Server/project/src/generators/BotGenerator.ts
2024-07-25 19:12:26 +01:00

678 lines
26 KiB
TypeScript

import { BotInventoryGenerator } from "@spt/generators/BotInventoryGenerator";
import { BotLevelGenerator } from "@spt/generators/BotLevelGenerator";
import { BotDifficultyHelper } from "@spt/helpers/BotDifficultyHelper";
import { BotHelper } from "@spt/helpers/BotHelper";
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
import { IWildBody } from "@spt/models/eft/common/IGlobals";
import {
Common,
IBaseJsonSkills,
IBaseSkill,
IBotBase,
Info,
Health as PmcHealth,
Skills as botSkills,
} from "@spt/models/eft/common/tables/IBotBase";
import { Appearance, BodyPart, Health, IBotType, Inventory } from "@spt/models/eft/common/tables/IBotType";
import { Item, Upd } from "@spt/models/eft/common/tables/IItem";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { GameEditions } from "@spt/models/enums/GameEditions";
import { ItemTpl } from "@spt/models/enums/ItemTpl";
import { MemberCategory } from "@spt/models/enums/MemberCategory";
import { SideType } from "@spt/models/enums/SideType";
import { BotGenerationDetails } from "@spt/models/spt/bots/BotGenerationDetails";
import { IBotConfig } from "@spt/models/spt/config/IBotConfig";
import { IPmcConfig } from "@spt/models/spt/config/IPmcConfig";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { BotEquipmentFilterService } from "@spt/services/BotEquipmentFilterService";
import { DatabaseService } from "@spt/services/DatabaseService";
import { ItemFilterService } from "@spt/services/ItemFilterService";
import { LocalisationService } from "@spt/services/LocalisationService";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { HashUtil } from "@spt/utils/HashUtil";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
import { ICloner } from "@spt/utils/cloners/ICloner";
import { inject, injectable } from "tsyringe";
@injectable()
export class BotGenerator {
protected botConfig: IBotConfig;
protected pmcConfig: IPmcConfig;
constructor(
@inject("PrimaryLogger") protected logger: ILogger,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("DatabaseService") protected databaseService: DatabaseService,
@inject("BotInventoryGenerator") protected botInventoryGenerator: BotInventoryGenerator,
@inject("BotLevelGenerator") protected botLevelGenerator: BotLevelGenerator,
@inject("BotEquipmentFilterService") protected botEquipmentFilterService: BotEquipmentFilterService,
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("BotHelper") protected botHelper: BotHelper,
@inject("BotDifficultyHelper") protected botDifficultyHelper: BotDifficultyHelper,
@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("ItemFilterService") protected itemFilterService: ItemFilterService,
@inject("ConfigServer") protected configServer: ConfigServer,
@inject("PrimaryCloner") protected cloner: ICloner,
) {
this.botConfig = this.configServer.getConfig(ConfigTypes.BOT);
this.pmcConfig = this.configServer.getConfig(ConfigTypes.PMC);
}
/**
* Generate a player scav bot object
* @param role e.g. assault / pmcbot
* @param difficulty easy/normal/hard/impossible
* @param botTemplate base bot template to use (e.g. assault/pmcbot)
* @returns
*/
public generatePlayerScav(sessionId: string, role: string, difficulty: string, botTemplate: IBotType): IBotBase {
let bot = this.getCloneOfBotBase();
bot.Info.Settings.BotDifficulty = difficulty;
bot.Info.Settings.Role = role;
bot.Info.Side = SideType.SAVAGE;
const botGenDetails: BotGenerationDetails = {
isPmc: false,
side: SideType.SAVAGE,
role: role,
botRelativeLevelDeltaMax: 0,
botRelativeLevelDeltaMin: 0,
botCountToGenerate: 1,
botDifficulty: difficulty,
isPlayerScav: true,
};
bot = this.generateBot(sessionId, bot, botTemplate, botGenDetails);
