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

506 lines
19 KiB
C#

using SPTarkov.Common.Extensions;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Eft.Hideout;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Hideout;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class ScavCaseRewardGenerator(
ISptLogger<ScavCaseRewardGenerator> logger,
RandomUtil randomUtil,
ItemHelper itemHelper,
PresetHelper presetHelper,
DatabaseService databaseService,
RagfairPriceService ragfairPriceService,
SeasonalEventService seasonalEventService,
ItemFilterService itemFilterService,
ServerLocalisationService localisationService,
ConfigServer configServer,
ICloner cloner
)
{
protected List<TemplateItem> _dbAmmoItemsCache = [];
protected List<TemplateItem> _dbItemsCache = [];
protected readonly ScavCaseConfig _scavCaseConfig = configServer.GetConfig<ScavCaseConfig>();
/// <summary>
/// Create an array of rewards that will be given to the player upon completing their scav case build
/// </summary>
/// <param name="recipeId">recipe of the scav case craft</param>
/// <returns>Product array</returns>
public IEnumerable<List<Item>> Generate(MongoId recipeId)
{
CacheDbItems();
// Get scavcase details from hideout/scavcase.json
var scavCaseDetails = databaseService.GetHideout().Production.ScavRecipes.FirstOrDefault(r => r.Id == recipeId);
var rewardItemCounts = GetScavCaseRewardCountsAndPrices(scavCaseDetails);
// Get items that fit the price criteria as set by the scavCase config
var commonPricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Common);
var rarePricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Rare);
var superRarePricedItems = GetFilteredItemsByPrice(_dbItemsCache, rewardItemCounts.Superrare);
// Get randomly picked items from each item collection, the count range of which is defined in hideout/scavcase.json
var randomlyPickedCommonRewards = PickRandomRewards(commonPricedItems, rewardItemCounts.Common, RewardRarity.Common);
var randomlyPickedRareRewards = PickRandomRewards(rarePricedItems, rewardItemCounts.Rare, RewardRarity.Rare);
var randomlyPickedSuperRareRewards = PickRandomRewards(superRarePricedItems, rewardItemCounts.Superrare, RewardRarity.SuperRare);
// Add randomised stack sizes to ammo and money rewards
var commonRewards = RandomiseContainerItemRewards(randomlyPickedCommonRewards, RewardRarity.Common);
var rareRewards = RandomiseContainerItemRewards(randomlyPickedRareRewards, RewardRarity.Rare);
var superRareRewards = RandomiseContainerItemRewards(randomlyPickedSuperRareRewards, RewardRarity.SuperRare);
var result = commonRewards.Concat(rareRewards).Concat(superRareRewards);
return result;
}
/// <summary>
/// Get all db items that are not blacklisted in scavcase config or global blacklist
/// Store in class field
/// </summary>
protected void CacheDbItems()
{
// Get an array of seasonal items that should not be shown right now as seasonal event is not active
var inactiveSeasonalItems = seasonalEventService.GetInactiveSeasonalEventItems();
if (!_dbItemsCache.Any())
{
_dbItemsCache = databaseService
.GetItems()
.Values.Where(item =>
{
// Base "Item" item has no parent, ignore it
if (item.Parent == MongoId.Empty())
{
return false;
}
if (item.Type == "Node")
{
return false;
}
if (item.Properties.QuestItem ?? false)
{
return false;
}
// Skip item if item id is on blacklist
if (
item.Type != "Item"
|| _scavCaseConfig.RewardItemBlacklist.Contains(item.Id)
|| itemFilterService.IsItemBlacklisted(item.Id)
)
{
return false;
}
// Globally reward-blacklisted
if (itemFilterService.IsItemRewardBlacklisted(item.Id))
{
return false;
}
if (!_scavCaseConfig.AllowBossItemsAsRewards && itemFilterService.IsBossItem(item.Id))
{
return false;
}
// Skip item if parent id is blacklisted
if (itemHelper.IsOfBaseclasses(item.Id, _scavCaseConfig.RewardItemParentBlacklist))
{
return false;
}
if (inactiveSeasonalItems.Contains(item.Id))
{
return false;
}
return true;
})
.ToList();
}
if (!_dbAmmoItemsCache.Any())
{
_dbAmmoItemsCache = databaseService
.GetItems()
.Values.Where(item =>
{
// Base "Item" item has no parent, ignore it
