Server/project/src/generators/BotInventoryGenerator.ts

516 lines
20 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { BotEquipmentModGenerator } from "@spt-aki/generators/BotEquipmentModGenerator";
import { BotLootGenerator } from "@spt-aki/generators/BotLootGenerator";
import { BotWeaponGenerator } from "@spt-aki/generators/BotWeaponGenerator";
import { BotGeneratorHelper } from "@spt-aki/helpers/BotGeneratorHelper";
import { BotHelper } from "@spt-aki/helpers/BotHelper";
import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
import { WeightedRandomHelper } from "@spt-aki/helpers/WeightedRandomHelper";
import { Inventory as PmcInventory } from "@spt-aki/models/eft/common/tables/IBotBase";
import { Chances, Generation, IBotType, Inventory, Mods } from "@spt-aki/models/eft/common/tables/IBotType";
import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem";
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
import { EquipmentSlots } from "@spt-aki/models/enums/EquipmentSlots";
import { EquipmentFilterDetails, EquipmentFilters, IBotConfig, RandomisationDetails } from "@spt-aki/models/spt/config/IBotConfig";
import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
import { ConfigServer } from "@spt-aki/servers/ConfigServer";
import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
import { BotEquipmentModPoolService } from "@spt-aki/services/BotEquipmentModPoolService";
import { LocalisationService } from "@spt-aki/services/LocalisationService";
import { HashUtil } from "@spt-aki/utils/HashUtil";
import { RandomUtil } from "@spt-aki/utils/RandomUtil";
@injectable()
export class BotInventoryGenerator
{
protected botConfig: IBotConfig;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("BotWeaponGenerator") protected botWeaponGenerator: BotWeaponGenerator,
@inject("BotLootGenerator") protected botLootGenerator: BotLootGenerator,
@inject("BotGeneratorHelper") protected botGeneratorHelper: BotGeneratorHelper,
@inject("BotHelper") protected botHelper: BotHelper,
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("BotEquipmentModPoolService") protected botEquipmentModPoolService: BotEquipmentModPoolService,
@inject("BotEquipmentModGenerator") protected botEquipmentModGenerator: BotEquipmentModGenerator,
@inject("ConfigServer") protected configServer: ConfigServer,
)
{
this.botConfig = this.configServer.getConfig(ConfigTypes.BOT);
}
/**
* Add equipment/weapons/loot to bot
* @param sessionId Session id
* @param botJsonTemplate Base json db file for the bot having its loot generated
* @param botRole Role bot has (assault/pmcBot)
* @param isPmc Is bot being converted into a pmc
* @param botLevel Level of bot being generated
* @returns PmcInventory object with equipment/weapons/loot
*/
public generateInventory(
sessionId: string,
botJsonTemplate: IBotType,
botRole: string,
isPmc: boolean,
botLevel: number,
): PmcInventory
{
const templateInventory = botJsonTemplate.inventory;
const wornItemChances = botJsonTemplate.chances;
const itemGenerationLimitsMinMax = botJsonTemplate.generation;
// Generate base inventory with no items
const botInventory = this.generateInventoryBase();
this.generateAndAddEquipmentToBot(templateInventory, wornItemChances, botRole, botInventory, botLevel);
// Roll weapon spawns (primary/secondary/holster) and generate a weapon for each roll that passed
this.generateAndAddWeaponsToBot(
templateInventory,
wornItemChances,
sessionId,
botInventory,
botRole,
isPmc,
itemGenerationLimitsMinMax,
botLevel,
);
// Pick loot and add to bots containers (rig/backpack/pockets/secure)
this.botLootGenerator.generateLoot(sessionId, botJsonTemplate, isPmc, botRole, botInventory, botLevel);