return bot;
}
/**
* Create 1 bots of the type/side/difficulty defined in botGenerationDetails
* @param sessionId Session id
* @param botGenerationDetails details on how to generate bots
* @returns constructed bot
*/
public prepareAndGenerateBot(sessionId: string, botGenerationDetails: BotGenerationDetails): IBotBase {
const preparedBotBase = this.getPreparedBotBase(
botGenerationDetails.eventRole ?? botGenerationDetails.role, // Use eventRole if provided,
botGenerationDetails.side,
botGenerationDetails.botDifficulty,
);
// Get raw json data for bot (Cloned)
const botRole = botGenerationDetails.isPmc
? preparedBotBase.Info.Side // Use side to get usec.json or bear.json when bot will be PMC
: botGenerationDetails.role;
const botJsonTemplateClone = this.cloner.clone(this.botHelper.getBotTemplate(botRole));
return this.generateBot(sessionId, preparedBotBase, botJsonTemplateClone, botGenerationDetails);
}
/**
* Get a clone of the default bot base object and adjust its role/side/difficulty values
* @param botRole Role bot should have
* @param botSide Side bot should have
* @param difficulty Difficult bot should have
* @returns Cloned bot base
*/
protected getPreparedBotBase(botRole: string, botSide: string, difficulty: string): IBotBase {
const botBaseClone = this.getCloneOfBotBase();
botBaseClone.Info.Settings.Role = botRole;
botBaseClone.Info.Side = botSide;
botBaseClone.Info.Settings.BotDifficulty = difficulty;
return botBaseClone;
}
/**
* Get a clone of the database\bots\base.json file
* @returns IBotBase object
*/
protected getCloneOfBotBase(): IBotBase {
return this.cloner.clone(this.databaseService.getBots().base);
}
/**
* Create a IBotBase object with equipment/loot/exp etc
* @param sessionId Session id
* @param bot Bots base file
* @param botJsonTemplate Bot template from db/bots/x.json
* @param botGenerationDetails details on how to generate the bot
* @returns IBotBase object
*/
protected generateBot(
sessionId: string,
bot: IBotBase,
botJsonTemplate: IBotType,
botGenerationDetails: BotGenerationDetails,
): IBotBase {
const botRole = botGenerationDetails.role.toLowerCase();
const botLevel = this.botLevelGenerator.generateBotLevel(
botJsonTemplate.experience.level,
botGenerationDetails,
bot,
);
if (!botGenerationDetails.isPlayerScav) {
this.botEquipmentFilterService.filterBotEquipment(
sessionId,
botJsonTemplate,
botLevel.level,
botGenerationDetails,
);
}
bot.Info.Nickname = this.generateBotNickname(botJsonTemplate, botGenerationDetails, botRole, sessionId);
if (!this.seasonalEventService.christmasEventEnabled()) {
// Process all bots EXCEPT gifter, he needs christmas items
if (botGenerationDetails.role !== "gifter") {
this.seasonalEventService.removeChristmasItemsFromBotInventory(
botJsonTemplate.inventory,
botGenerationDetails.role,
);
}
}
this.removeBlacklistedLootFromBotTemplate(botJsonTemplate.inventory);
// Remove hideout data if bot is not a PMC or pscav - match what live sends
if (!(botGenerationDetails.isPmc || botGenerationDetails.isPlayerScav)) {
bot.Hideout = undefined;
}
bot.Info.Experience = botLevel.exp;
bot.Info.Level = botLevel.level;
bot.Info.Settings.Experience = this.randomUtil.getInt(
botJsonTemplate.experience.reward.min,
botJsonTemplate.experience.reward.max,
);
bot.Info.Settings.StandingForKill = botJsonTemplate.experience.standingForKill;
bot.Info.Voice = this.weightedRandomHelper.getWeightedValue<string>(botJsonTemplate.appearance.voice);
bot.Health = this.generateHealth(botJsonTemplate.health, botGenerationDetails.isPlayerScav);
bot.Skills = this.generateSkills(<any>botJsonTemplate.skills); // TODO: fix bad type, bot jsons store skills in dict, output needs to be array
if (botGenerationDetails.isPmc) {