if (item.Parent == MongoId.Empty())
{
return false;
}
if (item.Type != "Item")
{
return false;
}
// Not ammo, skip
if (!itemHelper.IsOfBaseclass(item.Id, BaseClasses.AMMO))
{
return false;
}
// Skip item if item id is on blacklist
if (_scavCaseConfig.RewardItemBlacklist.Contains(item.Id) || itemFilterService.IsItemBlacklisted(item.Id))
{
return false;
}
// Globally reward-blacklisted
if (itemFilterService.IsItemRewardBlacklisted(item.Id))
{
return false;
}
if (!_scavCaseConfig.AllowBossItemsAsRewards && itemFilterService.IsBossItem(item.Id))
{
return false;
}
// Skip seasonal items
if (inactiveSeasonalItems.Contains(item.Id))
{
return false;
}
// Skip ammo that doesn't stack as high as value in config
if (item.Properties.StackMaxSize < _scavCaseConfig.AmmoRewards.MinStackSize)
{
return false;
}
return true;
})
.ToList();
}
}
/// <summary>
/// Pick a number of items to be rewards, the count is defined by the values in `itemFilters` param
/// </summary>
/// <param name="items">item pool to pick rewards from</param>
/// <param name="itemFilters">how the rewards should be filtered down (by item count)</param>
/// <param name="rarity">Rarity of reward</param>
/// <returns></returns>
protected List<TemplateItem> PickRandomRewards(List<TemplateItem> items, RewardCountAndPriceDetails itemFilters, string rarity)
{
List<TemplateItem> result = [];
var rewardWasMoney = false;
var rewardWasAmmo = false;
var randomCount = randomUtil.GetInt((int)itemFilters.MinCount, (int)itemFilters.MaxCount);
for (var i = 0; i < randomCount; i++)
{
if (RewardShouldBeMoney() && !rewardWasMoney)
{
// Only allow one reward to be money
result.Add(GetRandomMoney());
if (!_scavCaseConfig.AllowMultipleMoneyRewardsPerRarity)
{
rewardWasMoney = true;
}
}
else if (RewardShouldBeAmmo() && !rewardWasAmmo)
{
// Only allow one reward to be ammo
result.Add(GetRandomAmmo(rarity));
if (!_scavCaseConfig.AllowMultipleAmmoRewardsPerRarity)
{
rewardWasAmmo = true;
}
}
else
{
result.Add(randomUtil.GetArrayValue(items));
}
}
return result;
}
/// <summary>
/// Choose if money should be a reward based on the moneyRewardChancePercent config chance in scavCaseConfig
/// </summary>
/// <returns>true if reward should be money</returns>
protected bool RewardShouldBeMoney()
{
return randomUtil.GetChance100(_scavCaseConfig.MoneyRewards.MoneyRewardChancePercent);
}
/// <summary>
/// Choose if ammo should be a reward based on the ammoRewardChancePercent config chance in scavCaseConfig
/// </summary>
/// <returns>true if reward should be ammo</returns>
protected bool RewardShouldBeAmmo()
{
return randomUtil.GetChance100(_scavCaseConfig.AmmoRewards.AmmoRewardChancePercent);
}
/// <summary>
/// Choose from rouble/dollar/euro at random
/// </summary>
protected TemplateItem GetRandomMoney()
{
List<TemplateItem> money = [];
var items = databaseService.GetItems();
money.Add(items[Money.ROUBLES]);
money.Add(items[Money.EUROS]);
money.Add(items[Money.DOLLARS]);
money.Add(items[Money.GP]);
return randomUtil.GetArrayValue(money);
}
/// <summary>
/// Get a random ammo from items.json that is not in the ammo blacklist AND inside the price range defined in scavcase.json config
/// </summary>
/// <param name="rarity">The rarity desired ammo reward is for</param>
/// <returns>random ammo item from items.json</returns>
protected TemplateItem GetRandomAmmo(string rarity)
{
var possibleAmmoPool = _dbAmmoItemsCache.Where(ammo =>
{
// Is ammo handbook price between desired range
var handbookPrice = ragfairPriceService.GetStaticPriceForItem(ammo.Id);
if (
_scavCaseConfig.AmmoRewards.AmmoRewardValueRangeRub.TryGetValue(rarity, out var matchingAmmoRewardForRarity)
&& handbookPrice >= matchingAmmoRewardForRarity.Min
&& handbookPrice <= matchingAmmoRewardForRarity.Max
)
{
return true;
}
return false;
});
if (!possibleAmmoPool.Any())
{
// Filtered pool is empty
logger.Warning(localisationService.GetText("scavcase-no_cartridges_found_matching_price"));
}
// Get a random ammo and return it
return randomUtil.GetArrayValue(possibleAmmoPool);
}
/// <summary>
/// Take all the rewards picked create the Product object array ready to return to calling code.
