Files
SPT-Server-Build/Libraries/Core/Generators/LocationLootGenerator.cs
T
Chomp cb6a0cd283 Fixed unable_to_generate_static_loot warning
hardened `GenerateStaticContainers` from nullref errors
2025-01-27 10:50:41 +00:00

1198 lines
49 KiB
C#

using System.Text.Json.Serialization;
using Core.Helpers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Enums;
using Core.Models.Spt.Config;
using Core.Models.Utils;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using Core.Utils.Collections;
using SptCommon.Annotations;
namespace Core.Generators;
[Injectable]
public class LocationLootGenerator(
ISptLogger<LocationLootGenerator> _logger,
RandomUtil _randomUtil,
MathUtil _mathUtil,
HashUtil _hashUtil,
ItemHelper _itemHelper,
InventoryHelper _inventoryHelper,
DatabaseService _databaseService,
ContainerHelper _containerHelper,
PresetHelper _presetHelper,
LocalisationService _localisationService,
SeasonalEventService _seasonalEventService,
ItemFilterService _itemFilterService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected LocationConfig _locationConfig = _configServer.GetConfig<LocationConfig>();
protected SeasonalEventConfig _seasonalEventConfig = _configServer.GetConfig<SeasonalEventConfig>();
/// Create a list of container objects with randomised loot
/// <param name="locationBase">Map base to generate containers for</param>
/// <param name="staticAmmoDist">Static ammo distribution</param>
/// <returns>List of container objects</returns>
public List<SpawnpointTemplate> GenerateStaticContainers(LocationBase locationBase,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
var staticLootItemCount = 0;
var result = new List<SpawnpointTemplate>();
var locationId = locationBase.Id.ToLower();
var mapData = _databaseService.GetLocation(locationId);
var staticWeaponsOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticWeapons);
if (staticWeaponsOnMapClone is null)
{
_logger.Error(
_localisationService.GetText("location-unable_to_find_static_weapon_for_map", locationBase.Name)
);
}
// Add mounted weapons to output loot
result.AddRange(staticWeaponsOnMapClone);
var allStaticContainersOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticContainers);
if (allStaticContainersOnMapClone is null)
{
_logger.Error(
_localisationService.GetText("location-unable_to_find_static_container_for_map", locationBase.Name)
);
}
// Containers that MUST be added to map (e.g. quest containers)
var staticForcedOnMapClone = _cloner.Clone(mapData.StaticContainers.Value.StaticForced);
if (staticForcedOnMapClone is null)
{
_logger.Error(
_localisationService.GetText(
"location-unable_to_find_forced_static_data_for_map",
locationBase.Name
)
);
}
// Remove christmas items from loot data
if (!_seasonalEventService.ChristmasEventEnabled())
{
allStaticContainersOnMapClone = allStaticContainersOnMapClone.Where(
item => !_seasonalEventConfig.ChristmasContainerIds.Contains(item.Template.Id)
)
.ToList();
}
var staticRandomisableContainersOnMap = GetRandomisableContainersOnMap(allStaticContainersOnMapClone);
// Keep track of static loot count
var staticContainerCount = 0;
// Find all 100% spawn containers
var staticLootDist = mapData.StaticLoot;
var guaranteedContainers = GetGuaranteedContainers(allStaticContainersOnMapClone);
staticContainerCount += guaranteedContainers.Count;
// Add loot to guaranteed containers and add to result
foreach (var container in guaranteedContainers)
{
var containerWithLoot = AddLootToContainer(
container,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
_logger.Debug($"Added {guaranteedContainers.Count} guaranteed containers");
// Randomisation is turned off globally or just turned off for this map
if (
!(
_locationConfig.ContainerRandomisationSettings.Enabled &&
_locationConfig.ContainerRandomisationSettings.Maps[locationId]
)
)
{
_logger.Debug(
$"Container randomisation disabled, Adding {staticRandomisableContainersOnMap.Count} containers to {locationBase.Name}"
);
foreach (var container in staticRandomisableContainersOnMap)
{
var containerWithLoot = AddLootToContainer(
container,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
_logger.Success($"A total of {staticLootItemCount} static items spawned");
return result;
}
// Group containers by their groupId
if (mapData.Statics is null)
{
_logger.Warning(_localisationService.GetText("location-unable_to_generate_static_loot", locationId));
return result;
}
var mapping = GetGroupIdToContainerMappings(mapData.Statics, staticRandomisableContainersOnMap);
// For each of the container groups, choose from the pool of containers, hydrate container with loot and add to result array
foreach (var (key, data) in mapping)
{