return botInventory;
}
/**
* Create a pmcInventory object with all the base/generic items needed
* @returns PmcInventory object
*/
protected generateInventoryBase(): PmcInventory
{
const equipmentId = this.hashUtil.generate();
const equipmentTpl = "55d7217a4bdc2d86028b456d";
const stashId = this.hashUtil.generate();
const stashTpl = "566abbc34bdc2d92178b4576";
const questRaidItemsId = this.hashUtil.generate();
const questRaidItemsTpl = "5963866286f7747bf429b572";
const questStashItemsId = this.hashUtil.generate();
const questStashItemsTpl = "5963866b86f7747bfa1c4462";
const sortingTableId = this.hashUtil.generate();
const sortingTableTpl = "602543c13fee350cd564d032";
return {
items: [
{ _id: equipmentId, _tpl: equipmentTpl },
{ _id: stashId, _tpl: stashTpl },
{ _id: questRaidItemsId, _tpl: questRaidItemsTpl },
{ _id: questStashItemsId, _tpl: questStashItemsTpl },
{ _id: sortingTableId, _tpl: sortingTableTpl },
],
equipment: equipmentId,
stash: stashId,
questRaidItems: questRaidItemsId,
questStashItems: questStashItemsId,
sortingTable: sortingTableId,
hideoutAreaStashes: {},
fastPanel: {},
favoriteItems: []
};
}
/**
* Add equipment to a bot
* @param templateInventory bot/x.json data from db
* @param wornItemChances Chances items will be added to bot
* @param botRole Role bot has (assault/pmcBot)
* @param botInventory Inventory to add equipment to
* @param botLevel Level of bot
*/
protected generateAndAddEquipmentToBot(
templateInventory: Inventory,
wornItemChances: Chances,
botRole: string,
botInventory: PmcInventory,
botLevel: number,
): void
{
// These will be handled later
const excludedSlots: string[] = [
EquipmentSlots.FIRST_PRIMARY_WEAPON,
EquipmentSlots.SECOND_PRIMARY_WEAPON,
EquipmentSlots.HOLSTER,
EquipmentSlots.ARMOR_VEST,
EquipmentSlots.TACTICAL_VEST,
EquipmentSlots.FACE_COVER,
EquipmentSlots.HEADWEAR,
EquipmentSlots.EARPIECE,
];
const botEquipConfig = this.botConfig.equipment[this.botGeneratorHelper.getBotEquipmentRole(botRole)];
const randomistionDetails = this.botHelper.getBotRandomizationDetails(botLevel, botEquipConfig);
for (const equipmentSlot in templateInventory.equipment)
{
// Weapons have special generation and will be generated separately; ArmorVest should be generated after TactivalVest
if (excludedSlots.includes(equipmentSlot))
{
continue;
}
this.generateEquipment({
rootEquipmentSlot: equipmentSlot,
rootEquipmentPool: templateInventory.equipment[equipmentSlot],
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
}
// Generate below in specific order
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.FACE_COVER,
rootEquipmentPool: templateInventory.equipment.FaceCover,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.HEADWEAR,
rootEquipmentPool: templateInventory.equipment.Headwear,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.EARPIECE,
rootEquipmentPool: templateInventory.equipment.Earpiece,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.ARMOR_VEST,
rootEquipmentPool: templateInventory.equipment.ArmorVest,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.TACTICAL_VEST,
rootEquipmentPool: templateInventory.equipment.TacticalVest,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botRole: botRole,
botLevel: botLevel,
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails
});
}
/**
* Add a piece of equipment with mods to inventory from the provided pools
* @param settings Values to adjust how item is chosen and added to bot
*/
protected generateEquipment(settings: IGenerateEquipmentProperties): void
{
const spawnChance =