/// Also add a stack count to ammo and money
/// </summary>
/// <param name="rewardItems">items to convert</param>
/// <param name="rarity">The rarity desired ammo reward is for</param>
/// <returns>Product array</returns>
protected List<List<Item>> RandomiseContainerItemRewards(IEnumerable<TemplateItem> rewardItems, string rarity)
{
// Each array is an item + children
List<List<Item>> result = [];
foreach (var rewardItemDb in rewardItems)
{
List<Item> resultItem =
[
new()
{
Id = new MongoId(),
Template = rewardItemDb.Id,
Upd = null,
},
];
var rootItem = resultItem.FirstOrDefault();
if (itemHelper.IsOfBaseclass(rewardItemDb.Id, BaseClasses.AMMO_BOX))
{
itemHelper.AddCartridgesToAmmoBox(resultItem, rewardItemDb);
}
// Armor or weapon = use default preset from globals.json
else if (
itemHelper.ArmorItemHasRemovableOrSoftInsertSlots(rewardItemDb.Id)
|| itemHelper.IsOfBaseclass(rewardItemDb.Id, BaseClasses.WEAPON)
)
{
var preset = presetHelper.GetDefaultPreset(rewardItemDb.Id);
if (preset is null)
{
logger.Warning($"No preset for item: {rewardItemDb.Id} {rewardItemDb.Name}, skipping");
continue;
}
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
var presetAndMods = cloner.Clone(preset.Items).ReplaceIDs().ToList();
presetAndMods.RemapRootItemId();
resultItem = presetAndMods;
}
else if (itemHelper.IsOfBaseclasses(rewardItemDb.Id, [BaseClasses.AMMO, BaseClasses.MONEY]))
{
rootItem.Upd = new Upd { StackObjectsCount = GetRandomAmountRewardForScavCase(rewardItemDb, rarity) };
}
result.Add(resultItem);
}
return result;
}
/// <summary>
/// </summary>
/// <param name="dbItems">all items from the items.json</param>
/// <param name="itemFilters">controls how the dbItems will be filtered and returned (handbook price)</param>
/// <returns>filtered dbItems array</returns>
protected List<TemplateItem> GetFilteredItemsByPrice(List<TemplateItem> dbItems, RewardCountAndPriceDetails itemFilters)
{
return dbItems
.Where(item =>
{
var handbookPrice = ragfairPriceService.GetStaticPriceForItem(item.Id);
if (handbookPrice >= itemFilters.MinPriceRub && handbookPrice <= itemFilters.MaxPriceRub)
{
return true;
}
return false;
})
.ToList();
}
/// <summary>
/// Gathers the reward min and max count params for each reward quality level from config and scavcase.json into a single object
/// </summary>
/// <param name="scavCaseDetails">production.json/scavRecipes object</param>
/// <returns>ScavCaseRewardCountsAndPrices object</returns>
protected ScavCaseRewardCountsAndPrices GetScavCaseRewardCountsAndPrices(ScavRecipe scavCaseDetails)
{
return new ScavCaseRewardCountsAndPrices
{
// Create reward min/max counts for each type
Common = new RewardCountAndPriceDetails
{
MinCount = scavCaseDetails.EndProducts.Common.Min,
MaxCount = scavCaseDetails.EndProducts.Common.Max,
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.Common].Min,
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.Common].Max,
},
Rare = new RewardCountAndPriceDetails
{
MinCount = scavCaseDetails.EndProducts.Rare.Min,
MaxCount = scavCaseDetails.EndProducts.Rare.Max,
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.Rare].Min,
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.Rare].Max,
},
Superrare = new RewardCountAndPriceDetails
{
MinCount = scavCaseDetails.EndProducts.Superrare.Min,
MaxCount = scavCaseDetails.EndProducts.Superrare.Max,
MinPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.SuperRare].Min,
MaxPriceRub = _scavCaseConfig.RewardItemValueRangeRub[RewardRarity.SuperRare].Max,
},
};
}
/// <summary>
/// Randomises the size of ammo and money stacks
/// </summary>
/// <param name="itemToCalculate">ammo or money item</param>
/// <param name="rarity">rarity (common/rare/superrare)</param>
/// <returns>value to set stack count to</returns>
protected int GetRandomAmountRewardForScavCase(TemplateItem itemToCalculate, string rarity)
{
var parentId = itemToCalculate.Parent;
if (parentId == BaseClasses.AMMO)
{
return GetRandomisedAmmoRewardStackSize(itemToCalculate);
}
else if (parentId == BaseClasses.MONEY)
{
return GetRandomisedMoneyRewardStackSize(itemToCalculate, rarity);
}
else
{
return 1;
}
}
/// <summary>
/// Randomises the size of ammo stacks
/// </summary>
/// <param name="itemToCalculate">ammo or money item</param>
/// <returns>value to set stack count to</returns>
protected int GetRandomisedAmmoRewardStackSize(TemplateItem itemToCalculate)
{
return randomUtil.GetInt(_scavCaseConfig.AmmoRewards.MinStackSize, itemToCalculate.Properties.StackMaxSize ?? 0);
}
/// <summary>
/// Randomises the size of money stacks
/// </summary>
/// <param name="itemToCalculate">ammo or money item</param>
/// <param name="rarity">rarity (common/rare/superrare)</param>
/// <returns>value to set stack count to</returns>
protected int GetRandomisedMoneyRewardStackSize(TemplateItem itemToCalculate, string rarity)
{
var id = itemToCalculate.Id;
if (id == Money.ROUBLES)
{
return randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax<int>>(rarity).Max
);
}
else if (id == Money.EUROS)
{
return randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax<int>>(rarity).Max
);
}
else if (id == Money.DOLLARS)
{
return randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax<int>>(rarity).Max
);
}
else if (id == Money.GP)
{
return randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax<int>>(rarity).Max
);
}
else
{
return 1;
}
}
}
public record RewardRarity
{
public const string Common = "common";
public const string Rare = "rare";
public const string SuperRare = "superrare";
}