Files
SPT-Server-Build/Core/Generators/BotInventoryGenerator.cs
T
2025-01-15 00:04:44 +00:00

409 lines
18 KiB
C#

using Core.Annotations;
using Core.Context;
using Core.Helpers;
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Match;
using Core.Models.Enums;
using Core.Models.Spt.Bots;
using Core.Models.Spt.Config;
using Core.Servers;
using Core.Utils;
using Equipment = Core.Models.Eft.Common.Tables.Equipment;
using ILogger = Core.Models.Utils.ILogger;
namespace Core.Generators;
[Injectable]
public class BotInventoryGenerator
{
private readonly ILogger _logger;
private readonly HashUtil _hashUtil;
private readonly BotLootGenerator _botLootGenerator;
private readonly BotHelper _botHelper;
private readonly BotGeneratorHelper _botGeneratorHelper;
private readonly WeatherHelper _weatherHelper;
private readonly ProfileHelper _profileHelper;
private readonly ConfigServer _configServer;
private readonly ApplicationContext _applicationContext;
private BotConfig _botConfig;
public BotInventoryGenerator(
ILogger logger,
HashUtil hashUtil,
BotLootGenerator botLootGenerator,
BotHelper botHelper,
BotGeneratorHelper botGeneratorHelper,
WeatherHelper weatherHelper,
ProfileHelper profileHelper,
ConfigServer configServer,
ApplicationContext applicationContext
)
{
_logger = logger;
_hashUtil = hashUtil;
_botLootGenerator = botLootGenerator;
_botHelper = botHelper;
_botGeneratorHelper = botGeneratorHelper;
_weatherHelper = weatherHelper;
_profileHelper = profileHelper;
_configServer = configServer;
_applicationContext = applicationContext;
_botConfig = _configServer.GetConfig<BotConfig>(ConfigTypes.BOT);
}
/// <summary>
/// Add equipment/weapons/loot to bot
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="botJsonTemplate">Base json db file for the bot having its loot generated</param>
/// <param name="botRole">Role bot has (assault/pmcBot)</param>
/// <param name="isPmc">Is bot being converted into a pmc</param>
/// <param name="botLevel">Level of bot being generated</param>
/// <param name="chosenGameVersion">Game version for bot, only really applies for PMCs</param>
/// <returns>PmcInventory object with equipment/weapons/loot</returns>
public BotBaseInventory GenerateInventory(string sessionId, BotType botJsonTemplate, string botRole, bool isPmc, int botLevel, string chosenGameVersion)
{
var templateInventory = botJsonTemplate.BotInventory;
var wornItemChances = botJsonTemplate.BotChances;
var itemGenerationLimitsMinMax = botJsonTemplate.BotGeneration;
// Generate base inventory with no items
var botInventory = GenerateInventoryBase();
// Get generated raid details bot will be spawned in
var raidConfig = _applicationContext
.GetLatestValue(ContextVariableType.RAID_CONFIGURATION)
?.GetValue<GetRaidConfigurationRequestData>();
GenerateAndAddEquipmentToBot(
sessionId,
templateInventory,
wornItemChances,
botRole,
botInventory,
botLevel,
chosenGameVersion,
raidConfig);
// Roll weapon spawns (primary/secondary/holster) and generate a weapon for each roll that passed
GenerateAndAddWeaponsToBot(
templateInventory,
wornItemChances,
sessionId,
botInventory,
botRole,
isPmc,
itemGenerationLimitsMinMax,
botLevel);
// Pick loot and add to bots containers (rig/backpack/pockets/secure)
_botLootGenerator.GenerateLoot(sessionId, botJsonTemplate, isPmc, botRole, botInventory, botLevel);
return botInventory;
}
/// <summary>
/// Create a pmcInventory object with all the base/generic items needed
/// </summary>
/// <returns>PmcInventory object</returns>
public BotBaseInventory GenerateInventoryBase()
{
var equipmentId = _hashUtil.Generate();
var stashId = _hashUtil.Generate();
var questRaidItemsId = _hashUtil.Generate();
var questStashItemsId = _hashUtil.Generate();
var sortingTableId = _hashUtil.Generate();
return new BotBaseInventory{
Items =
[
new() { Id = equipmentId, Template = ItemTpl.INVENTORY_DEFAULT },
new() { Id = stashId, Template = ItemTpl.STASH_STANDARD_STASH_10X30 },
new() { Id = questRaidItemsId, Template = ItemTpl.STASH_QUESTRAID },
new() { Id = questStashItemsId, Template = ItemTpl.STASH_QUESTOFFLINE },
new() { Id = sortingTableId, Template = ItemTpl.SORTINGTABLE_SORTING_TABLE }
],
Equipment = equipmentId,
Stash = stashId,
QuestRaidItems = questRaidItemsId,
QuestStashItems = questStashItemsId,
SortingTable = sortingTableId,
HideoutAreaStashes = { },
FastPanel = { },
FavoriteItems = [],
HideoutCustomizationStashId = "",
};
}
/// <summary>
/// Add equipment to a bot
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="templateInventory">bot/x.json data from db</param>
/// <param name="wornItemChances">Chances items will be added to bot</param>