([EquipmentSlots.POCKETS, EquipmentSlots.SECURED_CONTAINER] as string[]).includes(settings.rootEquipmentSlot)
? 100
: settings.spawnChances.equipment[settings.rootEquipmentSlot];
if (typeof spawnChance === "undefined")
{
this.logger.warning(
this.localisationService.getText("bot-no_spawn_chance_defined_for_equipment_slot", settings.rootEquipmentSlot),
);
return;
}
const shouldSpawn = this.randomUtil.getChance100(spawnChance);
if (shouldSpawn && Object.keys(settings.rootEquipmentPool).length)
{
let pickedItemDb: ITemplateItem;
let found = false;
let attempts = 0;
while (!found)
{
if (Object.values(settings.rootEquipmentPool).length === 0)
{
return;
}
const chosenItemTpl = this.weightedRandomHelper.getWeightedValue<string>(settings.rootEquipmentPool);
const dbResult = this.itemHelper.getItem(chosenItemTpl);
if (!dbResult[0])
{
this.logger.error(this.localisationService.getText("bot-missing_item_template", chosenItemTpl));
this.logger.info(`EquipmentSlot -> ${settings.rootEquipmentSlot}`);
// remove picked item
delete settings.rootEquipmentPool[chosenItemTpl];
attempts++;
continue;
}
const compatabilityResult = this.botGeneratorHelper.isItemIncompatibleWithCurrentItems(
settings.inventory.items,
chosenItemTpl,
settings.rootEquipmentSlot);
if (compatabilityResult.incompatible)
{
// Entire slot is blocked by another item, no point in checking other items
if (compatabilityResult.slotBlocked)
{
return;
}
// Tried 8 different items that failed, stop
if (attempts >= 8)
{
return;
}
// Remove picked item
delete settings.rootEquipmentPool[chosenItemTpl];
attempts++;
}
else
{
// Success
found = true;
pickedItemDb = dbResult[1];
}
}
// Create root item
const id = this.hashUtil.generate();
const item = {
_id: id,
_tpl: pickedItemDb._id,
parentId: settings.inventory.equipment,
slotId: settings.rootEquipmentSlot,
...this.botGeneratorHelper.generateExtraPropertiesForItem(pickedItemDb, settings.botRole),
};
// Use dynamic mod pool if enabled in config for this bot
const botEquipmentRole = this.botGeneratorHelper.getBotEquipmentRole(settings.botRole);
if (
this.botConfig.equipment[botEquipmentRole]
&& settings.randomisationDetails?.randomisedArmorSlots?.includes(settings.rootEquipmentSlot)
)
{
settings.modPool[pickedItemDb._id] = this.getFilteredDynamicModsForItem(
pickedItemDb._id,
this.botConfig.equipment[botEquipmentRole].blacklist,
);
}
// Item has slots, fill them
if ( pickedItemDb._props.Slots?.length > 0 )
{
const items = this.botEquipmentModGenerator.generateModsForEquipment(
[item],
id,
pickedItemDb,
settings
);
settings.inventory.items.push(...items);
}
else
{
// No slots, push root item only
settings.inventory.items.push(item);
}
}
}
/**
* Get all possible mods for item and filter down based on equipment blacklist from bot.json config
* @param itemTpl Item mod pool is being retrieved and filtered
* @param equipmentBlacklist blacklist to filter mod pool with
* @returns Filtered pool of mods
*/
protected getFilteredDynamicModsForItem(
itemTpl: string,
equipmentBlacklist: EquipmentFilterDetails[],
): Record<string, string[]>
{
const modPool = this.botEquipmentModPoolService.getModsForGearSlot(itemTpl);
for (const modSlot of Object.keys(modPool ?? []))
{
const blacklistedMods = equipmentBlacklist[0]?.equipment[modSlot] || [];
const filteredMods = modPool[modSlot].filter((x) => !blacklistedMods.includes(x));
if (filteredMods.length > 0)
{
modPool[modSlot] = filteredMods;
}
}
return modPool;
}
/**
* Work out what weapons bot should have equipped and add them to bot inventory
* @param templateInventory bot/x.json data from db
* @param equipmentChances Chances bot can have equipment equipped
* @param sessionId Session id
