Server/project/src/generators/LootGenerator.ts

461 lines
18 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { InventoryHelper } from "../helpers/InventoryHelper";
import { ItemHelper } from "../helpers/ItemHelper";
import { PresetHelper } from "../helpers/PresetHelper";
import { WeightedRandomHelper } from "../helpers/WeightedRandomHelper";
import { IPreset } from "../models/eft/common/IGlobals";
import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
import { AddItem } from "../models/eft/inventory/IAddItemRequestData";
import { BaseClasses } from "../models/enums/BaseClasses";
import { ISealedAirdropContainerSettings, RewardDetails } from "../models/spt/config/IInventoryConfig";
import { LootItem } from "../models/spt/services/LootItem";
import { LootRequest } from "../models/spt/services/LootRequest";
import { ILogger } from "../models/spt/utils/ILogger";
import { DatabaseServer } from "../servers/DatabaseServer";
import { ItemFilterService } from "../services/ItemFilterService";
import { LocalisationService } from "../services/LocalisationService";
import { RagfairLinkedItemService } from "../services/RagfairLinkedItemService";
import { HashUtil } from "../utils/HashUtil";
import { RandomUtil } from "../utils/RandomUtil";
type ItemLimit = {
current: number,
max: number
};
@injectable()
export class LootGenerator
{
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("PresetHelper") protected presetHelper: PresetHelper,
@inject("InventoryHelper") protected inventoryHelper: InventoryHelper,
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("RagfairLinkedItemService") protected ragfairLinkedItemService: RagfairLinkedItemService,
@inject("ItemFilterService") protected itemFilterService: ItemFilterService
)
{}
/**
* Generate a list of items based on configuration options parameter
* @param options parameters to adjust how loot is generated
* @returns An array of loot items
*/
public createRandomLoot(options: LootRequest): LootItem[]
{
const result: LootItem[] = [];
const itemTypeCounts = this.initItemLimitCounter(options.itemLimits);
const tables = this.databaseServer.getTables();
const itemBlacklist = this.itemFilterService.getBlacklistedItems();
itemBlacklist.push(...options.itemBlacklist);
// Handle sealed weapon containers
const desiredWeaponCrateCount = this.randomUtil.getInt(options.weaponCrateCount.min, options.weaponCrateCount.max);
if (desiredWeaponCrateCount > 0)
{
// Get list of all sealed containers from db
const sealedWeaponContainerPool = Object.values(tables.templates.items).filter(x => x._name.includes("event_container_airdrop"));
for (let index = 0; index < desiredWeaponCrateCount; index++)
{
// Choose one at random + add to results array
const chosenSealedContainer = this.randomUtil.getArrayValue(sealedWeaponContainerPool);
result.push({
id: this.hashUtil.generate(),
tpl: chosenSealedContainer._id,
isPreset: false,
stackCount: 1
});
}
}
// Get items from items.json that have a type of item + not in global blacklist + basetype is in whitelist
const items = Object.entries(tables.templates.items).filter(x => !itemBlacklist.includes(x[1]._id)
&& x[1]._type.toLowerCase() === "item"
&& !x[1]._props.QuestItem
&& options.itemTypeWhitelist.includes(x[1]._parent));
const randomisedItemCount = this.randomUtil.getInt(options.itemCount.min, options.itemCount.max);
for (let index = 0; index < randomisedItemCount; index++)
{
if (!this.findAndAddRandomItemToLoot(items, itemTypeCounts, options, result))
{
index--;
}
}
const globalDefaultPresets = Object.entries(tables.globals.ItemPresets).filter(x => x[1]._encyclopedia !== undefined);
const randomisedPresetCount = this.randomUtil.getInt(options.presetCount.min, options.presetCount.max);
for (let index = 0; index < randomisedPresetCount; index++)
{
if (!this.findAndAddRandomPresetToLoot(globalDefaultPresets, itemTypeCounts, itemBlacklist, result))
{
index--;
}
}
return result;
}
/**
* Construct item limit record to hold max and current item count for each item type
* @param limits limits as defined in config
* @returns record, key: item tplId, value: current/max item count allowed
*/
protected initItemLimitCounter(limits: Record<string, number>): Record<string, ItemLimit>
{
const itemTypeCounts: Record<string, ItemLimit> = {};
for (const itemTypeId in limits)
{
itemTypeCounts[itemTypeId] = {
current: 0,
max: limits[itemTypeId]
};
}
return itemTypeCounts;
}
/**
* Find a random item in items.json and add to result array
* @param items items to choose from
* @param itemTypeCounts item limit counts
* @param options item filters
* @param result array to add found item to
* @returns true if item was valid and added to pool
*/
protected findAndAddRandomItemToLoot(
items: [string, ITemplateItem][],
itemTypeCounts: Record<string, { current: number; max: number; }>,
options: LootRequest,
result: LootItem[]): boolean