/// <param name="botRole">Role bot has (assault/pmcBot)</param>
/// <param name="botInventory">Inventory to add equipment to</param>
/// <param name="botLevel">Level of bot</param>
/// <param name="chosenGameVersion">Game version for bot, only really applies for PMCs</param>
/// <param name="raidConfig">RadiConfig</param>
public void GenerateAndAddEquipmentToBot(string sessionId, BotTypeInventory templateInventory, Chances wornItemChances, string botRole,
BotBaseInventory botInventory, int botLevel, string chosenGameVersion, GetRaidConfigurationRequestData raidConfig)
{
// These will be handled later
var excludedSlots = new List<EquipmentSlots>(){
EquipmentSlots.Pockets,
EquipmentSlots.FirstPrimaryWeapon,
EquipmentSlots.SecondPrimaryWeapon,
EquipmentSlots.Holster,
EquipmentSlots.ArmorVest,
EquipmentSlots.TacticalVest,
EquipmentSlots.FaceCover,
EquipmentSlots.Headwear,
EquipmentSlots.Earpiece
};
_botConfig.Equipment.TryGetValue(_botGeneratorHelper.GetBotEquipmentRole(botRole), out var botEquipConfig);
var randomistionDetails = _botHelper.GetBotRandomizationDetails(botLevel, botEquipConfig);
// Apply nighttime changes if its nighttime + there's changes to make
if (
randomistionDetails?.NighttimeChanges is not null &&
raidConfig is not null &&
_weatherHelper.IsNightTime(raidConfig.TimeVariant)
)
{
foreach (var equipmentSlotKvP in (randomistionDetails.NighttimeChanges.EquipmentModsModifiers)) {
// Never let mod chance go outside of 0 - 100
randomistionDetails.EquipmentMods[equipmentSlotKvP.Key] = Math.Min(
Math.Max( randomistionDetails.EquipmentMods[equipmentSlotKvP.Key] + equipmentSlotKvP.Value, 0), 100);
}
}
// Get profile of player generating bots, we use their level later on
var pmcProfile = _profileHelper.GetPmcProfile(sessionId);
var botEquipmentRole = _botGeneratorHelper.GetBotEquipmentRole(botRole);
// Iterate over all equipment slots of bot, do it in specifc order to reduce conflicts
// e.g. ArmorVest should be generated after TactivalVest
// or FACE_COVER before HEADWEAR
foreach (var equipmentSlotKvP in templateInventory.Equipment) {
// Skip some slots as they need to be done in a specific order + with specific parameter values
// e.g. Weapons
if (excludedSlots.Contains(equipmentSlotKvP.Key)) {
continue;
}
GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = equipmentSlotKvP.Key,
RootEquipmentPool = equipmentSlotKvP.Value,
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
}
// Generate below in specific order
GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.Pockets,
// Unheard profiles have unique sized pockets, TODO - handle this somewhere else in a better way
RootEquipmentPool =
chosenGameVersion == GameEditions.UNHEARD
? new Dictionary<string, double>{ [ItemTpl.POCKETS_1X4_TUE] = 1 }
: templateInventory.Equipment[EquipmentSlots.Pockets],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData{ Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GenerateModsBlacklist = [ItemTpl.POCKETS_1X4_TUE],
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.FaceCover,
RootEquipmentPool = templateInventory.Equipment[EquipmentSlots.FaceCover],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.Headwear,
RootEquipmentPool = templateInventory.Equipment[EquipmentSlots.Headwear],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
GenerateEquipment(new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.Earpiece,
RootEquipmentPool = templateInventory.Equipment[EquipmentSlots.Earpiece],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
var hasArmorVest = GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.ArmorVest,
RootEquipmentPool = templateInventory.Equipment[EquipmentSlots.ArmorVest],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
// Bot has no armor vest and flagged to be forced to wear armored rig in this event
if (botEquipConfig.ForceOnlyArmoredRigWhenNoArmor.GetValueOrDefault(false) && !hasArmorVest) {
// Filter rigs down to only those with armor
FilterRigsToThoseWithProtection(templateInventory.Equipment, botRole);
}
// Optimisation - Remove armored rigs from pool
if (hasArmorVest) {
// Filter rigs down to only those with armor
FilterRigsToThoseWithoutProtection(templateInventory.Equipment, botRole);
}
// Bot is flagged as always needing a vest
if (botEquipConfig.ForceRigWhenNoVest.GetValueOrDefault(false) && !hasArmorVest) {
wornItemChances.EquipmentChances["TacticalVest"] = 100;
}
GenerateEquipment( new GenerateEquipmentProperties
{
RootEquipmentSlot = EquipmentSlots.Earpiece,
RootEquipmentPool = templateInventory.Equipment[EquipmentSlots.Earpiece],
ModPool = templateInventory.Mods,
