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

456 lines
16 KiB
C#

using System.Globalization;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Eft.Notes;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
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;
using SPTarkov.Server.Core.Utils.Json;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class PlayerScavGenerator(
ISptLogger<PlayerScavGenerator> _logger,
RandomUtil _randomUtil,
DatabaseService _databaseService,
HashUtil _hashUtil,
ItemHelper _itemHelper,
BotGeneratorHelper _botGeneratorHelper,
SaveServer _saveServer,
ProfileHelper _profileHelper,
BotHelper _botHelper,
FenceService _fenceService,
BotLootCacheService _botLootCacheService,
LocalisationService _localisationService,
BotGenerator _botGenerator,
ConfigServer _configServer,
ICloner _cloner,
TimeUtil _timeUtil
)
{
protected PlayerScavConfig _playerScavConfig = _configServer.GetConfig<PlayerScavConfig>();
/// <summary>
/// Update a player profile to include a new player scav profile
/// </summary>
/// <param name="sessionID">session id to specify what profile is updated</param>
/// <returns>profile object</returns>
public PmcData Generate(string sessionID)
{
// get karma level from profile
var profile = _saveServer.GetProfile(sessionID);
var profileCharactersClone = _cloner.Clone(profile.CharacterData);
var pmcDataClone = _cloner.Clone(profileCharactersClone.PmcData);
var existingScavDataClone = _cloner.Clone(profileCharactersClone.ScavData);
var scavKarmaLevel = pmcDataClone.GetScavKarmaLevel();
// use karma level to get correct karmaSettings
if (
!_playerScavConfig.KarmaLevel.TryGetValue(
scavKarmaLevel.ToString(CultureInfo.InvariantCulture),
out var playerScavKarmaSettings
)
)
{
_logger.Error(
_localisationService.GetText("scav-missing_karma_settings", scavKarmaLevel)
);
}
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug($"Generated player scav loadout with karma level {scavKarmaLevel}");
}
// Edit baseBotNode values
var baseBotNode = ConstructBotBaseTemplate(playerScavKarmaSettings.BotTypeForLoot);
AdjustBotTemplateWithKarmaSpecificSettings(playerScavKarmaSettings, baseBotNode);
var scavData = _botGenerator.GeneratePlayerScav(
sessionID,
playerScavKarmaSettings.BotTypeForLoot.ToLower(),
"easy",
baseBotNode,
pmcDataClone
);
// Remove cached bot data after scav was generated
_botLootCacheService.ClearCache();
// Add scav metadata
scavData.Savage = null;
scavData.Aid = pmcDataClone.Aid;
scavData.TradersInfo = pmcDataClone.TradersInfo;
scavData.Info.Settings = new BotInfoSettings();
scavData.Info.Bans = [];
scavData.Info.RegistrationDate = pmcDataClone.Info.RegistrationDate;
scavData.Info.GameVersion = pmcDataClone.Info.GameVersion;
scavData.Info.MemberCategory = MemberCategory.UniqueId;
scavData.Info.LockedMoveCommands = true;
scavData.Info.MainProfileNickname = pmcDataClone.Info.Nickname;
scavData.RagfairInfo = pmcDataClone.RagfairInfo;
scavData.UnlockedInfo = pmcDataClone.UnlockedInfo;
// Persist previous scav data into new scav
scavData.Id = existingScavDataClone.Id ?? pmcDataClone.Savage;
scavData.SessionId = existingScavDataClone.SessionId ?? pmcDataClone.SessionId;
scavData.Skills = existingScavDataClone.GetSkillsOrDefault();
scavData.Stats = GetScavStats(existingScavDataClone);
scavData.Info.Level = GetScavLevel(existingScavDataClone);
scavData.Info.Experience = GetScavExperience(existingScavDataClone);
scavData.Quests = existingScavDataClone.Quests ?? [];
scavData.TaskConditionCounters =
existingScavDataClone.TaskConditionCounters
?? new Dictionary<string, TaskConditionCounter>();
scavData.Notes = existingScavDataClone.Notes ?? new Notes { DataNotes = new List<Note>() };
scavData.WishList =
existingScavDataClone.WishList
?? new DictionaryOrList<string, int>(new Dictionary<string, int>(), new List<int>());
scavData.Encyclopedia = pmcDataClone.Encyclopedia ?? new Dictionary<string, bool>();
// Add additional items to player scav as loot
