4ac12ef70a
These are the formatting & linting configuration changes from the `3.8.0` branch and the changes that they make to the overall project. The majority of these changes are from running two commands: `npm run lint:fix` `npm run style:fix` This has already been run on the `3.8.0` branch and this PR should make `master` play nicer when it comes to merges going forward. There are now four VSCode plugins recommended for server development. They've been added to the workspace file and a user should get a UI notification when the workspace is opened if they're not installed. The four plugins are: https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig https://marketplace.visualstudio.com/items?itemName=dprint.dprint https://marketplace.visualstudio.com/items?itemName=dbaeumer.vscode-eslint https://marketplace.visualstudio.com/items?itemName=biomejs.biome Once installed they should just work within the workspace. Also, be sure to `npm i` to get the new dprint application. Co-authored-by: Refringe <brownelltyler@gmail.com> Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/168
86 lines
2.9 KiB
TypeScript
86 lines
2.9 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { MinMax } from "@spt-aki/models/common/MinMax";
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import { IRandomisedBotLevelResult } from "@spt-aki/models/eft/bot/IRandomisedBotLevelResult";
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import { IExpTable } from "@spt-aki/models/eft/common/IGlobals";
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import { IBotBase } from "@spt-aki/models/eft/common/tables/IBotBase";
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import { BotGenerationDetails } from "@spt-aki/models/spt/bots/BotGenerationDetails";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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import { RandomUtil } from "@spt-aki/utils/RandomUtil";
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@injectable()
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export class BotLevelGenerator
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{
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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)
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{}
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/**
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* Return a randomised bot level and exp value
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* @param levelDetails min and max of level for bot
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* @param botGenerationDetails Deatils to help generate a bot
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* @param bot being level is being generated for
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* @returns IRandomisedBotLevelResult object
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*/
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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public generateBotLevel(
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levelDetails: MinMax,
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botGenerationDetails: BotGenerationDetails,
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bot: IBotBase,
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): IRandomisedBotLevelResult
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{
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const expTable = this.databaseServer.getTables().globals.config.exp.level.exp_table;
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const highestLevel = this.getHighestRelativeBotLevel(
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botGenerationDetails.playerLevel,
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botGenerationDetails.botRelativeLevelDeltaMax,
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levelDetails,
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expTable,
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);
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// Get random level based on the exp table.
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let exp = 0;
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const level = this.randomUtil.getInt(1, highestLevel);
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for (let i = 0; i < level; i++)
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{
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exp += expTable[i].exp;
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}
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// Sprinkle in some random exp within the level, unless we are at max level.
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if (level < expTable.length - 1)
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{
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exp += this.randomUtil.getInt(0, expTable[level].exp - 1);
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}
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return { level, exp };
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}
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/**
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* Get the highest level a bot can be relative to the players level, but no futher than the max size from globals.exp_table
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* @param playerLevel Players current level
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* @param relativeDeltaMax max delta above player level to go
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* @returns highest level possible for bot
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*/
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protected getHighestRelativeBotLevel(
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playerLevel: number,
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relativeDeltaMax: number,
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levelDetails: MinMax,
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expTable: IExpTable[],
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): number
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{
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const maxPossibleLevel = Math.min(levelDetails.max, expTable.length);
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let level = playerLevel + relativeDeltaMax;
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if (level > maxPossibleLevel)
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{
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level = maxPossibleLevel;
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}
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return level;
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}
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}
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