Files
SPT-Server-Build/Libraries/Core/Generators/LocationLootGenerator.cs
T
2025-01-23 22:39:24 +00:00

558 lines
22 KiB
C#

using System.Text.Json.Serialization;
using Core.Helpers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using Core.Utils.Collections;
using SptCommon.Annotations;
namespace Core.Generators;
[Injectable]
public class LocationLootGenerator(
ISptLogger<LocationLootGenerator> _logger,
RandomUtil _randomUtil,
MathUtil _mathUtil,
ItemHelper _itemHelper,
InventoryHelper _inventoryHelper,
DatabaseService _databaseService,
LocalisationService _localisationService,
SeasonalEventService _seasonalEventService,
ItemFilterService _itemFilterService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected LocationConfig _locationConfig = _configServer.GetConfig<LocationConfig>();
protected SeasonalEventConfig _seasonalEventConfig = _configServer.GetConfig<SeasonalEventConfig>();
/// Create a list of container objects with randomised loot
/// <param name="locationBase">Map base to generate containers for</param>
/// <param name="staticAmmoDist">Static ammo distribution</param>
/// <returns>List of container objects</returns>
public List<SpawnpointTemplate> GenerateStaticContainers(LocationBase locationBase,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
var staticLootItemCount = 0;
var result = new List<SpawnpointTemplate>();
var locationId = locationBase.Id.ToLower();
var mapData = _databaseService.GetLocation(locationId);
var staticWeaponsOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticWeapons);
if (staticWeaponsOnMapClone is null)
{
_logger.Error(
_localisationService.GetText("location-unable_to_find_static_weapon_for_map", locationBase.Name)
);
}
// Add mounted weapons to output loot
result.AddRange(staticWeaponsOnMapClone);
var allStaticContainersOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticContainers);
if (allStaticContainersOnMapClone is null)
{
_logger.Error(
_localisationService.GetText("location-unable_to_find_static_container_for_map", locationBase.Name)
);
}
// Containers that MUST be added to map (e.g. quest containers)
var staticForcedOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticForced);
if (staticForcedOnMapClone is null)
{
_logger.Error(
_localisationService.GetText(
"location-unable_to_find_forced_static_data_for_map",
locationBase.Name
)
);
}
// Remove christmas items from loot data
if (!_seasonalEventService.ChristmasEventEnabled())
{
allStaticContainersOnMapClone = allStaticContainersOnMapClone.Where(
item => !_seasonalEventConfig.ChristmasContainerIds.Contains(item.Template.Id)
)
.ToList();
}
var staticRandomisableContainersOnMap = GetRandomisableContainersOnMap(allStaticContainersOnMapClone);
// Keep track of static loot count
var staticContainerCount = 0;
// Find all 100% spawn containers
var staticLootDist = mapData.StaticLoot;
var guaranteedContainers = GetGuaranteedContainers(allStaticContainersOnMapClone);
staticContainerCount += guaranteedContainers.Count;
// Add loot to guaranteed containers and add to result
foreach (var container in guaranteedContainers)
{
var containerWithLoot = AddLootToContainer(
container,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
_logger.Debug($"Added {guaranteedContainers.Count} guaranteed containers");
// Randomisation is turned off globally or just turned off for this map
if (
!(
_locationConfig.ContainerRandomisationSettings.Enabled &&
_locationConfig.ContainerRandomisationSettings.Maps[locationId]
)
)
{
_logger.Debug(
$"Container randomisation disabled, Adding {staticRandomisableContainersOnMap.Count} containers to {locationBase.Name}"
);
foreach (var container in staticRandomisableContainersOnMap)
{
var containerWithLoot = AddLootToContainer(
container,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
_logger.Success($"A total of {staticLootItemCount} static items spawned");
return result;
}
// Group containers by their groupId
if (mapData.StaticContainer is null)
{
_logger.Warning(_localisationService.GetText("location-unable_to_generate_static_loot", locationId));
return result;
}
var mapping = GetGroupIdToContainerMappings(mapData.StaticContainer, staticRandomisableContainersOnMap);
// For each of the container groups, choose from the pool of containers, hydrate container with loot and add to result array
foreach (var (key, data) in mapping)
{
