155 lines
6.1 KiB
TypeScript
155 lines
6.1 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { ItemHelper } from "../helpers/ItemHelper";
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import { Item } from "../models/eft/common/tables/IItem";
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import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
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import { BaseClasses } from "../models/enums/BaseClasses";
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import { ConfigTypes } from "../models/enums/ConfigTypes";
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import { IBotConfig } from "../models/spt/config/IBotConfig";
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import { ILogger } from "../models/spt/utils/ILogger";
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import { ConfigServer } from "../servers/ConfigServer";
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export class BotModLimits
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{
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scope: ItemCount;
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scopeMax: number;
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scopeBaseTypes: string[];
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flashlightLaser: ItemCount;
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flashlightLaserMax: number;
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flashlgihtLaserBaseTypes: string[];
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}
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export class ItemCount
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{
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count: number;
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}
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@injectable()
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export class BotWeaponModLimitService
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{
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protected botConfig: IBotConfig;
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("ConfigServer") protected configServer: ConfigServer,
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@inject("ItemHelper") protected itemHelper: ItemHelper
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)
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{
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this.botConfig = this.configServer.getConfig(ConfigTypes.BOT);
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}
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/**
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* Initalise mod limits to be used when generating a weapon
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* @param botRole "assault", "bossTagilla" or "pmc"
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* @returns BotModLimits object
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*/
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public getWeaponModLimits(botRole: string): BotModLimits
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{
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return {
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scope: {count: 0},
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scopeMax: this.botConfig.equipment[botRole]?.weaponModLimits?.scopeLimit,
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scopeBaseTypes: [BaseClasses.OPTIC_SCOPE, BaseClasses.ASSAULT_SCOPE, BaseClasses.COLLIMATOR, BaseClasses.COMPACT_COLLIMATOR, BaseClasses.SPECIAL_SCOPE],
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flashlightLaser: {count: 0},
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flashlightLaserMax: this.botConfig.equipment[botRole]?.weaponModLimits?.lightLaserLimit,
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flashlgihtLaserBaseTypes: [BaseClasses.TACTICAL_COMBO, BaseClasses.FLASHLIGHT, BaseClasses.PORTABLE_RANGE_FINDER]
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};
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}
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/**
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* Check if weapon mod item is on limited list + has surpassed the limit set for it
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* Exception: Always allow ncstar backup mount
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* Exception: Always allow scopes with a scope for a parent
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* Exception: Always disallow mounts that hold only scopes once scope limit reached
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* Exception: Always disallow mounts that hold only flashlights once flashlight limit reached
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* @param botRole role the bot has e.g. assault
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* @param modTemplate mods template data
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* @param modLimits limits set for weapon being generated for this bot
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* @param modsParent The parent of the mod to be checked
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* @returns true if over item limit
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*/
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public weaponModHasReachedLimit(botRole: string, modTemplate: ITemplateItem, modLimits: BotModLimits, modsParent: ITemplateItem, weapon: Item[]): boolean
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{
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// If mod or mods parent is the NcSTAR MPR45 Backup mount, allow it as it looks cool
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const ncSTARTpl = "5649a2464bdc2d91118b45a8";
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if (modsParent._id === ncSTARTpl || modTemplate._id === ncSTARTpl)
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{
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// If weapon already has a longer ranged scope on it, allow ncstar to be spawned
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if (weapon.some(x => this.itemHelper.isOfBaseclasses(x._tpl, [BaseClasses.ASSAULT_SCOPE, BaseClasses.OPTIC_SCOPE, BaseClasses.SPECIAL_SCOPE])))
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{
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return false;
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}
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return true;
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}
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// mods parent is scope and mod is scope, allow it (adds those mini-sights to the tops of sights)
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const modIsScope = this.itemHelper.isOfBaseclasses(modTemplate._id, modLimits.scopeBaseTypes);
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if (this.itemHelper.isOfBaseclasses(modsParent._id, modLimits.scopeBaseTypes) && modIsScope)
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{
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return false;
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}
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// If mod is a scope, return if limit reached
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if (modIsScope)
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{
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return this.weaponModLimitReached(modTemplate._id, modLimits.scope, modLimits.scopeMax, botRole);
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}
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// Mod is a mount that can hold only scopes and limit is reached (dont want to add empty mounts if limit is reached)
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if (this.itemHelper.isOfBaseclass(modTemplate._id, BaseClasses.MOUNT)
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&& modTemplate._props.Slots.some(x => x._name === "mod_scope")
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&& modTemplate._props.Slots.length === 1
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&& modLimits.scope.count >= modLimits.scopeMax)
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{
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return true;
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}
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// If mod is a light/laser, return if limit reached
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const modIsLightOrLaser = this.itemHelper.isOfBaseclasses(modTemplate._id, modLimits.flashlgihtLaserBaseTypes);
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if (modIsLightOrLaser)
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{
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return this.weaponModLimitReached(modTemplate._id, modLimits.flashlightLaser, modLimits.flashlightLaserMax, botRole);
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}
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// Mod is a mount that can hold only flashlights ad limit is reached (dont want to add empty mounts if limit is reached)
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if (this.itemHelper.isOfBaseclass(modTemplate._id, BaseClasses.MOUNT)
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&& modTemplate._props.Slots.some(x => x._name === "mod_flashlight")
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&& modTemplate._props.Slots.length === 1
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&& modLimits.scope.count >= modLimits.scopeMax)
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{
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return true;
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}
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return false;
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}
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/**
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* Check if the specific item type on the weapon has reached the set limit
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* @param modTpl log mod tpl if over type limit
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* @param currentCount current number of this item on gun
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* @param maxLimit mod limit allowed
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* @param botRole role of bot we're checking weapon of
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* @returns true if limit reached
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*/
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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protected weaponModLimitReached(modTpl: string, currentCount: { count: number; }, maxLimit: number, botRole: string): boolean
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{
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// No value or 0
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if (!maxLimit)
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{
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return false;
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}
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// Has mod limit for bot type been reached
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if (currentCount.count >= maxLimit)
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{
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//this.logger.debug(`[${botRole}] scope limit reached! tried to add ${modTpl} but scope count is ${currentCount.count}`);
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return true;
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}
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// Increment scope count
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currentCount.count++;
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return false;
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}
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} |