// Count chosen was 0, skip
if (data.ChosenCount == 0)
{
continue;
}
if (data.ContainerIdsWithProbability.Count == 0)
{
_logger.Debug($"`Group: {key} has no containers with< 100 % spawn chance to choose from, skipping");
continue;
}
// EDGE CASE: These are containers without a group and have a probability < 100%
if (key == "")
{
var containerIdsCopy = _cloner.Clone(data.ContainerIdsWithProbability);
// Roll each containers probability, if it passes, it gets added
data.ContainerIdsWithProbability = new Dictionary<string, double>();
foreach (var containerId in containerIdsCopy)
if (_randomUtil.GetChance100(containerIdsCopy[containerId.Key] * 100))
{
data.ContainerIdsWithProbability[containerId.Key] = containerIdsCopy[containerId.Key];
}
// Set desired count to size of array (we want all containers chosen)
data.ChosenCount = data.ContainerIdsWithProbability.Count;
// EDGE CASE: chosen container count could be 0
if (data.ChosenCount == 0)
{
continue;
}
}
// Pass possible containers into function to choose some
var chosenContainerIds = GetContainersByProbability(key, data);
foreach (var chosenContainerId in chosenContainerIds)
{
// Look up container object from full list of containers on map
var containerObject = staticRandomisableContainersOnMap.FirstOrDefault(
staticContainer => staticContainer.Template.Id == chosenContainerId
);
if (containerObject is null)
{
_logger.Debug(
$"Container: {chosenContainerId} not found in staticRandomisableContainersOnMap, this is bad"
);
continue;
}
// Add loot to container and push into result object
var containerWithLoot = AddLootToContainer(
containerObject,
staticForcedOnMapClone,
staticLootDist.Value,
staticAmmoDist,
locationId
);
result.Add(containerWithLoot.Template);
staticContainerCount++;
staticLootItemCount += containerWithLoot.Template.Items.Count;
}
}
_logger.Success("A total of { staticLootItemCount}static items spawned");
_logger.Success(
_localisationService.GetText("location-containers_generated_success", staticContainerCount)
);
return result;
}
/// <summary>
/// Get containers with a non-100% chance to spawn OR are NOT on the container type randomistion blacklist
/// </summary>
/// <param name="staticContainers"></param>
/// <returns>StaticContainerData array</returns>
protected List<StaticContainerData> GetRandomisableContainersOnMap(List<StaticContainerData> staticContainers)
{
return staticContainers.Where(
staticContainer =>
staticContainer.Probability != 1 &&
!staticContainer.Template.IsAlwaysSpawn.GetValueOrDefault(false) &&
!_locationConfig.ContainerRandomisationSettings.ContainerTypesToNotRandomise.Contains(
staticContainer.Template.Items[0].Template
)
)
.ToList();
}
/// <summary>
/// Get containers with 100% spawn rate or have a type on the randomistion ignore list
/// </summary>
/// <param name="staticContainersOnMap"></param>
/// <returns>IStaticContainerData array</returns>
protected List<StaticContainerData> GetGuaranteedContainers(List<StaticContainerData> staticContainersOnMap)
{
return staticContainersOnMap.Where(
staticContainer =>
staticContainer.Probability == 1 ||
staticContainer.Template.IsAlwaysSpawn.GetValueOrDefault(false) ||
_locationConfig.ContainerRandomisationSettings.ContainerTypesToNotRandomise.Contains(
staticContainer.Template.Items[0].Template
)
)
.ToList();
}
/// <summary>
/// Choose a number of containers based on their probabilty value to fulfil the desired count in
/// containerData.chosenCount
/// </summary>
/// <param name="groupId">Name of the group the containers are being collected for</param>
/// <param name="containerData">Containers and probability values for a groupId</param>
/// <returns>List of chosen container Ids</returns>
protected List<string> GetContainersByProbability(string groupId, ContainerGroupCount containerData)
{
var chosenContainerIds = new List<string>();
var containerIds = containerData.ContainerIdsWithProbability.Keys.ToList();
if (containerData.ChosenCount > containerIds.Count)
{
_logger.Debug(
$"Group: {groupId} wants {containerData.ChosenCount} containers but pool only has {containerIds.Count}, add what's available"
);
return containerIds;
}
// Create probability array with all possible container ids in this group and their relative probability of spawning
var containerDistribution =
new ProbabilityObjectArray<ProbabilityObject<string, double>, string, double>(_mathUtil, _cloner, []);
foreach (var x in containerIds)
{
var value = containerData.ContainerIdsWithProbability[x];
containerDistribution.Add(new ProbabilityObject<string, double>(x, value, value));
}
chosenContainerIds.AddRange(containerDistribution.Draw((int)containerData.ChosenCount));
return chosenContainerIds;
