Server/project/src/generators/BotInventoryGenerator.ts

632 lines
27 KiB
TypeScript

import { ApplicationContext } from "@spt/context/ApplicationContext";
import { ContextVariableType } from "@spt/context/ContextVariableType";
import { BotEquipmentModGenerator } from "@spt/generators/BotEquipmentModGenerator";
import { BotLootGenerator } from "@spt/generators/BotLootGenerator";
import { BotWeaponGenerator } from "@spt/generators/BotWeaponGenerator";
import { BotGeneratorHelper } from "@spt/helpers/BotGeneratorHelper";
import { BotHelper } from "@spt/helpers/BotHelper";
import { ItemHelper } from "@spt/helpers/ItemHelper";
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
import { WeatherHelper } from "@spt/helpers/WeatherHelper";
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
import { IInventory as PmcInventory } from "@spt/models/eft/common/tables/IBotBase";
import { IBotType, IChances, IEquipment, IGeneration, IInventory } from "@spt/models/eft/common/tables/IBotType";
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
import { IGetRaidConfigurationRequestData } from "@spt/models/eft/match/IGetRaidConfigurationRequestData";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { EquipmentSlots } from "@spt/models/enums/EquipmentSlots";
import { GameEditions } from "@spt/models/enums/GameEditions";
import { ItemTpl } from "@spt/models/enums/ItemTpl";
import { IGenerateEquipmentProperties } from "@spt/models/spt/bots/IGenerateEquipmentProperties";
import { IBotConfig, IEquipmentFilterDetails } from "@spt/models/spt/config/IBotConfig";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { BotEquipmentFilterService } from "@spt/services/BotEquipmentFilterService";
import { BotEquipmentModPoolService } from "@spt/services/BotEquipmentModPoolService";
import { DatabaseService } from "@spt/services/DatabaseService";
import { LocalisationService } from "@spt/services/LocalisationService";
import { HashUtil } from "@spt/utils/HashUtil";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { inject, injectable } from "tsyringe";
@injectable()
export class BotInventoryGenerator {
protected botConfig: IBotConfig;
constructor(
@inject("PrimaryLogger") protected logger: ILogger,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("DatabaseService") protected databaseService: DatabaseService,
@inject("ApplicationContext") protected applicationContext: ApplicationContext,
@inject("BotWeaponGenerator") protected botWeaponGenerator: BotWeaponGenerator,
@inject("BotLootGenerator") protected botLootGenerator: BotLootGenerator,
@inject("BotGeneratorHelper") protected botGeneratorHelper: BotGeneratorHelper,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("BotHelper") protected botHelper: BotHelper,
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("WeatherHelper") protected weatherHelper: WeatherHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("BotEquipmentFilterService") protected botEquipmentFilterService: BotEquipmentFilterService,
@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
* @param chosenGameVersion Game version for bot, only really applies for PMCs
* @returns PmcInventory object with equipment/weapons/loot
*/
public generateInventory(
sessionId: string,
botJsonTemplate: IBotType,
botRole: string,
isPmc: boolean,
botLevel: number,
chosenGameVersion: string,
): PmcInventory {
const templateInventory = botJsonTemplate.inventory;
const wornItemChances = botJsonTemplate.chances;
const itemGenerationLimitsMinMax = botJsonTemplate.generation;
// Generate base inventory with no items
const botInventory = this.generateInventoryBase();
// Get generated raid details bot will be spawned in
const raidConfig = this.applicationContext
.getLatestValue(ContextVariableType.RAID_CONFIGURATION)
?.getValue<IGetRaidConfigurationRequestData>();
this.generateAndAddEquipmentToBot(
sessionId,
templateInventory,
wornItemChances,
botRole,
botInventory,
botLevel,
chosenGameVersion,
raidConfig,
);
// 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 stashId = this.hashUtil.generate();
const questRaidItemsId = this.hashUtil.generate();
const questStashItemsId = this.hashUtil.generate();
const sortingTableId = this.hashUtil.generate();
return {
items: [
{ _id: equipmentId, _tpl: ItemTpl.INVENTORY_DEFAULT },
{ _id: stashId, _tpl: ItemTpl.STASH_STANDARD_STASH_10X30 },
{ _id: questRaidItemsId, _tpl: ItemTpl.STASH_QUESTRAID },
{ _id: questStashItemsId, _tpl: ItemTpl.STASH_QUESTOFFLINE },
{ _id: sortingTableId, _tpl: ItemTpl.SORTINGTABLE_SORTING_TABLE },
],
equipment: equipmentId,
stash: stashId,
questRaidItems: questRaidItemsId,
questStashItems: questStashItemsId,
sortingTable: sortingTableId,
hideoutAreaStashes: {},
fastPanel: {},
favoriteItems: [],
};
}
/**
* Add equipment to a bot