AddAdditionalLootToPlayerScavContainers(
playerScavKarmaSettings.LootItemsToAddChancePercent,
scavData,
[EquipmentSlots.TacticalVest, EquipmentSlots.Pockets, EquipmentSlots.Backpack]
);
// Remove secure container
scavData = _profileHelper.RemoveSecureContainer(scavData);
// set cooldown timer
scavData = SetScavCooldownTimer(scavData, pmcDataClone);
// add scav to profile
_saveServer.GetProfile(sessionID).CharacterData.ScavData = scavData;
return scavData;
}
/// <summary>
/// Add items picked from `playerscav.lootItemsToAddChancePercent`
/// </summary>
/// <param name="possibleItemsToAdd">dict of tpl + % chance to be added</param>
/// <param name="scavData"></param>
/// <param name="containersToAddTo">Possible slotIds to add loot to</param>
protected void AddAdditionalLootToPlayerScavContainers(
Dictionary<string, double> possibleItemsToAdd,
BotBase scavData,
HashSet<EquipmentSlots> containersToAddTo
)
{
foreach (var tpl in possibleItemsToAdd)
{
var shouldAdd = _randomUtil.GetChance100(tpl.Value);
if (!shouldAdd)
{
continue;
}
var itemResult = _itemHelper.GetItem(tpl.Key);
if (!itemResult.Key)
{
_logger.Warning(
_localisationService.GetText("scav-unable_to_add_item_to_player_scav", tpl)
);
continue;
}
var itemTemplate = itemResult.Value;
var itemsToAdd = new List<Item>
{
new()
{
Id = _hashUtil.Generate(),
Template = itemTemplate.Id,
Upd = _botGeneratorHelper.GenerateExtraPropertiesForItem(itemTemplate),
},
};
var result = _botGeneratorHelper.AddItemWithChildrenToEquipmentSlot(
containersToAddTo,
itemsToAdd[0].Id,
itemTemplate.Id,
itemsToAdd,
scavData.Inventory
);
if (result != ItemAddedResult.SUCCESS)
{
if (_logger.IsLogEnabled(LogLevel.Debug))
{
_logger.Debug($"Unable to add keycard to bot. Reason: {result.ToString()}");
}
}
}
}
/// <summary>
/// Get a baseBot template
/// If the parameter doesnt match "assault", take parts from the loot type and apply to the return bot template
/// </summary>
/// <param name="botTypeForLoot">bot type to use for inventory/chances</param>
/// <returns>IBotType object</returns>
protected BotType ConstructBotBaseTemplate(string botTypeForLoot)
{
const string baseScavType = "assault";
var asssaultBase = _cloner.Clone(_botHelper.GetBotTemplate(baseScavType));
// Loot bot is same as base bot, return base with no modification
if (botTypeForLoot == baseScavType)
{
return asssaultBase;
}
var lootBase = _cloner.Clone(_botHelper.GetBotTemplate(botTypeForLoot));
asssaultBase.BotInventory = lootBase.BotInventory;
asssaultBase.BotChances = lootBase.BotChances;
asssaultBase.BotGeneration = lootBase.BotGeneration;
return asssaultBase;
}
/// <summary>
/// Adjust equipment/mod/item generation values based on scav karma levels
/// </summary>
/// <param name="karmaSettings">Values to modify the bot template with</param>
/// <param name="baseBotNode">bot template to modify according to karma level settings</param>
protected void AdjustBotTemplateWithKarmaSpecificSettings(
KarmaLevel karmaSettings,
BotType baseBotNode
)
{
// Adjust equipment chance values
AdjustEquipmentWeights(
karmaSettings.Modifiers.Equipment,
baseBotNode.BotChances.EquipmentChances
);
// Adjust mod chance values
AdjustWeaponModWeights(
karmaSettings.Modifiers.Mod,
baseBotNode.BotChances.WeaponModsChances
);
// Adjust item spawn quantity values
AdjustItemWeights(karmaSettings.ItemLimits, baseBotNode.BotGeneration.Items);
// Blacklist equipment, keyed by equipment slot
BlacklistEquipment(karmaSettings, baseBotNode);
}
protected static void AdjustEquipmentWeights(
Dictionary<string, double> equipmentChangesToApply,
Dictionary<string, double> botEquipmentChances
)
{
foreach (var (equipmentSlot, chanceToAdd) in equipmentChangesToApply)
{
// Adjustment value zero, nothing to do
if (chanceToAdd == 0)
{
continue;
}
// Try and add new key with value
if (!botEquipmentChances.TryAdd(equipmentSlot, chanceToAdd))
{
// Unable to add new, update existing
botEquipmentChances[equipmentSlot] += chanceToAdd;
}
}
}
/// <summary>