{
const randomItem = this.randomUtil.getArrayValue(items)[1];
const itemLimitCount = itemTypeCounts[randomItem._parent];
if (itemLimitCount && itemLimitCount.current > itemLimitCount.max)
{
return false;
}
const newLootItem: LootItem = {
id: this.hashUtil.generate(),
tpl: randomItem._id,
isPreset: false,
stackCount: 1
};
// Check if armor has level in allowed whitelist
if (randomItem._parent === BaseClasses.ARMOR
|| randomItem._parent === BaseClasses.VEST)
{
if (!options.armorLevelWhitelist.includes(Number(randomItem._props.armorClass)))
{
return false;
}
}
// Special case - handle items that need a stackcount > 1
if (randomItem._props.StackMaxSize > 1)
{
newLootItem.stackCount = this.getRandomisedStackCount(randomItem, options);
}
newLootItem.tpl = randomItem._id;
result.push(newLootItem);
if (itemLimitCount)
{
// Increment item count as it's in limit array
itemLimitCount.current++;
}
// Item added okay
return true;
}
/**
* Get a randomised stack count for an item between its StackMinRandom and StackMaxSize values
* @param item item to get stack count of
* @param options loot options
* @returns stack count
*/
protected getRandomisedStackCount(item: ITemplateItem, options: LootRequest): number
{
let min = item._props.StackMinRandom;
let max = item._props.StackMaxSize;
if (options.itemStackLimits[item._id])
{
min = options.itemStackLimits[item._id].min;
max = options.itemStackLimits[item._id].max;
}
return this.randomUtil.getInt(min, max);
}
/**
* Find a random item in items.json and add to result array
* @param globalDefaultPresets presets to choose from
* @param itemTypeCounts item limit counts
* @param itemBlacklist items to skip
* @param result array to add found preset to
* @returns true if preset was valid and added to pool
*/
protected findAndAddRandomPresetToLoot(
globalDefaultPresets: [string, IPreset][],
itemTypeCounts: Record<string, { current: number; max: number; }>,
itemBlacklist: string[],
result: LootItem[]): boolean
{
// Choose random preset and get details from item.json using encyclopedia value (encyclopedia === tplId)
const randomPreset = this.randomUtil.getArrayValue(globalDefaultPresets)[1];
const itemDetails = this.databaseServer.getTables().templates.items[randomPreset._encyclopedia];
// Skip blacklisted items
if (itemBlacklist.includes(randomPreset._items[0]._tpl))
{
return false;
}
// Some custom mod items are lacking a parent property
if (!itemDetails._parent)
{
this.logger.error(this.localisationService.getText("loot-item_missing_parentid", itemDetails._name));
return false;
}
// Check picked preset hasn't exceeded spawn limit
const itemLimitCount = itemTypeCounts[itemDetails._parent];
if (itemLimitCount && itemLimitCount.current > itemLimitCount.max)
{
return false;
}
const newLootItem: LootItem = {
tpl: randomPreset._items[0]._tpl,
isPreset: true,
stackCount: 1
};
result.push(newLootItem);
if (itemLimitCount)
{
// increment item count as its in limit array
itemLimitCount.current++;
}
// item added okay
return true;
}
/**
* Sealed weapon containers have a weapon + associated mods inside them + assortment of other things (food/meds)
* @param containerSettings sealed weapon container settings
* @returns Array of items to add to player inventory
*/
public getSealedWeaponCaseLoot(containerSettings: ISealedAirdropContainerSettings): AddItem[]
{
const itemsToReturn: AddItem[] = [];
// choose a weapon to give to the player (weighted)
const chosenWeaponTpl = this.weightedRandomHelper.getWeightedInventoryItem(containerSettings.weaponRewardWeight);
const weaponDetailsDb = this.itemHelper.getItem(chosenWeaponTpl);
if (!weaponDetailsDb[0])
{
this.logger.warning(`Non-item was picked as reward ${chosenWeaponTpl}, unable to continue`);
return itemsToReturn;
}
// Get weapon preset - default or choose a random one from all possible
const chosenWeaponPreset = containerSettings.defaultPresetsOnly
? this.presetHelper.getDefaultPreset(chosenWeaponTpl)
: this.randomUtil.getArrayValue(this.presetHelper.getPresets(chosenWeaponTpl));
// Add preset to return object
itemsToReturn.push({
count: 1,
// eslint-disable-next-line @typescript-eslint/naming-convention
item_id: chosenWeaponPreset._id,
isPreset: true
});
// Get items related to chosen weapon
const linkedItemsToWeapon = this.ragfairLinkedItemService.getLinkedDbItems(chosenWeaponTpl);
itemsToReturn.push(...this.getSealedContainerWeaponModRewards(containerSettings, linkedItemsToWeapon, chosenWeaponPreset));
// Handle non-weapon mod reward types
itemsToReturn.push(...this.getSealedContainerNonWeaponModRewards(containerSettings, weaponDetailsDb[1]));
return itemsToReturn;
}
/**
* Get non-weapon mod rewards for a sealed container
* @param containerSettings Sealed weapon container settings
* @param weaponDetailsDb Details for the weapon to reward player
* @returns AddItem array
*/