* @param sessionId Session id
* @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
* @param chosenGameVersion Game version for bot, only really applies for PMCs
*/
protected generateAndAddEquipmentToBot(
sessionId: string,
templateInventory: IInventory,
wornItemChances: IChances,
botRole: string,
botInventory: PmcInventory,
botLevel: number,
chosenGameVersion: string,
raidConfig: IGetRaidConfigurationRequestData,
): void {
// These will be handled later
const excludedSlots: string[] = [
EquipmentSlots.POCKETS,
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);
// Apply nighttime changes if its nighttime + there's changes to make
if (
randomistionDetails?.nighttimeChanges &&
raidConfig &&
this.weatherHelper.isNightTime(raidConfig.timeVariant)
) {
for (const equipmentSlotKey of Object.keys(randomistionDetails.nighttimeChanges.equipmentModsModifiers)) {
// Never let mod chance go outside of 0 - 100
randomistionDetails.equipmentMods[equipmentSlotKey] = Math.min(
Math.max(
(randomistionDetails.equipmentMods[equipmentSlotKey] ?? 0) +
randomistionDetails.nighttimeChanges.equipmentModsModifiers[equipmentSlotKey],
0,
),
100,
);
}
}
// Get profile of player generating bots, we use their level later on
const pmcProfile = this.profileHelper.getPmcProfile(sessionId);
const botEquipmentRole = this.botGeneratorHelper.getBotEquipmentRole(botRole);
// Iterate over all equipment slots of bot, do it in specifc order to reduce conflicts
// e.g. ArmorVest should be generated after TactivalVest
// or FACE_COVER before HEADWEAR
for (const equipmentSlot in templateInventory.equipment) {
// Skip some slots as they need to be done in a specific order + with specific parameter values
// e.g. Weapons
if (excludedSlots.includes(equipmentSlot)) {
continue;
}
this.generateEquipment({
rootEquipmentSlot: equipmentSlot,
rootEquipmentPool: templateInventory.equipment[equipmentSlot],
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
}
// Generate below in specific order
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.POCKETS,
// Unheard profiles have unique sized pockets, TODO - handle this somewhere else in a better way
rootEquipmentPool:
chosenGameVersion === GameEditions.UNHEARD
? { [ItemTpl.POCKETS_1X4_TUE]: 1 }
: templateInventory.equipment.Pockets,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generateModsBlacklist: [ItemTpl.POCKETS_1X4_TUE],
generatingPlayerLevel: pmcProfile.Info.Level,
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.FACE_COVER,
rootEquipmentPool: templateInventory.equipment.FaceCover,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.HEADWEAR,
rootEquipmentPool: templateInventory.equipment.Headwear,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.EARPIECE,
rootEquipmentPool: templateInventory.equipment.Earpiece,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
const hasArmorVest = this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.ARMOR_VEST,
rootEquipmentPool: templateInventory.equipment.ArmorVest,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
// Bot has no armor vest and flagged to be forceed to wear armored rig in this event
if (botEquipConfig.forceOnlyArmoredRigWhenNoArmor && !hasArmorVest) {
// Filter rigs down to only those with armor
this.filterRigsToThoseWithProtection(templateInventory.equipment, botRole);
}
// Optimisation - Remove armored rigs from pool
if (hasArmorVest) {
// Filter rigs down to only those with armor
this.filterRigsToThoseWithoutProtection(templateInventory.equipment, botRole);
}
// Bot is flagged as always needing a vest
if (botEquipConfig.forceRigWhenNoVest && !hasArmorVest) {
wornItemChances.equipment.TacticalVest = 100;
}
this.generateEquipment({
rootEquipmentSlot: EquipmentSlots.TACTICAL_VEST,
rootEquipmentPool: templateInventory.equipment.TacticalVest,
modPool: templateInventory.mods,
spawnChances: wornItemChances,
botData: { role: botRole, level: botLevel, equipmentRole: botEquipmentRole },
inventory: botInventory,
botEquipmentConfig: botEquipConfig,
randomisationDetails: randomistionDetails,
generatingPlayerLevel: pmcProfile.Info.Level,
});
}
/**
* Remove non-armored rigs from parameter data
* @param templateEquipment Equpiment to filter TacticalVest of
* @param botRole Role of bot vests are being filtered for
*/
protected filterRigsToThoseWithProtection(templateEquipment: IEquipment, botRole: string): void {
const tacVestsWithArmor = Object.entries(templateEquipment.TacticalVest).reduce(
(newVestDictionary, [tplKey]) => {
if (this.itemHelper.itemHasSlots(tplKey)) {
newVestDictionary[tplKey] = templateEquipment.TacticalVest[tplKey];
}
return newVestDictionary;
},
{},
);
if (Object.keys(tacVestsWithArmor).length === 0) {
this.logger.debug(`Unable to filter to only armored rigs as bot: ${botRole} has none in pool`);