SpawnChances = wornItemChances,
BotData = new BotData { Role = botRole, Level = botLevel, EquipmentRole = botEquipmentRole },
Inventory = botInventory,
BotEquipmentConfig = botEquipConfig,
RandomisationDetails = randomistionDetails,
GeneratingPlayerLevel = pmcProfile.Info.Level,
});
}
/// <summary>
/// Remove non-armored rigs from parameter data
/// </summary>
/// <param name="templateEquipment">Equpiment to filter TacticalVest of</param>
/// <param name="botRole">Role of bot vests are being filtered for</param>
public void FilterRigsToThoseWithProtection(Dictionary<EquipmentSlots, Dictionary<string, double>> templateEquipment, string botRole)
{
throw new NotImplementedException();
}
public void FilterRigsToThoseWithoutProtection(Dictionary<EquipmentSlots, Dictionary<string, double>> templateEquipment, string botRole, bool allowEmptyResult = true)
{
throw new NotImplementedException();
}
/// <summary>
/// Remove armored rigs from parameter data
/// </summary>
/// <param name="templateEquipment">Equpiment to filter TacticalVest of</param>
/// <param name="botRole">Role of bot vests are being filtered for</param>
/// <param name="allowEmptyRequest">Should the function return all rigs when 0 unarmored are found</param>
public void FilterRigsTothoseWithoutProtection(Equipment templateEquipment, string botRole, bool allowEmptyRequest = false)
{
throw new NotImplementedException();
}
/// <summary>
/// Add a piece of equipment with mods to inventory from the provided pools
/// </summary>
/// <param name="settings">Values to adjust how item is chosen and added to bot</param>
/// <returns>true when item added</returns>
public bool GenerateEquipment(GenerateEquipmentProperties settings)
{
_logger.Error("NOT IMPLEMENTED - GenerateEquipment");
return true;
}
/// <summary>
/// Get all possible mods for item and filter down based on equipment blacklist from bot.json config
/// </summary>
/// <param name="itemTpl">Item mod pool is being retrieved and filtered</param>
/// <param name="equipmentBlacklist">Blacklist to filter mod pool with</param>
/// <returns>Filtered pool of mods</returns>
public Dictionary<string, List<string>> GetFilteredDynamicModsForItem(string itemTpl, Dictionary<string, List<string>> equipmentBlacklist)
{
throw new NotImplementedException();
}
/// <summary>
/// Work out what weapons bot should have equipped and add them to bot inventory
/// </summary>
/// <param name="templateInventory">bot/x.json data from db</param>
/// <param name="equipmentChances">Chances bot can have equipment equipped</param>
/// <param name="sessionId">Session id</param>
/// <param name="botInventory">Inventory to add weapons to</param>
/// <param name="botRole">assault/pmcBot/bossTagilla etc</param>
/// <param name="isPmc">Is the bot being generated as a pmc</param>
/// <param name="itemGenerationLimitsMinMax">Limits for items the bot can have</param>
/// <param name="botLevel">level of bot having weapon generated</param>
public void GenerateAndAddWeaponsToBot(BotTypeInventory templateInventory, Chances equipmentChances, string sessionId, BotBaseInventory botInventory,
string botRole,
bool isPmc, Generation itemGenerationLimitsMinMax, int botLevel)
{
throw new NotImplementedException();
}
/// <summary>
/// Calculate if the bot should have weapons in Primary/Secondary/Holster slots
/// </summary>
/// <param name="equipmentChances">Chances bot has certain equipment</param>
/// <returns>What slots bot should have weapons generated for</returns>
public object GetDesiredWeaponsForBot(Chances equipmentChances) // TODO: Type fuckery { slot: EquipmentSlots; shouldSpawn: boolean }[]
{
throw new NotImplementedException();
}
/// <summary>
/// Add weapon + spare mags/ammo to bots inventory
/// </summary>
/// <param name="sessionId">Session id</param>
/// <param name="weaponSlot">Weapon slot being generated</param>
/// <param name="templateInventory">bot/x.json data from db</param>
/// <param name="botInventory">Inventory to add weapon+mags/ammo to</param>
/// <param name="equipmentChances">Chances bot can have equipment equipped</param>
/// <param name="botRole">assault/pmcBot/bossTagilla etc</param>
/// <param name="isPmc">Is the bot being generated as a pmc</param>
/// <param name="itemGenerationWeights"></param>
/// <param name="botLevel"></param>
public void AddWeaponAndMagazineToInventory(string sessionId, object weaponSlot, BotBaseInventory templateInventory, BotBaseInventory botInventory,
Chances equipmentChances, string botRole,
bool isPmc, Generation itemGenerationWeights, int botLevel)
{
throw new NotImplementedException();
}
}