bot.Info.IsStreamerModeAvailable = true; // Set to true so client patches can pick it up later - client sometimes alters botrole to assaultGroup
this.setRandomisedGameVersionAndCategory(bot.Info);
if (bot.Info.GameVersion === GameEditions.UNHEARD) {
this.addAdditionalPocketLootWeightsForUnheardBot(botJsonTemplate);
}
}
this.setBotAppearance(bot, botJsonTemplate.appearance, botGenerationDetails);
bot.Inventory = this.botInventoryGenerator.generateInventory(
sessionId,
botJsonTemplate,
botRole,
botGenerationDetails.isPmc,
botLevel.level,
bot.Info.GameVersion,
);
if (this.botConfig.botRolesWithDogTags.includes(botRole)) {
this.addDogtagToBot(bot);
}
// Generate new bot ID
this.addIdsToBot(bot);
// Generate new inventory ID
this.generateInventoryId(bot);
// Set role back to originally requested now its been generated
if (botGenerationDetails.eventRole) {
bot.Info.Settings.Role = botGenerationDetails.eventRole;
}
return bot;
}
protected addAdditionalPocketLootWeightsForUnheardBot(botJsonTemplate: IBotType): void {
// Adjust pocket loot weights to allow for 5 or 6 items
const pocketWeights = botJsonTemplate.generation.items.pocketLoot.weights;
pocketWeights["5"] = 1;
pocketWeights["6"] = 1;
}
/**
* Remove items from item.json/lootableItemBlacklist from bots inventory
* @param botInventory Bot to filter
*/
protected removeBlacklistedLootFromBotTemplate(botInventory: Inventory): void {
const lootContainersToFilter = ["Backpack", "Pockets", "TacticalVest"];
// Remove blacklisted loot from loot containers
for (const lootContainerKey of lootContainersToFilter) {
// No container, skip
if (botInventory.items[lootContainerKey]?.length === 0) {
continue;
}
const tplsToRemove: string[] = [];
const containerItems = botInventory.items[lootContainerKey];
for (const tplKey of Object.keys(containerItems)) {
if (this.itemFilterService.isLootableItemBlacklisted(tplKey)) {
tplsToRemove.push(tplKey);
}
}
for (const blacklistedTplToRemove of tplsToRemove) {
delete containerItems[blacklistedTplToRemove];
}
}
}
/**
* Choose various appearance settings for a bot using weights: head/body/feet/hands
* @param bot Bot to adjust
* @param appearance Appearance settings to choose from
* @param botGenerationDetails Generation details
*/
protected setBotAppearance(
bot: IBotBase,
appearance: Appearance,
botGenerationDetails: BotGenerationDetails,
): void {
bot.Customization.Head = this.weightedRandomHelper.getWeightedValue<string>(appearance.head);
bot.Customization.Body = this.weightedRandomHelper.getWeightedValue<string>(appearance.body);
bot.Customization.Feet = this.weightedRandomHelper.getWeightedValue<string>(appearance.feet);
bot.Customization.Hands = this.weightedRandomHelper.getWeightedValue<string>(appearance.hands);
const bodyGlobalDict = this.databaseService.getGlobals().config.Customization.SavageBody;
const chosenBodyTemplate = this.databaseService.getCustomization()[bot.Customization.Body];
// Find the body/hands mapping
const matchingBody: IWildBody = bodyGlobalDict[chosenBodyTemplate?._name];
if (matchingBody?.isNotRandom) {
// Has fixed hands for this body, set them
bot.Customization.Hands = matchingBody.hands;
}
}
/**
* Create a bot nickname
* @param botJsonTemplate x.json from database
* @param botGenerationDetails
* @param botRole role of bot e.g. assault
* @param sessionId OPTIONAL: profile session id
* @returns Nickname for bot
*/
protected generateBotNickname(
botJsonTemplate: IBotType,
botGenerationDetails: BotGenerationDetails,
botRole: string,
sessionId?: string,
): string {
const isPlayerScav = botGenerationDetails.isPlayerScav;
let name = `${this.randomUtil.getArrayValue(botJsonTemplate.firstName)} ${
this.randomUtil.getArrayValue(botJsonTemplate.lastName) || ""
}`;
name = name.trim();
// Simulate bot looking like a player scav with the PMC name in brackets.
