60958b3d24
Remove unused dependencies and improve code quality
95 lines
4.1 KiB
C#
95 lines
4.1 KiB
C#
using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Bot;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Spt.Bots;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils;
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namespace SPTarkov.Server.Core.Generators;
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[Injectable]
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public class BotLevelGenerator(RandomUtil randomUtil, DatabaseService databaseService)
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{
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/// <summary>
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/// Return a randomised bot level and exp value
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/// </summary>
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/// <param name="levelDetails">Min and max of level for bot</param>
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/// <param name="botGenerationDetails">Details to help generate a bot</param>
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/// <param name="bot">Bot the level is being generated for</param>
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/// <returns>IRandomisedBotLevelResult object</returns>
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public RandomisedBotLevelResult GenerateBotLevel(MinMax<int> levelDetails, BotGenerationDetails botGenerationDetails, BotBase bot)
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{
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if (!botGenerationDetails.IsPmc)
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{
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return new RandomisedBotLevelResult { Exp = 0, Level = 1 };
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}
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var expTable = databaseService.GetGlobals().Configuration.Exp.Level.ExperienceTable;
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var botLevelRange = GetRelativePmcBotLevelRange(botGenerationDetails, levelDetails, expTable.Length);
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// ChooseBotLevel now returns int directly
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var level = ChooseBotLevel(botLevelRange.Min, botLevelRange.Max, 1, 1.15);
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var maxLevelIndex = expTable.Length - 1;
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// Clamp chosen level to max
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level = Math.Clamp(level, 0, maxLevelIndex + 1);
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// Sum up total exp required for all full levels before desired
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var baseExp = expTable.Take(level).Sum(entry => entry.Experience);
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// Sprinkle in some random exp within the level, unless we are at max level
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var fractionalExp = level < maxLevelIndex ? randomUtil.GetInt(0, expTable[level].Experience - 1) : 0;
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return new RandomisedBotLevelResult { Exp = baseExp + fractionalExp, Level = level };
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}
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public int ChooseBotLevel(double min, double max, int shift, double number)
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{
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return (int)randomUtil.GetBiasedRandomNumber(min, max, shift, number);
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}
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/// <summary>
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/// Return the min and max level a PMC can be
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/// </summary>
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/// <param name="botGenerationDetails">Details to help generate a bot</param>
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/// <param name="levelDetails"></param>
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/// <param name="maxAvailableLevel">Max level allowed</param>
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/// <returns>A MinMax of the lowest and highest level to generate the bots</returns>
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public MinMax<int> GetRelativePmcBotLevelRange(
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BotGenerationDetails botGenerationDetails,
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MinMax<int> levelDetails,
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int maxAvailableLevel
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)
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{
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var levelOverride = botGenerationDetails.LocationSpecificPmcLevelOverride;
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var playerLevel = botGenerationDetails.PlayerLevel ?? 1;
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// Create a min limit PMCs level cannot fall below
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var minPossibleLevel = levelOverride is not null
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? Math.Min(
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Math.Max(levelDetails.Min, levelOverride.Min), // Biggest between json min and the botgen min
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maxAvailableLevel // Fallback if value above is crazy
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)
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: Math.Clamp(levelDetails.Min, 1, maxAvailableLevel); // Not pmc with override or non-pmc
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// Create a max limit PMCs level cannot go above
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var maxPossibleLevel = levelOverride is not null
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? Math.Min(levelOverride.Max, maxAvailableLevel) // Is PMC and have a level override
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: Math.Min(levelDetails.Max, maxAvailableLevel); // Not pmc with override or non-pmc
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// Get min level relative to player level
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// May be negative, is clamped to 1 below
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var minLevel = playerLevel - botGenerationDetails.BotRelativeLevelDeltaMin;
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// Get max level relative to player level
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var maxLevel = playerLevel + botGenerationDetails.BotRelativeLevelDeltaMax;
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// Clamp the level to the min/max possible
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maxLevel = Math.Clamp(maxLevel, minPossibleLevel, maxPossibleLevel);
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minLevel = Math.Clamp(minLevel, minPossibleLevel, maxPossibleLevel);
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return new MinMax<int>(minLevel, maxLevel);
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}
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}
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