// Count chosen was 0, skip
if (data.ChosenCount == 0)
{
continue;
}
if (data.ContainerIdsWithProbability.Count == 0)
{
_logger.Debug($"`Group: {key} has no containers with< 100 % spawn chance to choose from, skipping");
continue;
}
// EDGE CASE: These are containers without a group and have a probability < 100%
if (key == "")
{
var containerIdsCopy = _cloner.Clone(data.ContainerIdsWithProbability);
// Roll each containers probability, if it passes, it gets added
data.ContainerIdsWithProbability = new Dictionary<string, double>();
foreach (var containerId in containerIdsCopy)
if (_randomUtil.GetChance100(containerIdsCopy[containerId.Key] * 100))
{
data.ContainerIdsWithProbability[containerId.Key] = containerIdsCopy[containerId.Key];
}
// Set desired count to size of array (we want all containers chosen)
data.ChosenCount = data.ContainerIdsWithProbability.Count;
// EDGE CASE: chosen container count could be 0
if (data.ChosenCount == 0)
{
continue;
}
}
// Pass possible containers into function to choose some
var chosenContainerIds = GetContainersByProbability(key, data);
foreach (var chosenContainerId in chosenContainerIds)
{
// Look up container object from full list of containers on map
var containerObject = staticRandomisableContainersOnMap.FirstOrDefault(
staticContainer => staticContainer.Template.Id == chosenContainerId
);
if (containerObject is null)
{
_logger.Debug(
$"Container: {chosenContainerId} not found in staticRandomisableContainersOnMap, this is bad"
);
continue;
}
// Add loot to container and push into result object
var containerWithLoot = AddLootToContainer(
containerObject,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticContainerCount++;
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
}
_logger.Success("A total of { staticLootItemCount}static items spawned");
_logger.Success(
_localisationService.GetText("location-containers_generated_success", staticContainerCount)
);
return result;
}
/// <summary>
/// Get containers with a non-100% chance to spawn OR are NOT on the container type randomistion blacklist
/// </summary>
/// <param name="staticContainers"></param>
/// <returns>StaticContainerData array</returns>
protected List<StaticContainerData> GetRandomisableContainersOnMap(List<StaticContainerData> staticContainers)
{
return staticContainers.Where(
staticContainer =>
staticContainer.Probability != 1 &&
!staticContainer.Template.IsAlwaysSpawn.GetValueOrDefault(false) &&
!_locationConfig.ContainerRandomisationSettings.ContainerTypesToNotRandomise.Contains(
staticContainer.Template.Items[0].Template
)
)
.ToList();
}
/// <summary>
/// Get containers with 100% spawn rate or have a type on the randomistion ignore list
/// </summary>
/// <param name="staticContainersOnMap"></param>
/// <returns>IStaticContainerData array</returns>
protected List<StaticContainerData> GetGuaranteedContainers(List<StaticContainerData> staticContainersOnMap)
{
return staticContainersOnMap.Where(
staticContainer =>
staticContainer.Probability == 1 ||
staticContainer.Template.IsAlwaysSpawn.GetValueOrDefault(false) ||
_locationConfig.ContainerRandomisationSettings.ContainerTypesToNotRandomise.Contains(
staticContainer.Template.Items[0].Template
)
)
.ToList();
}
/// <summary>
/// Choose a number of containers based on their probabilty value to fulfil the desired count in
/// containerData.chosenCount
/// </summary>
/// <param name="groupId">Name of the group the containers are being collected for</param>
/// <param name="containerData">Containers and probability values for a groupId</param>
/// <returns>List of chosen container Ids</returns>
protected List<string> GetContainersByProbability(string groupId, ContainerGroupCount containerData)
{
var chosenContainerIds = new List<string>();
var containerIds = containerData.ContainerIdsWithProbability.Keys.ToList();
if (containerData.ChosenCount > containerIds.Count)
{
_logger.Debug(
$"Group: {groupId} wants {containerData.ChosenCount} containers but pool only has {containerIds.Count}, add what's available"
);
return containerIds;
}
// Create probability array with all possible container ids in this group and their relative probability of spawning
var containerDistribution =
new ProbabilityObjectArray<ProbabilityObject<string, double>, string, double>(_mathUtil, _cloner, []);
foreach (var x in containerIds)
{
