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

511 lines
20 KiB
C#

using SPTarkov.Common.Extensions;
using SPTarkov.DI.Annotations;
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,
HashUtil _hashUtil,
ItemHelper _itemHelper,
PresetHelper _presetHelper,
DatabaseService _databaseService,
RagfairPriceService _ragfairPriceService,
SeasonalEventService _seasonalEventService,
ItemFilterService _itemFilterService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected List<TemplateItem> _dbAmmoItemsCache = [];
protected List<TemplateItem> _dbItemsCache = [];
protected 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 List<List<Item>> Generate(string 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 = new List<List<Item>>();
result = result.Concat(commonRewards).ToList();
result = result.Concat(rareRewards).ToList();
result = result.Concat(superRareRewards).ToList();
// TODO: please make this better, how merge 2d Lists
return result.ToList();
}
/// <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 == "")
{
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 == "")
{
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>
/// <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 this 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 (
handbookPrice >= _scavCaseConfig.AmmoRewards.AmmoRewardValueRangeRub[rarity].Min &&
handbookPrice <= _scavCaseConfig.AmmoRewards.AmmoRewardValueRangeRub[rarity].Max
)
{
return true;
}
return false;
}
);
if (!possibleAmmoPool.Any())
{
_logger.Warning("Unable to get a list of ammo that matches desired criteria for scav case reward");
}
// 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>
/// <returns>Product array</returns>
protected List<List<Item>> RandomiseContainerItemRewards(List<TemplateItem> rewardItems, string rarity)
{
// Each array is an item + children
List<List<Item>> result = [];
foreach (var rewardItemDb in rewardItems)
{
List<Item> resultItem =
[
new()
{
Id = _hashUtil.Generate(),
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 = _itemHelper.ReplaceIDs(_cloner.Clone(preset.Items));
_itemHelper.RemapRootItemId(presetAndMods);
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)
{
return itemToCalculate.Parent switch
{
BaseClasses.AMMO => GetRandomisedAmmoRewardStackSize(itemToCalculate),
BaseClasses.MONEY => GetRandomisedMoneyRewardStackSize(itemToCalculate, rarity),
_ => 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)
{
return itemToCalculate.Id switch
{
Money.ROUBLES => _randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.RubCount.GetByJsonProp<MinMax<int>>(rarity).Max
),
Money.EUROS => _randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.EurCount.GetByJsonProp<MinMax<int>>(rarity).Max
),
Money.DOLLARS => _randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.UsdCount.GetByJsonProp<MinMax<int>>(rarity).Max
),
Money.GP => _randomUtil.GetInt(
_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax<int>>(rarity).Min,
_scavCaseConfig.MoneyRewards.GpCount.GetByJsonProp<MinMax<int>>(rarity).Max
),
_ => 1
};
}
}
public record RewardRarity
{
public const string Common = "common";
public const string Rare = "rare";
public const string SuperRare = "superrare";
}