/// Get a bots item type weightings based on the desired key
/// </summary>
/// <param name="key">e.g. "healing" / "looseLoot"</param>
/// <param name="botItemWeights"></param>
/// <returns>GenerationData</returns>
protected GenerationData? GetKarmaLimitValuesByKey(
string key,
GenerationWeightingItems botItemWeights
)
{
switch (key)
{
case "healing":
return botItemWeights.Healing;
case "drugs":
return botItemWeights.Drugs;
case "stims":
return botItemWeights.Stims;
case "looseLoot":
return botItemWeights.LooseLoot;
case "magazines":
return botItemWeights.Magazines;
case "grenades":
return botItemWeights.Grenades;
case "backpackLoot":
return botItemWeights.BackpackLoot;
case "drink":
return botItemWeights.Drink;
case "currency":
return botItemWeights.Currency;
case "pocketLoot":
return botItemWeights.PocketLoot;
case "vestLoot":
return botItemWeights.VestLoot;
case "specialItems":
return botItemWeights.SpecialItems;
default:
_logger.Error($"Subtype: {key} not found");
return null;
}
}
protected static void AdjustWeaponModWeights(
Dictionary<string, double> modChangesToApply,
Dictionary<string, double> weaponModChances
)
{
foreach (var (modSlot, weight) in modChangesToApply)
{
// Adjustment value zero, nothing to do
if (weight == 0)
{
continue;
}
if (modChangesToApply.TryGetValue(modSlot, out var value))
{
weaponModChances.TryAdd(modSlot, 0);
weaponModChances[modSlot] += value;
}
}
}
protected void AdjustItemWeights(
Dictionary<string, GenerationData> karmaSettingsItemLimits,
GenerationWeightingItems? botGenerationItems
)
{
foreach (var (subType, limitData) in karmaSettingsItemLimits)
{
var playerValues = GetKarmaLimitValuesByKey(subType, botGenerationItems);
if (playerValues is null)
{
continue;
}
if (limitData.Weights is not null)
{
playerValues.Weights = limitData.Weights;
}
if (limitData.Whitelist is not null)
{
playerValues.Whitelist = limitData.Whitelist;
}
}
}
protected static void BlacklistEquipment(KarmaLevel karmaSettings, BotType baseBotNode)
{
foreach (var (slot, blacklist) in karmaSettings.EquipmentBlacklist)
{
if (!baseBotNode.BotInventory.Equipment.TryGetValue(slot, out var equipmentDict))
{
continue;
}
foreach (var itemToRemove in blacklist)
{
equipmentDict.Remove(itemToRemove);
}
}
}
protected Stats GetScavStats(PmcData scavProfile)
{
if (scavProfile?.Stats != null)
{
return scavProfile.Stats;
}
return _profileHelper.GetDefaultCounters();
}
protected int GetScavLevel(PmcData scavProfile)
{
// Info can be null on initial account creation
if (scavProfile?.Info?.Level == null)
{
return 1;
}
return scavProfile?.Info?.Level ?? 1;
}
protected int GetScavExperience(PmcData scavProfile)
{
// Info can be null on initial account creation
if (scavProfile?.Info?.Experience == null)
{
return 0;
}
return scavProfile?.Info?.Experience ?? 0;
}
/// <summary>
/// Set cooldown till scav is playable
/// take into account scav cooldown bonus
/// </summary>
/// <param name="scavData">scav profile</param>
/// <param name="pmcData">pmc profile</param>
/// <returns>PmcData</returns>
protected PmcData SetScavCooldownTimer(PmcData scavData, PmcData pmcData)
{
// Get sum of all scav cooldown reduction timer bonuses
var modifier =
1d
+ pmcData
.Bonuses.Where(x => x.Type == BonusType.ScavCooldownTimer)
.Sum(bonus => (bonus?.Value ?? 1) / 100);
var fenceInfo = _fenceService.GetFenceInfo(pmcData);
modifier *= fenceInfo.SavageCooldownModifier ?? 1d;
// Make sure to apply ScavCooldownTimer bonus from Hideout if the player has it.
var scavLockDuration =
_databaseService.GetGlobals().Configuration.SavagePlayCooldown * modifier;
var fullProfile = _profileHelper.GetFullProfile(pmcData?.SessionId);
if (
fullProfile?.ProfileInfo?.Edition?.StartsWith(
AccountTypes.SPT_DEVELOPER,
StringComparison.OrdinalIgnoreCase
) ?? false
)
{
// Force lock duration to 10seconds for dev profiles
scavLockDuration = 10;
}
if (scavData?.Info != null)
{
scavData.Info.SavageLockTime = Math.Round(
_timeUtil.GetTimeStamp() + (scavLockDuration ?? 0)
);
}
return scavData;
}
}