// E.g. "ScavName (PMCName)"
if (this.shouldSimulatePlayerScavName(botRole, isPlayerScav)) {
return this.addPlayerScavNameSimulationSuffix(name);
}
if (this.botConfig.showTypeInNickname && !isPlayerScav) {
name += ` ${botRole}`;
}
// We want to replace pmc bot names with player name + prefix
if (botGenerationDetails.isPmc && botGenerationDetails.allPmcsHaveSameNameAsPlayer) {
const prefix = this.localisationService.getRandomTextThatMatchesPartialKey("pmc-name_prefix_");
name = `${prefix} ${name}`;
}
return name;
}
protected shouldSimulatePlayerScavName(botRole: string, isPlayerScav: boolean): boolean {
return (
botRole === "assault" &&
this.randomUtil.getChance100(this.botConfig.chanceAssaultScavHasPlayerScavName) &&
!isPlayerScav
);
}
protected addPlayerScavNameSimulationSuffix(nickname: string): string {
const pmcNames = [
...this.databaseService.getBots().types.usec.firstName,
...this.databaseService.getBots().types.bear.firstName,
];
return `${nickname} (${this.randomUtil.getArrayValue(pmcNames)})`;
}
/**
* Log the number of PMCs generated to the debug console
* @param output Generated bot array, ready to send to client
*/
protected logPmcGeneratedCount(output: IBotBase[]): void {
const pmcCount = output.reduce((acc, cur) => {
return cur.Info.Side === "Bear" || cur.Info.Side === "Usec" ? acc + 1 : acc;
}, 0);
this.logger.debug(`Generated ${output.length} total bots. Replaced ${pmcCount} with PMCs`);
}
/**
* Converts health object to the required format
* @param healthObj health object from bot json
* @param playerScav Is a pscav bot being generated
* @returns PmcHealth object
*/
protected generateHealth(healthObj: Health, playerScav = false): PmcHealth {
const bodyParts = playerScav
? this.getLowestHpBody(healthObj.BodyParts)
: this.randomUtil.getArrayValue(healthObj.BodyParts);
const newHealth: PmcHealth = {
Hydration: {
Current: this.randomUtil.getInt(healthObj.Hydration.min, healthObj.Hydration.max),
Maximum: healthObj.Hydration.max,
},
Energy: {
Current: this.randomUtil.getInt(healthObj.Energy.min, healthObj.Energy.max),
Maximum: healthObj.Energy.max,
},
Temperature: {
Current: this.randomUtil.getInt(healthObj.Temperature.min, healthObj.Temperature.max),
Maximum: healthObj.Temperature.max,
},
BodyParts: {
Head: {
Health: {
Current: this.randomUtil.getInt(bodyParts.Head.min, bodyParts.Head.max),
Maximum: Math.round(bodyParts.Head.max),
},
},
Chest: {
Health: {
Current: this.randomUtil.getInt(bodyParts.Chest.min, bodyParts.Chest.max),
Maximum: Math.round(bodyParts.Chest.max),
},
},
Stomach: {
Health: {
Current: this.randomUtil.getInt(bodyParts.Stomach.min, bodyParts.Stomach.max),
Maximum: Math.round(bodyParts.Stomach.max),
},
},
LeftArm: {
Health: {
Current: this.randomUtil.getInt(bodyParts.LeftArm.min, bodyParts.LeftArm.max),
Maximum: Math.round(bodyParts.LeftArm.max),
},
},
RightArm: {
Health: {
Current: this.randomUtil.getInt(bodyParts.RightArm.min, bodyParts.RightArm.max),
Maximum: Math.round(bodyParts.RightArm.max),
},
},
LeftLeg: {
Health: {
Current: this.randomUtil.getInt(bodyParts.LeftLeg.min, bodyParts.LeftLeg.max),
Maximum: Math.round(bodyParts.LeftLeg.max),
},
},
RightLeg: {
Health: {
Current: this.randomUtil.getInt(bodyParts.RightLeg.min, bodyParts.RightLeg.max),