* @param botInventory Inventory to add weapons to
* @param botRole assault/pmcBot/bossTagilla etc
* @param isPmc Is the bot being generated as a pmc
* @param botLevel level of bot having weapon generated
* @param itemGenerationLimitsMinMax Limits for items the bot can have
*/
protected generateAndAddWeaponsToBot(
templateInventory: Inventory,
equipmentChances: Chances,
sessionId: string,
botInventory: PmcInventory,
botRole: string,
isPmc: boolean,
itemGenerationLimitsMinMax: Generation,
botLevel: number,
): void
{
const weaponSlotsToFill = this.getDesiredWeaponsForBot(equipmentChances);
for (const weaponSlot of weaponSlotsToFill)
{
// Add weapon to bot if true and bot json has something to put into the slot
if (weaponSlot.shouldSpawn && Object.keys(templateInventory.equipment[weaponSlot.slot]).length)
{
this.addWeaponAndMagazinesToInventory(
sessionId,
weaponSlot,
templateInventory,
botInventory,
equipmentChances,
botRole,
isPmc,
itemGenerationLimitsMinMax,
botLevel,
);
}
}
}
/**
* Calculate if the bot should have weapons in Primary/Secondary/Holster slots
* @param equipmentChances Chances bot has certain equipment
* @returns What slots bot should have weapons generated for
*/
protected getDesiredWeaponsForBot(equipmentChances: Chances): { slot: EquipmentSlots; shouldSpawn: boolean; }[]
{
const shouldSpawnPrimary = this.randomUtil.getChance100(equipmentChances.equipment.FirstPrimaryWeapon);
return [{ slot: EquipmentSlots.FIRST_PRIMARY_WEAPON, shouldSpawn: shouldSpawnPrimary }, {
slot: EquipmentSlots.SECOND_PRIMARY_WEAPON,
shouldSpawn: shouldSpawnPrimary
? this.randomUtil.getChance100(equipmentChances.equipment.SecondPrimaryWeapon)
: false,
}, {
slot: EquipmentSlots.HOLSTER,
shouldSpawn: shouldSpawnPrimary
? this.randomUtil.getChance100(equipmentChances.equipment.Holster) // Primary weapon = roll for chance at pistol
: true, // No primary = force pistol
}];
}
/**
* Add weapon + spare mags/ammo to bots inventory
* @param sessionId Session id
* @param weaponSlot Weapon slot being generated
* @param templateInventory bot/x.json data from db
* @param botInventory Inventory to add weapon+mags/ammo to
* @param equipmentChances Chances bot can have equipment equipped
* @param botRole assault/pmcBot/bossTagilla etc
* @param isPmc Is the bot being generated as a pmc
* @param itemGenerationWeights
*/
protected addWeaponAndMagazinesToInventory(
sessionId: string,
weaponSlot: { slot: EquipmentSlots; shouldSpawn: boolean; },
templateInventory: Inventory,
botInventory: PmcInventory,
equipmentChances: Chances,
botRole: string,
isPmc: boolean,
itemGenerationWeights: Generation,
botLevel: number,
): void
{
const generatedWeapon = this.botWeaponGenerator.generateRandomWeapon(
sessionId,
weaponSlot.slot,
templateInventory,
botInventory.equipment,
equipmentChances.weaponMods,
botRole,
isPmc,
botLevel,
);
botInventory.items.push(...generatedWeapon.weapon);
this.botWeaponGenerator.addExtraMagazinesToInventory(
generatedWeapon,
itemGenerationWeights.items.magazines,
botInventory,
botRole,
);
}
}
export interface IGenerateEquipmentProperties
{
/** Root Slot being generated */
rootEquipmentSlot: string,
/** Equipment pool for root slot being generated */
rootEquipmentPool: Record<string, number>,
modPool: Mods,
/** Dictionary of mod items and their chance to spawn for this bot type */
spawnChances: Chances,
/** Role being generated for */
botRole: string,
/** Level of bot being generated */
botLevel: number,
inventory: PmcInventory,
botEquipmentConfig: EquipmentFilters,
/** Settings from bot.json to adjust how item is generated */
randomisationDetails: RandomisationDetails
}