}
/// <summary>
/// Get a mapping of each groupid and the containers in that group + count of containers to spawn on map
/// </summary>
/// <param name="containersGroups">Container group values</param>
/// <returns>dictionary keyed by groupId</returns>
protected Dictionary<string, ContainerGroupCount> GetGroupIdToContainerMappings(
StaticContainer staticContainerGroupData,
List<StaticContainerData> staticContainersOnMap)
{
// Create dictionary of all group ids and choose a count of containers the map will spawn of that group
var mapping = new Dictionary<string, ContainerGroupCount>();
foreach (var groupKvP in staticContainerGroupData.ContainersGroups)
{
if (!staticContainerGroupData.ContainersGroups.TryGetValue(groupKvP.Key, out var groupData))
{
mapping[groupKvP.Key] = new ContainerGroupCount
{
ContainerIdsWithProbability = new Dictionary<string, double>(),
ChosenCount = _randomUtil.GetInt(
(int)Math.Round(
groupData.MinContainers.Value *
_locationConfig.ContainerRandomisationSettings.ContainerGroupMinSizeMultiplier
),
(int)Math.Round(
groupData.MaxContainers.Value *
_locationConfig.ContainerRandomisationSettings.ContainerGroupMaxSizeMultiplier
)
)
};
}
}
// Add an empty group for containers without a group id but still have a < 100% chance to spawn
// Likely bad BSG data, will be fixed...eventually, example of the groupids: `NEED_TO_BE_FIXED1`,`NEED_TO_BE_FIXED_SE02`, `NEED_TO_BE_FIXED_NW_01`
mapping[""] = new ContainerGroupCount { ContainerIdsWithProbability = new Dictionary<string, double>(), ChosenCount = -1 };
// Iterate over all containers and add to group keyed by groupId
// Containers without a group go into a group with empty key ""
foreach (var container in staticContainersOnMap)
{
if (!staticContainerGroupData.Containers.TryGetValue(container.Template.Id, out var groupData))
{
_logger.Error(
_localisationService.GetText(
"location-unable_to_find_container_in_statics_json",
container.Template.Id
)
);
continue;
}
if (container.Probability >= 1)
{
_logger.Debug(
$"Container {container.Template.Id} with group ${groupData.GroupId} had 100 % chance to spawn was picked as random container, skipping"
);
continue;
}
mapping.TryAdd(groupData.GroupId, new ContainerGroupCount
{
ChosenCount = 0d,
ContainerIdsWithProbability = new Dictionary<string, double>()
});
mapping[groupData.GroupId].ContainerIdsWithProbability.TryAdd(container.Template.Id, container.Probability.Value);
}
return mapping;
}
/// <summary>
/// Choose loot to put into a static container based on weighting
/// Handle forced items + seasonal item removal when not in season
/// </summary>
/// <param name="staticContainer">The container itself we will add loot to</param>
/// <param name="staticForced">Loot we need to force into the container</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <param name="staticAmmoDist">staticAmmo.json</param>
/// <param name="locationName">Name of the map to generate static loot for</param>
/// <returns>StaticContainerData</returns>
protected StaticContainerData AddLootToContainer(StaticContainerData staticContainer,
List<StaticForced>? staticForced,
Dictionary<string, StaticLootDetails> staticLootDist,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist, string locationName
)
{
var containerClone = _cloner.Clone(staticContainer);
var containerTpl = containerClone.Template.Items[0].Template;
// Create new unique parent id to prevent any collisions
var parentId = _hashUtil.Generate();
containerClone.Template.Root = parentId;
containerClone.Template.Items[0].Id = parentId;
var containerMap = GetContainerMapping(containerTpl);
// Choose count of items to add to container
var itemCountToAdd = GetWeightedCountOfContainerItems(containerTpl, staticLootDist, locationName);
// Get all possible loot items for container
var containerLootPool = GetPossibleLootItemsForContainer(containerTpl, staticLootDist);
// Some containers need to have items forced into it (quest keys etc)
var tplsForced = staticForced
.Where((forcedStaticProp) => forcedStaticProp.ContainerId == containerClone.Template.Id)
.Select((x) => x.ItemTpl);
// Draw random loot
// Allow money to spawn more than once in container
var failedToFitCount = 0;
var locklist = _itemHelper.GetMoneyTpls();
// Choose items to add to container, factor in weighting + lock money down
// Filter out items picked that're already in the above `tplsForced` array
var chosenTpls = containerLootPool
.Draw(itemCountToAdd, _locationConfig.AllowDuplicateItemsInStaticContainers, locklist)
.Where((tpl) => !tplsForced.Contains(tpl));
// Add forced loot to chosen item pool
var tplsToAddToContainer = tplsForced.Concat(chosenTpls);