var value = containerData.ContainerIdsWithProbability[x];
containerDistribution.Add(new ProbabilityObject<string, double>(x, value, value));
}
chosenContainerIds.AddRange(containerDistribution.Draw(containerData.ChosenCount));
return chosenContainerIds;
}
/// <summary>
/// Get a mapping of each groupid and the containers in that group + count of containers to spawn on map
/// </summary>
/// <param name="containersGroups">Container group values</param>
/// <returns>dictionary keyed by groupId</returns>
protected Dictionary<string, ContainerGroupCount> GetGroupIdToContainerMappings(
StaticContainer staticContainerGroupData,
List<StaticContainerData> staticContainersOnMap)
{
// Create dictionary of all group ids and choose a count of containers the map will spawn of that group
var mapping = new Dictionary<string, ContainerGroupCount>();
foreach (var groupKvP in staticContainerGroupData.ContainersGroups)
{
var groupData = staticContainerGroupData.ContainersGroups[groupKvP.Key];
if (!mapping.ContainsKey(groupKvP.Key))
{
mapping[groupKvP.Key] = new ContainerGroupCount
{
ContainerIdsWithProbability = new Dictionary<string, double>(),
ChosenCount = _randomUtil.GetInt(
(int)Math.Round(
groupData.MinContainers.Value *
_locationConfig.ContainerRandomisationSettings.ContainerGroupMinSizeMultiplier
),
(int)Math.Round(
groupData.MaxContainers.Value *
_locationConfig.ContainerRandomisationSettings.ContainerGroupMaxSizeMultiplier
)
)
};
}
}
// Add an empty group for containers without a group id but still have a < 100% chance to spawn
// Likely bad BSG data, will be fixed...eventually, example of the groupids: `NEED_TO_BE_FIXED1`,`NEED_TO_BE_FIXED_SE02`, `NEED_TO_BE_FIXED_NW_01`
mapping[""] = new ContainerGroupCount { ChosenCount = -1 };
// Iterate over all containers and add to group keyed by groupId
// Containers without a group go into a group with empty key ""
foreach (var container in staticContainersOnMap)
{
var groupData = staticContainerGroupData.Containers[container.Template.Id];
if (groupData is null)
{
_logger.Error(
_localisationService.GetText(
"location-unable_to_find_container_in_statics_json",
container.Template.Id
)
);
continue;
}
if (container.Probability == 1)
{
_logger.Debug(
$"Container {container.Template.Id} with group ${groupData.GroupId} had 100 % chance to spawn was picked as random container, skipping"
);
continue;
}
mapping[groupData.GroupId].ContainerIdsWithProbability[container.Template.Id] = container.Probability.Value;
}
return mapping;
}
/// <summary>
/// Choose loot to put into a static container based on weighting
/// Handle forced items + seasonal item removal when not in season
/// </summary>
/// <param name="staticContainer">The container itself we will add loot to</param>
/// <param name="staticForced">Loot we need to force into the container</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <param name="staticAmmoDist">staticAmmo.json</param>
/// <param name="locationName">Name of the map to generate static loot for</param>
/// <returns>StaticContainerData</returns>
protected StaticContainerData AddLootToContainer(StaticContainerData staticContainer,
List<SpawnpointTemplate> staticForced,
Dictionary<string, StaticLootDetails> staticLootDist,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist, string locationName
)
{
throw new NotImplementedException();
}
/// <summary>
/// Get a 2D grid of a container's item slots
/// </summary>
/// <param name="containerTpl">Tpl id of the container</param>
protected int[][] GetContainerMapping(string containerTpl)
{
// Get template from db
var containerTemplate = _itemHelper.GetItem(containerTpl).Value;
// Get height/width
var height = containerTemplate.Properties.Grids[0].Props.CellsV;
var width = containerTemplate.Properties.Grids[0].Props.CellsH;
return _inventoryHelper.GetBlankContainerMap(height.Value, width.Value);
}
/// <summary>
/// Look up a containers itemcountDistribution data and choose an item count based on the found weights
/// </summary>
/// <param name="containerTypeId">Container to get item count for</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <param name="locationName">Map name (to get per-map multiplier for from config)</param>
/// <returns>item count</returns>
protected int GetWeightedCountOfContainerItems(string containerTypeId,
Dictionary<string, StaticLootDetails> staticLootDist, string locationName)