protected getSealedContainerNonWeaponModRewards(containerSettings: ISealedAirdropContainerSettings, weaponDetailsDb: ITemplateItem): AddItem[]
{
const rewards: AddItem[] = [];
for (const rewardTypeId in containerSettings.rewardTypeLimits)
{
const settings = containerSettings.rewardTypeLimits[rewardTypeId];
const rewardCount = this.randomUtil.getInt(settings.min, settings.max);
if (rewardCount === 0)
{
continue;
}
// Edge case - ammo boxes
if (rewardTypeId === BaseClasses.AMMO_BOX)
{
// Get ammoboxes from db
const ammoBoxesDetails = containerSettings.ammoBoxWhitelist.map(x =>
{
const itemDetails = this.itemHelper.getItem(x);
return itemDetails[1];
});
// Need to find boxes that matches weapons caliber
const weaponCaliber = weaponDetailsDb._props.ammoCaliber;
const ammoBoxesMatchingCaliber = ammoBoxesDetails.filter(x => x._props.ammoCaliber === weaponCaliber);
if (ammoBoxesMatchingCaliber.length === 0)
{
this.logger.debug(`No ammo box with caliber ${weaponCaliber} found, skipping`);
continue;
}
// No need to add ammo to box, inventoryHelper.addItem() will handle it
const chosenAmmoBox = this.randomUtil.getArrayValue(ammoBoxesMatchingCaliber);
rewards.push({
count: rewardCount,
// eslint-disable-next-line @typescript-eslint/naming-convention
item_id: chosenAmmoBox._id,
isPreset: false
});
continue;
}
// Get all items of the desired type + not quest items + not globally blacklisted
const possibleRewardItems = Object.values(this.databaseServer.getTables().templates.items)
.filter(x => x._parent === rewardTypeId
&& x._type.toLowerCase() === "item"
&& !this.itemFilterService.isItemBlacklisted(x._id)
&& !x._props.QuestItem);
if (possibleRewardItems.length === 0)
{
this.logger.debug(`No items with base type of ${rewardTypeId} found, skipping`);
continue;
}
for (let index = 0; index < rewardCount; index++)
{
// choose a random item from pool
const chosenRewardItem = this.randomUtil.getArrayValue(possibleRewardItems);
this.addOrIncrementItemToArray(chosenRewardItem._id, rewards);
}
}
return rewards;
}
/**
* Iterate over the container weaponModRewardLimits settings and create an array of weapon mods to reward player
* @param containerSettings Sealed weapon container settings
* @param linkedItemsToWeapon All items that can be attached/inserted into weapon
* @param chosenWeaponPreset The weapon preset given to player as reward
* @returns AddItem array
*/
protected getSealedContainerWeaponModRewards(containerSettings: ISealedAirdropContainerSettings, linkedItemsToWeapon: ITemplateItem[], chosenWeaponPreset: IPreset): AddItem[]
{
const modRewards: AddItem[] = [];
for (const rewardTypeId in containerSettings.weaponModRewardLimits)
{
const settings = containerSettings.weaponModRewardLimits[rewardTypeId];
const rewardCount = this.randomUtil.getInt(settings.min, settings.max);
// Nothing to add, skip reward type
if (rewardCount === 0)
{
continue;
}
// Get items that fulfil reward type criteral from items that fit on gun
const relatedItems = linkedItemsToWeapon.filter(x => x._parent === rewardTypeId);
if (!relatedItems || relatedItems.length === 0)
{
this.logger.debug(`no items found to fulfil reward type ${rewardTypeId} for weapon: ${chosenWeaponPreset._name}, skipping`);
continue;
}
// Find a random item of the desired type and add as reward
for (let index = 0; index < rewardCount; index++)
{
const chosenItem = this.randomUtil.drawRandomFromList(relatedItems);
this.addOrIncrementItemToArray(chosenItem[0]._id, modRewards);
}
}
return modRewards;
}
/**
* Handle event-related loot containers - currently just the halloween jack-o-lanterns that give food rewards
* @param rewardContainerDetails
* @returns AddItem array
*/
public getRandomLootContainerLoot(rewardContainerDetails: RewardDetails): AddItem[]
{
const itemsToReturn: AddItem[] = [];
// Get random items and add to newItemRequest
for (let index = 0; index < rewardContainerDetails.rewardCount; index++)
{
// Pick random reward from pool, add to request object
const chosenRewardItemTpl = this.weightedRandomHelper.getWeightedInventoryItem(rewardContainerDetails.rewardTplPool);
this.addOrIncrementItemToArray(chosenRewardItemTpl, itemsToReturn);
}
return itemsToReturn;
}
/**
* A bug in inventoryHelper.addItem() means you cannot add the same item to the array twice with a count of 1, it causes duplication
* Default adds 1, or increments count
* @param itemTplToAdd items tpl we want to add to array
* @param resultsArray Array to add item tpl to
*/
protected addOrIncrementItemToArray(itemTplToAdd: string, resultsArray: AddItem[]): void
{
const existingItemIndex = resultsArray.findIndex(x => x.item_id === itemTplToAdd);
if (existingItemIndex > -1)
{
// Exists in array already, increment count
resultsArray[existingItemIndex].count++;
}
else
{
// eslint-disable-next-line @typescript-eslint/naming-convention
resultsArray.push({item_id: itemTplToAdd, count: 1, isPreset: false});
}
}
}