foreach (var tplToAdd in tplsToAddToContainer)
{
var chosenItemWithChildren = CreateStaticLootItem(tplToAdd, staticAmmoDist, parentId);
if (chosenItemWithChildren is null)
{
continue;
}
var items = _locationConfig.TplsToStripChildItemsFrom.Contains(tplToAdd)
? [chosenItemWithChildren.Items[0]] // Strip children from parent
: chosenItemWithChildren.Items;
var width = chosenItemWithChildren.Width;
var height = chosenItemWithChildren.Height;
// look for open slot to put chosen item into
var result = _containerHelper.FindSlotForItem(containerMap, (int)width, (int)height);
if (!result.Success.GetValueOrDefault(false))
{
if (failedToFitCount >= _locationConfig.FitLootIntoContainerAttempts)
{
// x attempts to fit an item, container is probably full, stop trying to add more
break;
}
// Can't fit item, skip
failedToFitCount++;
continue;
}
_containerHelper.FillContainerMapWithItem(
containerMap,
result.X.Value,
result.Y.Value,
(int)width,
(int)height,
result.Rotation.GetValueOrDefault(false)
);
var rotation = result.Rotation.GetValueOrDefault(false) ? 1 : 0;
items[0].SlotId = "main";
items[0].Location = new ItemLocation{ X = result.X, Y = result.Y, R = rotation };
// Add loot to container before returning
containerClone.Template.Items.AddRange(items);
itemAddedCount++;
}
return containerClone;
}
/// <summary>
/// Get a 2D grid of a container's item slots
/// </summary>
/// <param name="containerTpl">Tpl id of the container</param>
protected int[][] GetContainerMapping(string containerTpl)
{
// Get template from db
var containerTemplate = _itemHelper.GetItem(containerTpl).Value;
// Get height/width
var height = containerTemplate.Properties.Grids[0].Props.CellsV;
var width = containerTemplate.Properties.Grids[0].Props.CellsH;
return _inventoryHelper.GetBlankContainerMap(height.Value, width.Value);
}
/// <summary>
/// Look up a containers itemcountDistribution data and choose an item count based on the found weights
/// </summary>
/// <param name="containerTypeId">Container to get item count for</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <param name="locationName">Map name (to get per-map multiplier for from config)</param>
/// <returns>item count</returns>
protected int GetWeightedCountOfContainerItems(string containerTypeId,
Dictionary<string, StaticLootDetails> staticLootDist, string locationName)
{
// Create probability array to calcualte the total count of lootable items inside container
var itemCountArray =
new ProbabilityObjectArray<ProbabilityObject<int, float?>, int, float?>(_mathUtil, _cloner, []);
var countDistribution = staticLootDist[containerTypeId]?.ItemCountDistribution;
if (countDistribution is null)
{
_logger.Warning(
_localisationService.GetText(
"location-unable_to_find_count_distribution_for_container",
new
{
containerId = containerTypeId, locationName
}
)
);
return 0;
}
foreach (var itemCountDistribution in countDistribution)
// Add each count of items into array
itemCountArray.Add(
new ProbabilityObject<int, float?>(
itemCountDistribution.Count.Value,
itemCountDistribution.RelativeProbability.Value,
null
)
);
return (int)Math.Round(GetStaticLootMultiplierForLocation(locationName) * itemCountArray.Draw()[0]);
}
/// <summary>
/// Get all possible loot items that can be placed into a container
/// Do not add seasonal items if found + current date is inside seasonal event
/// </summary>
/// <param name="containerTypeId">Container to get possible loot for</param>
/// <param name="staticLootDist">staticLoot.json</param>
/// <returns>ProbabilityObjectArray of item tpls + probabilty</returns>
protected ProbabilityObjectArray<ProbabilityObject<string, float?>, string, float?> GetPossibleLootItemsForContainer(string containerTypeId,
Dictionary<string, StaticLootDetails> staticLootDist) // TODO: Type Fuckery, return type was ProbabilityObjectArray<string, number>
{
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
var itemDistribution =
new ProbabilityObjectArray<ProbabilityObject<string, float?>, string, float?>(_mathUtil, _cloner, []);
var itemContainerDistribution = staticLootDist[containerTypeId]?.ItemDistribution;
if (itemContainerDistribution is null)
{
_logger.Warning(_localisationService.GetText("location-missing_item_distribution_data", containerTypeId));
return itemDistribution;
}
foreach (var icd in itemContainerDistribution)
{
if (!seasonalEventActive && seasonalItemTplBlacklist.Contains(icd.Tpl))
{
// Skip seasonal event items if they're not enabled
continue;
}
// Ensure no blacklisted lootable items are in pool
if (_itemFilterService.IsLootableItemBlacklisted(icd.Tpl))
{
continue;
}
itemDistribution.Add(new ProbabilityObject<string, float?>(icd.Tpl, icd.RelativeProbability.Value, null));