Maximum: Math.round(bodyParts.RightLeg.max),
},
},
},
UpdateTime: this.timeUtil.getTimestamp(),
};
return newHealth;
}
/**
* Sum up body parts max hp values, return the bodypart collection with lowest value
* @param bodies Body parts to sum up
* @returns Lowest hp collection
*/
protected getLowestHpBody(bodies: BodyPart[]): BodyPart | undefined {
if (bodies.length === 0) {
// Handle empty input
return undefined;
}
let result: BodyPart;
let currentHighest = Number.POSITIVE_INFINITY;
for (const bodyParts of bodies) {
const hpTotal = Object.values(bodyParts).reduce((acc, curr) => acc + curr.max, 0);
if (hpTotal < currentHighest) {
// Found collection with lower value that previous, use it
currentHighest = hpTotal;
result = bodyParts;
}
}
return result;
}
/**
* Get a bots skills with randomsied progress value between the min and max values
* @param botSkills Skills that should have their progress value randomised
* @returns
*/
protected generateSkills(botSkills: IBaseJsonSkills): botSkills {
const skillsToReturn: botSkills = {
Common: this.getSkillsWithRandomisedProgressValue(botSkills.Common, true),
Mastering: this.getSkillsWithRandomisedProgressValue(botSkills.Mastering, false),
Points: 0,
};
return skillsToReturn;
}
/**
* Randomise the progress value of passed in skills based on the min/max value
* @param skills Skills to randomise
* @param isCommonSkills Are the skills 'common' skills
* @returns Skills with randomised progress values as an array
*/
protected getSkillsWithRandomisedProgressValue(
skills: Record<string, IBaseSkill>,
isCommonSkills: boolean,
): IBaseSkill[] {
if (Object.keys(skills ?? []).length === 0) {
return [];
}
return Object.keys(skills)
.map((skillKey): IBaseSkill => {
// Get skill from dict, skip if not found
const skill = skills[skillKey];
if (!skill) {
return undefined;
}
// All skills have id and progress props
const skillToAdd: IBaseSkill = { Id: skillKey, Progress: this.randomUtil.getInt(skill.min, skill.max) };
// Common skills have additional props
if (isCommonSkills) {
(skillToAdd as Common).PointsEarnedDuringSession = 0;
(skillToAdd as Common).LastAccess = 0;
}
return skillToAdd;
})
.filter((baseSkill) => baseSkill !== undefined);
}
/**
* Generate an id+aid for a bot and apply
* @param bot bot to update
* @returns updated IBotBase object
*/
protected addIdsToBot(bot: IBotBase): void {
const botId = this.hashUtil.generate();
bot._id = botId;
bot.aid = this.hashUtil.generateAccountId();
}
/**
* Update a profiles profile.Inventory.equipment value with a freshly generated one
* Update all inventory items that make use of this value too
* @param profile Profile to update
*/
protected generateInventoryId(profile: IBotBase): void {
const newInventoryItemId = this.hashUtil.generate();
for (const item of profile.Inventory.items) {
// Root item found, update its _id value to newly generated id
if (item._tpl === ItemTpl.INVENTORY_DEFAULT) {
item._id = newInventoryItemId;
continue;
}
// Optimisation - skip items without a parentId
// They are never linked to root inventory item + we already handled root item above
if (!item.parentId) {
continue;
}
// Item is a child of root inventory item, update its parentId value to newly generated id
if (item.parentId === profile.Inventory.equipment) {
