Server/project/src/services/BotEquipmentModPoolService.ts
2023-05-15 17:22:54 +01:00

193 lines
6.3 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { ItemHelper } from "../helpers/ItemHelper";
import { Mods } from "../models/eft/common/tables/IBotType";
import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
import { BaseClasses } from "../models/enums/BaseClasses";
import { ConfigTypes } from "../models/enums/ConfigTypes";
import { IBotConfig } from "../models/spt/config/IBotConfig";
import { ILogger } from "../models/spt/utils/ILogger";
import { ConfigServer } from "../servers/ConfigServer";
import { DatabaseServer } from "../servers/DatabaseServer";
import { VFS } from "../utils/VFS";
/** Store a mapping between weapons, their slots and the items that fit those slots */
@injectable()
export class BotEquipmentModPoolService
{
protected botConfig: IBotConfig;
protected weaponModPool: Mods = {};
protected gearModPool: Mods = {};
protected weaponPoolGenerated = false;
protected armorPoolGenerated = false;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("VFS") protected vfs: VFS,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("ConfigServer") protected configServer: ConfigServer
)
{
this.botConfig = this.configServer.getConfig(ConfigTypes.BOT);
}
/**
* Store dictionary of mods for each item passed in
* @param items items to find related mods and store in modPool
*/
protected generatePool(items: ITemplateItem[], poolType: string): void
{
// Get weapon or gear pool
const pool = (poolType === "weapon" ? this.weaponModPool : this.gearModPool);
for (const item of items)
{
if (!item._props)
{
this.logger.error(`Item ${item._id} ${item._name} is missing a _props property`);
continue;
}
// skip item witout slots
if (!item._props.Slots || item._props.Slots.length === 0)
{
continue;
}
// Add tpl to pool when missing
if (!pool[item._id])
{
pool[item._id] = {};
}
// No slots, skip
if (!item._props.Slots)
{
return;
}
for (const slot of item._props.Slots)
{
const itemsThatFit = slot._props.filters[0].Filter;
for (const itemToAdd of itemsThatFit)
{
if (!pool[item._id][slot._name])
{
pool[item._id][slot._name] = [];
}
// only add item to pool if it doesnt already exist
if (!pool[item._id][slot._name].some(x => x === itemToAdd))
{
pool[item._id][slot._name].push(itemToAdd);
}
// Check item added into array for slots, need to iterate over those
const subItemDetails = this.databaseServer.getTables().templates.items[itemToAdd];
const hasSubItemsToAdd = subItemDetails?._props?.Slots?.length > 0;
if (hasSubItemsToAdd)
{
// Recursive call
this.generatePool([subItemDetails], poolType);
}
}
}
}
}
/**
* Empty the mod pool
*/
public resetPool(): void
{
this.weaponModPool = {};
}
/**
* Get array of compatible mods for an items mod slot (generate pool if it doesnt exist already)
* @param itemTpl item to look up
* @param slotName slot to get compatible mods for
* @returns tpls that fit the slot
*/
public getCompatibleModsForWeaponSlot(itemTpl: string, slotName: string): string[]
{
if (!this.weaponPoolGenerated)
{
// Get every weapon in db and generate mod pool
this.generateWeaponPool();
}
return this.weaponModPool[itemTpl][slotName];
}
/**
* Get array of compatible mods for an items mod slot (generate pool if it doesnt exist already)
* @param itemTpl item to look up
* @param slotName slot to get compatible mods for
* @returns tpls that fit the slot
*/
public getCompatibleModsFoGearSlot(itemTpl: string, slotName: string): string[]
{
if (!this.armorPoolGenerated)
{
this.generateGearPool();
}
return this.gearModPool[itemTpl][slotName];
}
/**
* Get mods for a piece of gear by its tpl
* @param itemTpl items tpl to look up mods for
* @returns Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value
*/
public getModsForGearSlot(itemTpl: string): Record<string, string[]>
{
if (!this.armorPoolGenerated)
{
this.generateGearPool();
}
return this.gearModPool[itemTpl];
}
/**
* Get mods for a weapon by its tpl
* @param itemTpl Weapons tpl to look up mods for
* @returns Dictionary of mods (keys are mod slot names) with array of compatible mod tpls as value
*/
public getModsForWeaponSlot(itemTpl: string): Record<string, string[]>
{
if (!this.weaponPoolGenerated)
{
this.generateWeaponPool();
}
return this.weaponModPool[itemTpl];
}
/**
* Create weapon mod pool and set generated flag to true
*/
protected generateWeaponPool(): void
{
const weapons = Object.values(this.databaseServer.getTables().templates.items).filter(x => x._type === "Item" && this.itemHelper.isOfBaseclass(x._id, BaseClasses.WEAPON));
this.generatePool(weapons, "weapon");
// Flag pool as being complete
this.weaponPoolGenerated = true;
}
/**
* Create gear mod pool and set generated flag to true
*/
protected generateGearPool(): void
{
const gear = Object.values(this.databaseServer.getTables().templates.items).filter(x => x._type === "Item" && this.itemHelper.isOfBaseclass(x._id, BaseClasses.ARMOREDEQUIPMENT));
this.generatePool(gear, "gear");
// Flag pool as being complete
this.armorPoolGenerated = true;
}
}