Improved how PMC difficulty values are generated to improve PMC vs PMC settings

Moved difficulty-related into `BotDifficultyHelper`
Made `typeBeingEdited` property in `addBotToEnemyList()` optional
This commit is contained in:
Dev 2024-05-24 10:58:55 +01:00
parent 2a72f0b0f4
commit 6623a86d0f
2 changed files with 77 additions and 58 deletions

View File

@ -28,6 +28,14 @@ export class BotDifficultyHelper
this.pmcConfig = this.configServer.getConfig(ConfigTypes.PMC);
}
/**
* Get a difficulty object modified to handle fighting other PMCs
* @param pmcType 'bear or 'usec'
* @param difficulty easy / normal / hard / impossible
* @param usecType sptUsec
* @param bearType sptBear
* @returns Difficulty object
*/
public getPmcDifficultySettings(
pmcType: "bear" | "usec",
difficulty: string,
@ -40,14 +48,71 @@ export class BotDifficultyHelper
const friendlyType = pmcType === "bear" ? bearType : usecType;
const enemyType = pmcType === "bear" ? usecType : bearType;
this.botHelper.addBotToEnemyList(difficultySettings, this.pmcConfig.enemyTypes, friendlyType); // Add generic bot types to enemy list
this.botHelper.addBotToEnemyList(difficultySettings, [enemyType, friendlyType], ""); // add same/opposite side to enemy list
// Is PMC hostile to other PMC side
const hostileToSameSide = this.randomUtil.getChance100(this.pmcConfig.chanceSameSideIsHostilePercent);
this.botHelper.randomizePmcHostility(difficultySettings);
// Add all non-PMC types to PMCs enemy list
this.addBotToEnemyList(difficultySettings, this.pmcConfig.enemyTypes, friendlyType);
// Add same/opposite side to enemy list
const hostilePMCTypes = hostileToSameSide
? [enemyType, friendlyType]
: [enemyType];
this.addBotToEnemyList(difficultySettings, hostilePMCTypes);
if (hostileToSameSide)
{
this.setDifficultyToHostileToBearAndUsec(difficultySettings);
}
return difficultySettings;
}
/**
* Add bot types to ENEMY_BOT_TYPES array
* @param difficultySettings Bot settings to alter
* @param typesToAdd Bot types to add to enemy list
* @param typeBeingEdited Bot type to ignore and not add to enemy list
*/
protected addBotToEnemyList(difficultySettings: Difficulty, typesToAdd: string[], typeBeingEdited?: string): void
{
const enemyBotTypesKey = "ENEMY_BOT_TYPES";
// Null guard
if (!difficultySettings.Mind[enemyBotTypesKey])
{
difficultySettings.Mind[enemyBotTypesKey] = [];
}
const enemyArray = <string[]>difficultySettings.Mind[enemyBotTypesKey];
for (const botTypeToAdd of typesToAdd)
{
if (typeBeingEdited?.toLowerCase() === botTypeToAdd.toLowerCase())
{
this.logger.debug(`unable to add enemy ${botTypeToAdd} to its own enemy list, skipping`);
continue;
}
if (!enemyArray.includes(botTypeToAdd))
{
enemyArray.push(botTypeToAdd);
}
}
}
/**
* Configure difficulty settings to be hostile to USEC and BEAR
* Look up value in bot.json/chanceSameSideIsHostilePercent
* @param difficultySettings pmc difficulty settings
*/
protected setDifficultyToHostileToBearAndUsec(difficultySettings: Difficulty): void
{
difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_BEAR = false;
difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_USEC = false;
difficultySettings.Mind.DEFAULT_USEC_BEHAVIOUR = "Attack";
difficultySettings.Mind.DEFAULT_BEAR_BEHAVIOUR = "Attack";
}
/**
* Get difficulty settings for desired bot type, if not found use assault bot types
* @param type bot type to retrieve difficulty of
@ -56,29 +121,30 @@ export class BotDifficultyHelper
*/
public getBotDifficultySettings(type: string, difficulty: string): Difficulty
{
const botDb = this.databaseServer.getTables().bots;
const desiredType = type.toLowerCase();
const bot = this.databaseServer.getTables().bots.types[desiredType];
const bot = botDb.types[desiredType];
if (!bot)
{
// get fallback
// No bot found, get fallback difficulty values
this.logger.warning(this.localisationService.getText("bot-unable_to_get_bot_fallback_to_assault", type));
this.databaseServer.getTables().bots.types[desiredType] = this.cloner.clone(
this.databaseServer.getTables().bots.types.assault,
);
botDb.types[desiredType] = this.cloner.clone(botDb.types.assault);
}
// Get settings from raw bot json template file
const difficultySettings = this.botHelper.getBotTemplate(desiredType).difficulty[difficulty];
if (!difficultySettings)
{
// No bot settings found, use 'assault' bot difficulty instead
this.logger.warning(
this.localisationService.getText("bot-unable_to_get_bot_difficulty_fallback_to_assault", {
botType: desiredType,
difficulty: difficulty,
}),
);
this.databaseServer.getTables().bots.types[desiredType].difficulty[difficulty] = this.cloner.clone(
this.databaseServer.getTables().bots.types.assault.difficulty[difficulty],
);
botDb.types[desiredType].difficulty[difficulty]
= this.cloner.clone(botDb.types.assault.difficulty[difficulty]);
}
return this.cloner.clone(difficultySettings);

View File

@ -36,22 +36,6 @@ export class BotHelper
return this.databaseServer.getTables().bots.types[role.toLowerCase()];
}
/**
* Randomize the chance the PMC will attack their own side
* Look up value in bot.json/chanceSameSideIsHostilePercent
* @param difficultySettings pmc difficulty settings
*/
public randomizePmcHostility(difficultySettings: Difficulty): void
{
if (this.randomUtil.getChance100(this.pmcConfig.chanceSameSideIsHostilePercent))
{
difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_BEAR = false;
difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_USEC = false;
difficultySettings.Mind.DEFAULT_USEC_BEHAVIOUR = "Attack";
difficultySettings.Mind.DEFAULT_BEAR_BEHAVIOUR = "Attack";
}
}
/**
* Is the passed in bot role a PMC (usec/bear/pmc)
* @param botRole bot role to check
@ -90,37 +74,6 @@ export class BotHelper
(<string[]>difficultySettings.Mind[friendlyBotTypesKey]).push(typeToAdd);
}
/**
* Add a bot to the ENEMY_BOT_TYPES array, do not add itself if its on the enemy list
* @param difficultySettings bot settings to alter
* @param typesToAdd bot type to add to enemy list
*/
public addBotToEnemyList(difficultySettings: Difficulty, typesToAdd: string[], typeBeingEdited: string): void
{
const enemyBotTypesKey = "ENEMY_BOT_TYPES";
// Null guard
if (!difficultySettings.Mind[enemyBotTypesKey])
{
difficultySettings.Mind[enemyBotTypesKey] = [];
}
const enemyArray = <string[]>difficultySettings.Mind[enemyBotTypesKey];
for (const botTypeToAdd of typesToAdd)
{
if (botTypeToAdd.toLowerCase() === typeBeingEdited.toLowerCase())
{
this.logger.debug(`unable to add enemy ${botTypeToAdd} to its own enemy list, skipping`);
continue;
}
if (!enemyArray.includes(botTypeToAdd))
{
enemyArray.push(botTypeToAdd);
}
}
}
/**
* Add a bot to the REVENGE_BOT_TYPES array
* @param difficultySettings bot settings to alter