item.parentId = newInventoryItemId;
}
}
// Update inventory equipment id to new one we generated
profile.Inventory.equipment = newInventoryItemId;
}
/**
* Randomise a bots game version and account category
* Chooses from all the game versions (standard, eod etc)
* Chooses account type (default, Sherpa, etc)
* @param botInfo bot info object to update
* @returns Chosen game version
*/
protected setRandomisedGameVersionAndCategory(botInfo: Info): string {
// Special case
if (botInfo.Nickname.toLowerCase() === "nikita") {
botInfo.GameVersion = GameEditions.UNHEARD;
botInfo.MemberCategory = MemberCategory.DEVELOPER;
return botInfo.GameVersion;
}
// Choose random weighted game version for bot
botInfo.GameVersion = this.weightedRandomHelper.getWeightedValue(this.pmcConfig.gameVersionWeight);
// Choose appropriate member category value
switch (botInfo.GameVersion) {
case GameEditions.EDGE_OF_DARKNESS:
botInfo.MemberCategory = MemberCategory.UNIQUE_ID;
break;
case GameEditions.UNHEARD:
botInfo.MemberCategory = MemberCategory.UNHEARD;
break;
default:
// Everyone else gets a weighted randomised category
botInfo.MemberCategory = Number.parseInt(
this.weightedRandomHelper.getWeightedValue(this.pmcConfig.accountTypeWeight),
10,
);
}
// Ensure selected category matches
botInfo.SelectedMemberCategory = botInfo.MemberCategory;
return botInfo.GameVersion;
}
/**
* Add a side-specific (usec/bear) dogtag item to a bots inventory
* @param bot bot to add dogtag to
* @returns Bot with dogtag added
*/
protected addDogtagToBot(bot: IBotBase): void {
const dogtagUpd: Upd = {
SpawnedInSession: true,
Dogtag: {
AccountId: bot.sessionId,
ProfileId: bot._id,
Nickname: bot.Info.Nickname,
Side: bot.Info.Side,
Level: bot.Info.Level,
Time: new Date().toISOString(),
Status: "Killed by ",
KillerAccountId: "Unknown",
KillerProfileId: "Unknown",
KillerName: "Unknown",
WeaponName: "Unknown",
},
};
const inventoryItem: Item = {
_id: this.hashUtil.generate(),
_tpl: this.getDogtagTplByGameVersionAndSide(bot.Info.Side, bot.Info.GameVersion),
parentId: bot.Inventory.equipment,
slotId: "Dogtag",
location: undefined,
upd: dogtagUpd,
};
bot.Inventory.items.push(inventoryItem);
}
/**
* Get a dogtag tpl that matches the bots game version and side
* @param side Usec/Bear
* @param gameVersion edge_of_darkness / standard
* @returns item tpl
*/
protected getDogtagTplByGameVersionAndSide(side: string, gameVersion: string): string {
if (side.toLowerCase() === "usec") {
switch (gameVersion) {
case GameEditions.EDGE_OF_DARKNESS:
return ItemTpl.BARTER_DOGTAG_USEC_EOD;
case GameEditions.UNHEARD:
return ItemTpl.BARTER_DOGTAG_USEC_TUE;
default:
return ItemTpl.BARTER_DOGTAG_USEC;
}
}
switch (gameVersion) {
case GameEditions.EDGE_OF_DARKNESS:
return ItemTpl.BARTER_DOGTAG_BEAR_EOD;
case GameEditions.UNHEARD:
return ItemTpl.BARTER_DOGTAG_BEAR_TUE;
default:
return ItemTpl.BARTER_DOGTAG_BEAR;
}
}
/**
* Adjust a PMCs pocket tpl to UHD if necessary, otherwise do nothing
* @param bot Pmc object to adjust
*/
protected setPmcPocketsByGameVersion(bot: IBotBase): void {
if (bot.Info.GameVersion === GameEditions.UNHEARD) {
const pockets = bot.Inventory.items.find((item) => item.slotId === "Pockets");
pockets._tpl = ItemTpl.POCKETS_1X4_TUE;
}
}
}