return;
}
templateEquipment.TacticalVest = tacVestsWithArmor;
}
/**
* Remove armored rigs from parameter data
* @param templateEquipment Equpiment to filter TacticalVest of
* @param botRole Role of bot vests are being filtered for
* @param allowEmptyResult Should the function return all rigs when 0 unarmored are found
*/
protected filterRigsToThoseWithoutProtection(
templateEquipment: IEquipment,
botRole: string,
allowEmptyResult = true,
): void {
const tacVestsWithoutArmor = Object.entries(templateEquipment.TacticalVest).reduce(
(newVestDictionary, [tplKey]) => {
if (!this.itemHelper.itemHasSlots(tplKey)) {
newVestDictionary[tplKey] = templateEquipment.TacticalVest[tplKey];
}
return newVestDictionary;
},
{},
);
if (!allowEmptyResult && Object.keys(tacVestsWithoutArmor).length === 0) {
this.logger.debug(`Unable to filter to only unarmored rigs as bot: ${botRole} has none in pool`);
return;
}
templateEquipment.TacticalVest = tacVestsWithoutArmor;
}
/**
* Add a piece of equipment with mods to inventory from the provided pools
* @param sessionId Session id
* @param settings Values to adjust how item is chosen and added to bot
* @returns true when item added
*/
protected generateEquipment(settings: IGenerateEquipmentProperties): boolean {
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 false;
}
// Roll dice on equipment item
const shouldSpawn = this.randomUtil.getChance100(spawnChance);
if (shouldSpawn && Object.keys(settings.rootEquipmentPool).length) {
let pickedItemDb: ITemplateItem;
let found = false;
// Limit attempts to find a compatible item as its expensive to check them all
const maxAttempts = Math.round(Object.keys(settings.rootEquipmentPool).length * 0.75); // Roughly 75% of pool size
let attempts = 0;
while (!found) {
if (Object.values(settings.rootEquipmentPool).length === 0) {
return false;
}
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.debug(`EquipmentSlot -> ${settings.rootEquipmentSlot}`);
// Remove picked item
delete settings.rootEquipmentPool[chosenItemTpl];
attempts++;
continue;
}
// Is the chosen item compatible with other items equipped
const compatibilityResult = this.botGeneratorHelper.isItemIncompatibleWithCurrentItems(
settings.inventory.items,
chosenItemTpl,
settings.rootEquipmentSlot,
);
if (compatibilityResult.incompatible) {
// Tried x different items that failed, stop
if (attempts > maxAttempts) {
return false;
}
// Remove picked item from pool
delete settings.rootEquipmentPool[chosenItemTpl];
// Increment times tried
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.botData.role),
};
const botEquipBlacklist = this.botEquipmentFilterService.getBotEquipmentBlacklist(
settings.botData.equipmentRole,
settings.generatingPlayerLevel,
);
// Edge case: Filter the armor items mod pool if bot exists in config dict + config has armor slot
if (
this.botConfig.equipment[settings.botData.equipmentRole] &&
settings.randomisationDetails?.randomisedArmorSlots?.includes(settings.rootEquipmentSlot)
) {
// Filter out mods from relevant blacklist
settings.modPool[pickedItemDb._id] = this.getFilteredDynamicModsForItem(
pickedItemDb._id,
botEquipBlacklist.equipment,
);
}
// Does item have slots for sub-mods to be inserted into
if (pickedItemDb._props.Slots?.length > 0 && !settings.generateModsBlacklist?.includes(pickedItemDb._id)) {
const childItemsToAdd = this.botEquipmentModGenerator.generateModsForEquipment(
[item],
id,
pickedItemDb,
settings,
botEquipBlacklist,
);
settings.inventory.items.push(...childItemsToAdd);
} else {
// No slots, add root item only
settings.inventory.items.push(item);
}
return true;
}
return false;
}
/**
* 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: Record<string, string[]>,
): Record<string, string[]> {
const modPool = this.botEquipmentModPoolService.getModsForGearSlot(itemTpl);
for (const modSlot of Object.keys(modPool ?? [])) {
const blacklistedMods = equipmentBlacklist[modSlot] ?? [];
const filteredMods = modPool[modSlot].filter((slotName) => !blacklistedMods.includes(slotName));
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 itemGenerationLimitsMinMax Limits for items the bot can have
* @param botLevel level of bot having weapon generated
*/
protected generateAndAddWeaponsToBot(
templateInventory: IInventory,
equipmentChances: IChances,
sessionId: string,
botInventory: PmcInventory,
botRole: string,
isPmc: boolean,
itemGenerationLimitsMinMax: IGeneration,
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: IChances): { 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: IInventory,
botInventory: PmcInventory,
equipmentChances: IChances,
botRole: string,
isPmc: boolean,
itemGenerationWeights: IGeneration,
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,
);
}
}