}
return itemDistribution;
}
protected double GetLooseLootMultiplierForLocation(string location)
{
return _locationConfig.LooseLootMultiplier[location];
}
protected double GetStaticLootMultiplierForLocation(string location)
{
return _locationConfig.StaticLootMultiplier[location];
}
/// <summary>
/// Create array of loose + forced loot using probability system
/// </summary>
/// <param name="dynamicLootDist"></param>
/// <param name="staticAmmoDist"></param>
/// <param name="locationName">Location to generate loot for</param>
/// <returns>Array of spawn points with loot in them</returns>
public List<SpawnpointTemplate> GenerateDynamicLoot(LooseLoot dynamicLootDist,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string locationName)
{
List<SpawnpointTemplate> loot = [];
List<Spawnpoint> dynamicForcedSpawnPoints = [];
// Remove christmas items from loot data
if (!_seasonalEventService.ChristmasEventEnabled())
{
dynamicLootDist.Spawnpoints = dynamicLootDist.Spawnpoints.Where(
(point) => !point.Template.Id.StartsWith("christmas")
)
.ToList();
dynamicLootDist.SpawnpointsForced = dynamicLootDist.SpawnpointsForced.Where(
(point) => !point.Template.Id.StartsWith("christmas")
)
.ToList();
}
// Build the list of forced loot from both `spawnpointsForced` and any point marked `IsAlwaysSpawn`
dynamicForcedSpawnPoints.AddRange(dynamicLootDist.SpawnpointsForced);
dynamicForcedSpawnPoints.AddRange(dynamicLootDist.Spawnpoints.Where((point) => point.Template.IsAlwaysSpawn ?? false));
// Add forced loot
AddForcedLoot(loot, dynamicForcedSpawnPoints, locationName, staticAmmoDist);
var allDynamicSpawnpoints = dynamicLootDist.Spawnpoints;
// Draw from random distribution
var desiredSpawnpointCount = Math.Round(
GetLooseLootMultiplerForLocation(locationName) *
_randomUtil.GetNormallyDistributedRandomNumber(
(double)dynamicLootDist.SpawnpointCount.Mean,
(double)dynamicLootDist.SpawnpointCount.Std
)
);
// Positions not in forced but have 100% chance to spawn
List<Spawnpoint> guaranteedLoosePoints = [];
var blacklistedSpawnpoints = _locationConfig.LooseLootBlacklist.GetValueOrDefault(locationName);
var spawnpointArray = new ProbabilityObjectArray<ProbabilityObject<string, Spawnpoint>, string, Spawnpoint>(_mathUtil, _cloner, []);
foreach (var spawnpoint in allDynamicSpawnpoints)
{
// Point is blacklsited, skip
if (blacklistedSpawnpoints?.Contains(spawnpoint.Template.Id) ?? false)
{
_logger.Debug($"Ignoring loose loot location: {spawnpoint.Template.Id}");
continue;
}
// We've handled IsAlwaysSpawn above, so skip them
if (spawnpoint.Template.IsAlwaysSpawn ?? false)
{
continue;
}
// 100%, add it to guaranteed
if (spawnpoint.Probability == 1)
{
guaranteedLoosePoints.Add(spawnpoint);
continue;
}
spawnpointArray.Add(new ProbabilityObject<string, Spawnpoint>(spawnpoint.Template.Id, spawnpoint.Probability ?? 0, spawnpoint));
}
// Select a number of spawn points to add loot to
// Add ALL loose loot with 100% chance to pool
List<Spawnpoint> chosenSpawnpoints = [];
chosenSpawnpoints.AddRange(guaranteedLoosePoints);
var randomSpawnpointCount = desiredSpawnpointCount - chosenSpawnpoints.Count;
// Only draw random spawn points if needed
if (randomSpawnpointCount > 0 && spawnpointArray.Count > 0)
{
// Add randomly chosen spawn points
foreach (var si in spawnpointArray.Draw((int)randomSpawnpointCount, false))
{
chosenSpawnpoints.Add(spawnpointArray.Data(si));
}
}
// Filter out duplicate locationIds // prob can be done better
chosenSpawnpoints = chosenSpawnpoints.GroupBy(spawnpoint => spawnpoint.LocationId).Select(group => group.First()).ToList();
// Do we have enough items in pool to fulfill requirement
var tooManySpawnPointsRequested = desiredSpawnpointCount - chosenSpawnpoints.Count > 0;
if (tooManySpawnPointsRequested)
{
_logger.Debug(
_localisationService.GetText(
"location-spawn_point_count_requested_vs_found",
new
{
requested = desiredSpawnpointCount + guaranteedLoosePoints.Count,
found = chosenSpawnpoints.Count,
mapName = locationName,
}
)
);
}
// Iterate over spawnpoints
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
foreach (var spawnPoint in chosenSpawnpoints)
{
// Spawnpoint is invalid, skip it
if (spawnPoint.Template is null)
{
_logger.Warning(
_localisationService.GetText("location-missing_dynamic_template", spawnPoint.LocationId)
);
continue;
}
// Ensure no blacklisted lootable items are in pool
spawnPoint.Template.Items = spawnPoint.Template.Items.Where(
(item) => !_itemFilterService.IsLootableItemBlacklisted(item.Template)
)
.ToList();
// Ensure no seasonal items are in pool if not in-season
if (!seasonalEventActive)
{
spawnPoint.Template.Items = spawnPoint.Template.Items.Where(
