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