{
// Create probability array to calcualte the total count of lootable items inside container
var itemCountArray =
new ProbabilityObjectArray<ProbabilityObject<int, float?>, int, float?>(_mathUtil, _cloner, []);
var countDistribution = staticLootDist[containerTypeId]?.ItemCountDistribution;
if (countDistribution is null)
{
_logger.Warning(
_localisationService.GetText(
"location-unable_to_find_count_distribution_for_container",
new
{
containerId = containerTypeId, locationName
}
)
);
return 0;
}
foreach (var itemCountDistribution in countDistribution)
// Add each count of items into array
itemCountArray.Add(
new ProbabilityObject<int, float?>(
itemCountDistribution.Count.Value,
itemCountDistribution.RelativeProbability.Value,
null
)
);
return (int)Math.Round(GetStaticLootMultiplierForLocation(locationName) * itemCountArray.Draw()[0]);
}
/// <summary>
/// Get all possible loot items that can be placed into a container
/// Do not add seasonal items if found + current date is inside seasonal event
/// </summary>
/// <param name="containerTypeId">Container to get possible loot for</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <returns>ProbabilityObjectArray of item tpls + probabilty</returns>
protected object GetPossibleLootItemsForContainer(string containerTypeId,
Dictionary<string, StaticLootDetails> staticLootDist) // TODO: Type Fuckery, return type was ProbabilityObjectArray<string, number>
{
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
var itemDistribution =
new ProbabilityObjectArray<ProbabilityObject<string, float?>, string, float?>(_mathUtil, _cloner, []);
var itemContainerDistribution = staticLootDist[containerTypeId]?.ItemDistribution;
if (itemContainerDistribution is null)
{
_logger.Warning(_localisationService.GetText("location-missing_item_distribution_data", containerTypeId));
return itemDistribution;
}
foreach (var icd in itemContainerDistribution)
{
if (!seasonalEventActive && seasonalItemTplBlacklist.Contains(icd.Tpl))
{
// Skip seasonal event items if they're not enabled
continue;
}
// Ensure no blacklisted lootable items are in pool
if (_itemFilterService.IsLootableItemBlacklisted(icd.Tpl))
{
continue;
}
itemDistribution.Add(new ProbabilityObject<string, float?>(icd.Tpl, icd.RelativeProbability.Value, null));
}
return itemDistribution;
}
protected double GetLooseLootMultiplierForLocation(string location)
{
return _locationConfig.LooseLootMultiplier[location];
}
protected double GetStaticLootMultiplierForLocation(string location)
{
return _locationConfig.StaticLootMultiplier[location];
}
/// <summary>
/// Create array of loose + forced loot using probability system
/// </summary>
/// <param name="dynamicLootDist"></param>
/// <param name="staticAmmoDist"></param>
/// <param name="locationName">Location to generate loot for</param>
/// <returns>Array of spawn points with loot in them</returns>
public List<SpawnpointTemplate> GenerateDynamicLoot(LooseLoot dynamicLootDist,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string locationName)
{
throw new NotImplementedException();
}
/// <summary>
/// Add forced spawn point loot into loot parameter list
/// </summary>
/// <param name="lootLocationTemplates">List to add forced loot spawn locations to</param>
/// <param name="forcedSpawnPoints">Forced loot locations that must be added</param>
/// <param name="locationName">Name of map currently having force loot created for</param>
protected void addForcedLoot(List<SpawnpointTemplate> lootLocationTemplates,
List<SpawnpointsForced> forcedSpawnPoints, string locationName,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
throw new NotImplementedException();
}
// TODO: rewrite, BIG yikes
protected ContainerItem CreateStaticLootItem(string chosenTemplate,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDistribution,
string? parentIdentifier = null)
{
throw new NotImplementedException();
}
}
public class ContainerGroupCount
{
[JsonPropertyName("containerIdsWithProbability")]
public Dictionary<string, double> ContainerIdsWithProbability { get; set; }
[JsonPropertyName("chosenCount")]
public int ChosenCount { get; set; }
}
public class ContainerItem
{
[JsonPropertyName("items")]
public List<Item> Items { get; set; }
[JsonPropertyName("width")]
public int Width { get; set; }
[JsonPropertyName("height")]
public int Height { get; set; }
}