(item) => !seasonalItemTplBlacklist.Contains(item.Template)
)
.ToList();
}
// Spawn point has no items after filtering, skip
if (spawnPoint.Template.Items is null || spawnPoint.Template.Items.Count == 0)
{
_logger.Warning(
_localisationService.GetText("location-spawnpoint_missing_items", spawnPoint.Template.Id)
);
continue;
}
// Get an array of allowed IDs after above filtering has occured
var validItemIds = spawnPoint.Template.Items.Select((item) => item.Id).ToList();
// Construct container to hold above filtered items, letting us pick an item for the spot
var itemArray = new ProbabilityObjectArray<ProbabilityObject<string, double?>, string, double?>(_mathUtil, _cloner, []);
foreach (var itemDist in spawnPoint.ItemDistribution)
{
if (!validItemIds.Contains(itemDist.ComposedKey.Key))
{
continue;
}
itemArray.Add(new ProbabilityObject<string, double?>(itemDist.ComposedKey.Key, itemDist.RelativeProbability ?? 0, null));
}
if (itemArray.Count == 0)
{
_logger.Warning(
_localisationService.GetText("location-loot_pool_is_empty_skipping", spawnPoint.Template.Id)
);
continue;
}
// Draw a random item from spawn points possible items
var chosenComposedKey = itemArray.Draw(1).FirstOrDefault();
var createItemResult = CreateDynamicLootItem(
chosenComposedKey,
spawnPoint.Template.Items,
staticAmmoDist
);
// Root id can change when generating a weapon, ensure ids match
spawnPoint.Template.Root = createItemResult.Items.FirstOrDefault().Id;
// Overwrite entire pool with chosen item
spawnPoint.Template.Items = createItemResult.Items;
loot.Add(spawnPoint.Template);
}
return loot;
}
/// <summary>
/// Add forced spawn point loot into loot parameter list
/// </summary>
/// <param name="lootLocationTemplates">List to add forced loot spawn locations to</param>
/// <param name="forcedSpawnPoints">Forced loot locations that must be added</param>
/// <param name="locationName">Name of map currently having force loot created for</param>
protected void AddForcedLoot(List<SpawnpointTemplate> lootLocationTemplates,
List<Spawnpoint> forcedSpawnPoints, string locationName,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
var lootToForceSingleAmountOnMap = _locationConfig.ForcedLootSingleSpawnById.GetValueOrDefault(locationName);
if (lootToForceSingleAmountOnMap is not null)
{
// Process loot items defined as requiring only 1 spawn position as they appear in multiple positions on the map
foreach (var itemTpl in lootToForceSingleAmountOnMap)
{
// Get all spawn positions for item tpl in forced loot array
var items = forcedSpawnPoints.Where(
(forcedSpawnPoint) => forcedSpawnPoint.Template.Items[0].Template == itemTpl
);
if (items is null || !items.Any())
{
_logger.Debug($"Unable to adjust loot item {itemTpl} as it does not exist inside {locationName} forced loot.");
continue;
}
// Create probability array of all spawn positions for this spawn id
var spawnpointArray = new ProbabilityObjectArray<ProbabilityObject<string, Spawnpoint>, string, Spawnpoint>(_mathUtil, _cloner, []);
foreach (var si in items)
{
// use locationId as template.Id is the same across all items
spawnpointArray.Add(new ProbabilityObject<string, Spawnpoint>(si.LocationId, si.Probability ?? 0, si));
}
// Choose 1 out of all found spawn positions for spawn id and add to loot array
foreach (var spawnPointLocationId in spawnpointArray.Draw(1, false))
{
var itemToAdd = items.FirstOrDefault((item) => item.LocationId == spawnPointLocationId);
var lootItem = itemToAdd?.Template;
if (lootItem is null)
{
_logger.Warning($"Item with spawn point id {spawnPointLocationId} could not be found, skipping");
continue;
}
var createItemResult = CreateDynamicLootItem(
lootItem.Items.FirstOrDefault().Id,
lootItem.Items,
staticAmmoDist
);
// Update root ID with the dynamically generated ID
lootItem.Root = createItemResult.Items.FirstOrDefault().Id;
lootItem.Items = createItemResult.Items;
lootLocationTemplates.Add(lootItem);
}
}
}
var seasonalEventActive = _seasonalEventService.SeasonalEventEnabled();
var seasonalItemTplBlacklist = _seasonalEventService.GetInactiveSeasonalEventItems();
// Add remaining forced loot to array
foreach (var forcedLootLocation in forcedSpawnPoints)
{
var firstLootItemTpl = forcedLootLocation.Template.Items.FirstOrDefault().Template;
// Skip spawn positions processed already
if (lootToForceSingleAmountOnMap?.Contains(firstLootItemTpl) ?? false)
{
continue;
}
// Skip adding seasonal items when seasonal event is not active
if (!seasonalEventActive && seasonalItemTplBlacklist.Contains(firstLootItemTpl))
{
continue;
}
var locationTemplateToAdd = forcedLootLocation.Template;
var createItemResult = CreateDynamicLootItem(
