/// <param name="itemWithChildren">Item to add</param>
/// <param name="inventory">Inventory to add item+children into</param>
/// <returns>ItemAddedResult result object</returns>
public ItemAddedResult AddItemWithChildrenToEquipmentSlot(
MongoId botId,
HashSet<EquipmentSlots> equipmentSlots,
MongoId rootItemId,
MongoId rootItemTplId,
IEnumerable<Item> itemWithChildren,
BotBaseInventory inventory
)
{
var itemWithChildrenList = itemWithChildren.ToList();
// Track how many containers are unable to be found
var missingContainerCount = 0;
foreach (var equipmentSlotId in equipmentSlots)
{
// Get container from inventory to put item into
var container = inventory.Items?.FirstOrDefault(item => item.SlotId == equipmentSlotId.ToString());
if (container is null)
{
missingContainerCount++;
if (missingContainerCount == equipmentSlots.Count)
{
// Bot doesn't have any containers we want to add item to
if (logger.IsLogEnabled(LogLevel.Debug))
{
logger.Debug(
$"Unable to add item: {itemWithChildrenList.FirstOrDefault()?.Template} to bot as it lacks the following containers: {string.Join(",", equipmentSlots)}"
);
}
return ItemAddedResult.NO_CONTAINERS;
}
// No container of desired type found, skip to next container type
continue;
}
// Get container details from db
var (isValidItem, containerDbDetails) = itemHelper.GetItem(container.Template);
if (!isValidItem)
{
logger.Warning(serverLocalisationService.GetText("bot-missing_container_with_tpl", container.Template));
// Bad item, skip
continue;
}
if (containerDbDetails?.Properties?.Grids is null || !containerDbDetails.Properties.Grids.Any())
{
// Container has no slots to hold items, skip to next container
continue;
}
// Get x/y grid size of item
var (itemWidth, itemHeight) = inventoryHelper.GetItemSize(rootItemTplId, rootItemId, itemWithChildrenList);
var result = botInventoryContainerService.TryAddItemToBotContainer(
botId,
equipmentSlotId,
itemWithChildrenList,
inventory,
itemWidth,
itemHeight
);
if (result != ItemAddedResult.SUCCESS)
{
// Failed to add to container, try next
continue;
}
return result;
}
return ItemAddedResult.NO_SPACE;
}
}