Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Services/BotEquipmentModPoolService.cs
T
Chomp 96e12d80e4 Refactored caching inside BotEquipmentModPoolService
Made use of primary constructor
Made `GetModsForWeaponSlot` access dictionary via`TryGet`
Made `GetCompatibleModsForWeaponSlot` access dictionary via`TryGet`
2025-06-18 15:36:50 +01:00

248 lines
9.0 KiB
C#

using System.Collections.Concurrent;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Utils;
namespace SPTarkov.Server.Core.Services;
[Injectable(InjectionType.Singleton)]
public class BotEquipmentModPoolService(
ISptLogger<BotEquipmentModPoolService> logger,
ItemHelper itemHelper,
DatabaseService databaseService,
LocalisationService localisationService)
{
private readonly Lock _lockObject = new();
private ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>>? _gearModPool;
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> GearModPool
{
get { return _gearModPool ??= GenerateGearPool(); }
}
private ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>>? _weaponModPool;
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> WeaponModPool
{
get { return _weaponModPool ??= GenerateWeaponPool(); }
}
/// <summary>
/// Get dictionary of mods for each item passed in
/// </summary>
/// <param name="inputItems"> Items to find related mods and store in modPool </param>
/// <param name="poolType"> Mod pool to choose from e.g. "weapon" for weaponModPool </param>
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> GeneratePool(IEnumerable<TemplateItem>? inputItems, string poolType)
{
if (inputItems is null || !inputItems.Any())
{
logger.Error(localisationService.GetText("bot-unable_to_generate_item_pool_no_items", poolType));
return [];
}
var pool = new ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>>();
foreach (var item in inputItems)
{
if (item.Properties is null)
{
logger.Error(
localisationService.GetText(
"bot-item_missing_props_property",
new
{
itemTpl = item.Id,
name = item.Name
}
)
);
continue;
}
// Skip item without slots
if (item.Properties.Slots is null || item.Properties.Slots.Count == 0)
{
continue;
}
// Add base item (weapon/armor) to pool
pool.TryAdd(item.Id, new ConcurrentDictionary<string, HashSet<string>>());
// iterate over each items mod slots e.g. mod_muzzle
foreach (var slot in item.Properties.Slots)
{
// Get mods that fit into the current mod slot
var itemsThatFit = slot.Props.Filters.FirstOrDefault().Filter;
// Get weapon/armor pool to add mod slots + mod tpls to
var itemModPool = pool[item.Id];
foreach (var itemToAddTpl in itemsThatFit)
{
// Ensure Mod slot key + blank dict value exist
InitSetInDict(itemModPool, slot.Name);
// Does tpl exist inside mod_slots hashset
if (!SetContainsTpl(itemModPool[slot.Name], itemToAddTpl))
// Keyed by mod slot
{
AddTplToSet(itemModPool[slot.Name], itemToAddTpl);
}
var subItemDetails = itemHelper.GetItem(itemToAddTpl).Value;
var hasSubItemsToAdd = (subItemDetails?.Properties?.Slots?.Count ?? 0) > 0;
if (hasSubItemsToAdd && !pool.ContainsKey(subItemDetails.Id))
// Recursive call
{
GeneratePool([subItemDetails], poolType);
}
}
}
}
return pool;
}
private bool SetContainsTpl(HashSet<string> itemSet, string tpl)
{
lock (_lockObject)
{
return itemSet.Contains(tpl);
}
}
private bool AddTplToSet(HashSet<string> itemSet, string itemToAddTpl)
{
lock (_lockObject)
{
return itemSet.Add(itemToAddTpl);
}
}
private bool InitSetInDict(ConcurrentDictionary<string, HashSet<string>> dictionary, string slotName)
{
lock (_lockObject)
{
return dictionary.TryAdd(slotName, []);
}
}
/// <summary>
/// Empty the mod pool
/// </summary>
public void ResetWeaponPool()
{
WeaponModPool.Clear();
}
/// <summary>
/// Get array of compatible mods for an items mod slot (generate pool if it doesn't exist already)
/// </summary>
/// <param name="itemTpl"> Item to look up </param>
/// <param name="slotName"> Slot to get compatible mods for </param>
/// <returns> Hashset of tpls that fit the slot </returns>
public HashSet<string> GetCompatibleModsForWeaponSlot(string itemTpl, string slotName)
{
if(WeaponModPool.TryGetValue(itemTpl, out var value))
{
if (value.TryGetValue(slotName, out var tplsForSlotHashSet))
{
return tplsForSlotHashSet;
}
}
logger.Warning($"Slot: {slotName} not found for item: {itemTpl} in cache");
return [];
}
/// <summary>
/// Get mods for a piece of gear by its tpl
/// </summary>
/// <param name="itemTpl"> Items tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public ConcurrentDictionary<string, HashSet<string>> GetModsForGearSlot(string itemTpl)
{
return GearModPool.TryGetValue(itemTpl, out var value)
? value
: [];
}
/// <summary>
/// Get mods for a weapon by its tpl
/// </summary>
/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public ConcurrentDictionary<string, HashSet<string>> GetModsForWeaponSlot(string itemTpl)
{
return WeaponModPool.TryGetValue(itemTpl, out var value)
? value
: [];
}
/// <summary>
/// Get required mods for a weapon by its tpl
/// </summary>
/// <param name="itemTpl"> Weapons tpl to look up mods for </param>
/// <returns> Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value </returns>
public Dictionary<string, HashSet<string>>? GetRequiredModsForWeaponSlot(string itemTpl)
{
var result = new Dictionary<string, HashSet<string>>();
// Get item from db
var itemDb = itemHelper.GetItem(itemTpl).Value;
if (itemDb.Properties.Slots is not null)
// Loop over slots flagged as 'required'
{
foreach (var slot in itemDb.Properties.Slots.Where(slot => slot.Required.GetValueOrDefault(false)))
{
// Create dict entry for mod slot
result.TryAdd(slot.Name, []);
// Add compatible tpls to dicts hashset
foreach (var compatibleItemTpl in slot.Props.Filters.FirstOrDefault().Filter)
{
result[slot.Name].Add(compatibleItemTpl);
}
}
}
return result;
}
/// <summary>
/// Create weapon mod pool and set generated flag to true
/// </summary>
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> GenerateWeaponPool()
{
var weapons = databaseService.GetItems()
.Values.Where(item => string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase) &&
itemHelper.IsOfBaseclass(item.Id, BaseClasses.WEAPON)
);
return GeneratePool(weapons, "weapon");
}
/// <summary>
/// Create gear mod pool and set generated flag to true
/// </summary>
protected ConcurrentDictionary<string, ConcurrentDictionary<string, HashSet<string>>> GenerateGearPool()
{
var gear = databaseService.GetItems()
.Values.Where(item => string.Equals(item.Type, "Item", StringComparison.OrdinalIgnoreCase) &&
itemHelper.IsOfBaseclasses(
item.Id,
[
BaseClasses.ARMORED_EQUIPMENT,
BaseClasses.VEST,
BaseClasses.ARMOR,
BaseClasses.HEADWEAR
]
)
);
return GeneratePool(gear, "gear");
}
}