locationTemplateToAdd.Items.FirstOrDefault().Id,
forcedLootLocation.Template.Items,
staticAmmoDist
);
// Update root ID with the dynamically generated ID
forcedLootLocation.Template.Root = createItemResult.Items.FirstOrDefault().Id;
forcedLootLocation.Template.Items = createItemResult.Items;
// Push forced location into array as long as it doesnt exist already
var existingLocation = lootLocationTemplates.Any(
(spawnPoint) => spawnPoint.Id == locationTemplateToAdd.Id
);
if (!existingLocation)
{
lootLocationTemplates.Add(locationTemplateToAdd);
}
else
{
_logger.Debug(
$"Attempted to add a forced loot location with Id: {locationTemplateToAdd.Id} to map {locationName} that already has that id in use, skipping"
);
}
}
}
private ContainerItem CreateDynamicLootItem(string? chosenComposedKey, List<Item> items, Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist)
{
var chosenItem = items.FirstOrDefault((item) => item.Id == chosenComposedKey);
var chosenTpl = chosenItem?.Template;
if (chosenTpl is null) {
throw new Exception($"Item for tpl {chosenComposedKey} was not found in the spawn point");
}
var itemTemplate = _itemHelper.GetItem(chosenTpl).Value;
if (itemTemplate is null) {
_logger.Error($"Item tpl: {chosenTpl} cannot be found in database");
}
// Item array to return
List<Item> itemWithMods = [];
// Money/Ammo - don't rely on items in spawnPoint.template.Items so we can randomise it ourselves
if (_itemHelper.IsOfBaseclasses(chosenTpl, [BaseClasses.MONEY, BaseClasses.AMMO])) {
var stackCount =
itemTemplate.Properties.StackMaxSize == 1
? 1
: _randomUtil.GetInt((int)itemTemplate.Properties.StackMinRandom, (int)itemTemplate.Properties.StackMaxRandom);
itemWithMods.Add(new Item {
Id = _hashUtil.Generate(),
Template = chosenTpl,
Upd = new Upd { StackObjectsCount = stackCount }
});
} else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO_BOX)) {
// Fill with cartridges
List<Item> ammoBoxItem = [ new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
_itemHelper.AddCartridgesToAmmoBox(ammoBoxItem, itemTemplate);
itemWithMods.AddRange(ammoBoxItem);
} else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MAGAZINE)) {
// Create array with just magazine
List<Item> magazineItem = [new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
if (_randomUtil.GetChance100(_locationConfig.StaticMagazineLootHasAmmoChancePercent)) {
// Add randomised amount of cartridges
_itemHelper.FillMagazineWithRandomCartridge(
magazineItem,
itemTemplate, // Magazine template
staticAmmoDist,
null,
_locationConfig.MinFillLooseMagazinePercent / 100
);
}
itemWithMods.AddRange(magazineItem);
} else {
// Also used by armors to get child mods
// Get item + children and add into array we return
var itemWithChildren = _itemHelper.FindAndReturnChildrenAsItems(items, chosenItem.Id);
// Ensure all IDs are unique
itemWithChildren = _itemHelper.ReplaceIDs(_cloner.Clone(itemWithChildren));
if (_locationConfig.TplsToStripChildItemsFrom.Contains(chosenItem.Template)) {
// Strip children from parent before adding
itemWithChildren = [itemWithChildren[0]];
}
itemWithMods.AddRange(itemWithChildren);
}
// Get inventory size of item
var size = _itemHelper.GetItemSize(itemWithMods, itemWithMods[0].Id);
return new ContainerItem { Items = itemWithMods, Width = size.Width, Height = size.Height };
}
private double GetLooseLootMultiplerForLocation(string location)
{
return _locationConfig.LooseLootMultiplier[location];
}
protected double getStaticLootMultiplerForLocation(string location) {
return _locationConfig.StaticLootMultiplier[location];
}
// TODO: rewrite, BIG yikes
protected ContainerItem? CreateStaticLootItem(
string chosenTpl,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string? parentId = null)
{
var itemTemplate = _itemHelper.GetItem(chosenTpl).Value;
if (itemTemplate.Properties is null)
{
_logger.Error($"Unable to process item: ${{chosenTpl}}. it lacks _props");
return null;
}
var width = itemTemplate.Properties.Width;
var height = itemTemplate.Properties.Height;
List<Item> items = [new Item { Id = _hashUtil.Generate(), Template = chosenTpl }];
var rootItem = items.FirstOrDefault();
// Use passed in parentId as override for new item
if (!string.IsNullOrEmpty(parentId))
{
rootItem.ParentId = parentId;
}
if (
_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MONEY) ||
_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO)
)
{
// Edge case - some ammos e.g. flares or M406 grenades shouldn't be stacked
var stackCount = itemTemplate.Properties.StackMaxSize == 1
? 1
: _randomUtil.GetInt((int)(itemTemplate.Properties.StackMinRandom), (int)(itemTemplate.Properties.StackMaxRandom));
rootItem.Upd = new Upd { StackObjectsCount = stackCount };
}
// No spawn point, use default template
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.WEAPON))
{
List<Item> children = [];
var defaultPreset = _cloner.Clone(_presetHelper.GetDefaultPreset(chosenTpl));
if (defaultPreset?.Items is not null)
{
try
{
children = _itemHelper.ReparentItemAndChildren(defaultPreset.Items[0], defaultPreset.Items);
}
catch (Exception e)
{
// this item already broke it once without being reproducible tpl = "5839a40f24597726f856b511"; AKS-74UB Default
// 5ea03f7400685063ec28bfa8 // ppsh default
// 5ba26383d4351e00334c93d9 //mp7_devgru
_logger.Error(
_localisationService.GetText(
"location-preset_not_found",
new
{
tpl = chosenTpl,
defaultId = defaultPreset.Id,
defaultName = defaultPreset.Name,
parentId,
}
)
);
throw;
}
}
else
{
// RSP30 (62178be9d0050232da3485d9/624c0b3340357b5f566e8766/6217726288ed9f0845317459) doesn't have any default presets and kills this code below as it has no chidren to reparent
_logger.Debug($"createStaticLootItem() No preset found for weapon: {chosenTpl}");
}
rootItem = items[0];
if (rootItem is null)
{
_logger.Error(
_localisationService.GetText(
"location-missing_root_item",
new
{
tpl = chosenTpl,
parentId,
}
)
);
throw new Exception(_localisationService.GetText("location-critical_error_see_log"));
}
try
{
if (children?.Count > 0)
{
items = _itemHelper.ReparentItemAndChildren(rootItem, children);
}
}
catch (Exception e)
{
_logger.Error(
_localisationService.GetText(
"location-unable_to_reparent_item",
new
{
tpl = chosenTpl,
parentId = parentId,
}
)
);
throw;
}
// Here we should use generalized BotGenerators functions e.g. fillExistingMagazines in the future since
// it can handle revolver ammo (it's not restructured to be used here yet.)
// General: Make a WeaponController for Ragfair preset stuff and the generating weapons and ammo stuff from
// BotGenerator
var magazine = items.FirstOrDefault(item => item.SlotId == "mod_magazine");
// some weapon presets come without magazine; only fill the mag if it exists
if (magazine is not null)
{
var magTemplate = _itemHelper.GetItem(magazine.Template).Value;
var weaponTemplate = _itemHelper.GetItem(chosenTpl).Value;
// Create array with just magazine
var defaultWeapon = _itemHelper.GetItem(rootItem.Template).Value;
List<Item> magazineWithCartridges = [magazine];
_itemHelper.FillMagazineWithRandomCartridge(
magazineWithCartridges,
magTemplate,
staticAmmoDist,
weaponTemplate.Properties.AmmoCaliber,
0.25,
defaultWeapon.Properties.DefAmmo,
defaultWeapon
);
// Replace existing magazine with above array
items.Remove(magazine);
items.AddRange(magazineWithCartridges);
}
var size = _itemHelper.GetItemSize(items, rootItem.Id);
width = size.Width;
height = size.Height;
}
// No spawnpoint to fall back on, generate manually
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.AMMO_BOX))
{
_itemHelper.AddCartridgesToAmmoBox(items, itemTemplate);
}
else if (_itemHelper.IsOfBaseclass(chosenTpl, BaseClasses.MAGAZINE))
{
if (_randomUtil.GetChance100(_locationConfig.MagazineLootHasAmmoChancePercent))
{
// Create array with just magazine
List<Item> magazineWithCartridges = [rootItem];
_itemHelper.FillMagazineWithRandomCartridge(
magazineWithCartridges,
itemTemplate,
staticAmmoDist,
null,
_locationConfig.MinFillStaticMagazinePercent / 100
);
// Replace existing magazine with above array
items.Remove(rootItem);
items.AddRange(magazineWithCartridges);
}
}
else if (_itemHelper.ArmorItemCanHoldMods(chosenTpl))
{
var defaultPreset = _presetHelper.GetDefaultPreset(chosenTpl);
if (defaultPreset is not null)
{
List<Item> presetAndMods = _itemHelper.ReplaceIDs(_cloner.Clone(defaultPreset.Items));
_itemHelper.RemapRootItemId(presetAndMods);
// Use original items parentId otherwise item doesnt get added to container correctly
presetAndMods[0].ParentId = rootItem.ParentId;
items = presetAndMods;
}
else
{
// We make base item above, at start of function, no need to do it here
if ((itemTemplate.Properties.Slots?.Count ?? 0) > 0)
{
items = _itemHelper.AddChildSlotItems(
items,
itemTemplate,
_locationConfig.EquipmentLootSettings.ModSpawnChancePercent
);
}
}
}
return new ContainerItem { Items = items, Width = width, Height = height };
}
}
public class ContainerGroupCount
{
[JsonPropertyName("containerIdsWithProbability")]
public Dictionary<string, double>? ContainerIdsWithProbability { get; set; }
[JsonPropertyName("chosenCount")]
public double? ChosenCount { get; set; }
}
public class ContainerItem
{
[JsonPropertyName("items")]
public List<Item>? Items { get; set; }
[JsonPropertyName("width")]
public double? Width { get; set; }
[JsonPropertyName("height")]
public double? Height { get; set; }
}