chomp
6e4c7abf73
Co-authored-by: Alex <alex@dm-me-for-questions.com> Reviewed-on: SPT-AKI/LootDumpProcessor#6
278 lines
14 KiB
C#
278 lines
14 KiB
C#
using LootDumpProcessor.Logger;
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using LootDumpProcessor.Model;
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using LootDumpProcessor.Model.Output;
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using LootDumpProcessor.Model.Output.LooseLoot;
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using LootDumpProcessor.Model.Processing;
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using LootDumpProcessor.Storage;
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using LootDumpProcessor.Storage.Collections;
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using LootDumpProcessor.Utils;
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using NumSharp;
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namespace LootDumpProcessor.Process.Processor;
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public static class LooseLootProcessor
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{
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public static PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseloot)
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{
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var looseloot_ci = new PreProcessedLooseLoot
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{
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Counts = new Dictionary<string, int>()
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};
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var temporalItemProperties = new SubdivisionedKeyableDictionary<string, List<Template>>();
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looseloot_ci.ItemProperties = (AbstractKey)temporalItemProperties.GetKey();
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looseloot_ci.MapSpawnpointCount = looseloot.Count;
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var uniqueIds = new Dictionary<string, object>();
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// sometimes the rotation changes very slightly in the dumps for the same location / rotation spawnpoint
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// use rounding to make sure it is not generated to two spawnpoint
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foreach (var looseLootTemplate in looseloot)
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{
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// the bsg ids are insane.
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// Sometimes the last 7 digits vary but they spawn the same item at the same position
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// e.g. for the quest item "60a3b65c27adf161da7b6e14" at "loot_bunker_quest (3)555192"
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// so the first approach was to remove the last digits.
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// We then saw, that sometimes when the last digits differ for the same string, also the position
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// differs.
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// We decided to group over the position/rotation/useGravity since they make out a distinct spot
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var saneId = looseLootTemplate.GetSaneId();
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if (!uniqueIds.ContainsKey(saneId))
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{
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uniqueIds[saneId] = looseLootTemplate.Id;
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if (looseloot_ci.Counts.ContainsKey(saneId))
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looseloot_ci.Counts[saneId]++;
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else
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looseloot_ci.Counts[saneId] = 1;
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}
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if (!temporalItemProperties.TryGetValue(saneId, out var templates))
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{
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templates = new FlatKeyableList<Template>();
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temporalItemProperties.Add(saneId, templates);
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}
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templates.Add(looseLootTemplate);
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}
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DataStorageFactory.GetInstance().Store(temporalItemProperties);
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return looseloot_ci;
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}
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public static Dictionary<string, LooseLootRoot> CreateLooseLootDistribution(
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Dictionary<string, int> map_counts,
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Dictionary<string, IKey> looseloot_counts
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)
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{
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var forcedConfidence = LootDumpProcessorContext.GetConfig().ProcessorConfig.SpawnPointToleranceForForced / 100;
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var probabilities = new Dictionary<string, Dictionary<string, double>>();
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var looseLootDistribution = new Dictionary<string, LooseLootRoot>();
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foreach (var _tup_1 in map_counts)
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{
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var mapName = _tup_1.Key;
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var mapCount = _tup_1.Value;
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probabilities[mapName] = new Dictionary<string, double>();
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var looseLootCounts = DataStorageFactory.GetInstance().GetItem<LooseLootCounts>(looseloot_counts[mapName]);
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var counts = DataStorageFactory.GetInstance()
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.GetItem<FlatKeyableDictionary<string, int>>(looseLootCounts.Counts);
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foreach (var (idi, cnt) in counts)
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{
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probabilities[mapName][idi] = (double)((decimal)cnt / mapCount);
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}
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// No longer used, dispose
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counts = null;
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// we want to cleanup the data, so we calculate the mean for the values we get raw
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// For whatever reason, we sometimes get dumps that have A LOT more loose loot point than
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// the average
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var initialMean = np.mean(np.array(looseLootCounts.MapSpawnpointCount)).ToArray<double>().First();
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var looseLootCountTolerancePercentage = LootDumpProcessorContext.GetConfig().ProcessorConfig.LooseLootCountTolerancePercentage / 100;
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// We calculate here a high point to check, anything above this value will be ignored
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// The data that was inside those loose loot points still counts for them though!
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var high = initialMean * (1 + looseLootCountTolerancePercentage);
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looseLootCounts.MapSpawnpointCount = looseLootCounts.MapSpawnpointCount.Where(v => v <= high).ToList();
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looseLootDistribution[mapName] = new LooseLootRoot
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{
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SpawnPointCount = new SpawnPointCount
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{
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Mean = np.mean(np.array(looseLootCounts.MapSpawnpointCount)),
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Std = np.std(np.array(looseLootCounts.MapSpawnpointCount))
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},
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SpawnPointsForced = new List<SpawnPointsForced>(),
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SpawnPoints = new List<SpawnPoint>()
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};
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var itemProperties = DataStorageFactory.GetInstance()
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.GetItem<FlatKeyableDictionary<string, IKey>>(looseLootCounts.ItemProperties);
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foreach (var (spawnPoint, itemList) in itemProperties)
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{
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var itemsCounts = new Dictionary<ComposedKey, int>();
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var savedItemProperties = DataStorageFactory.GetInstance().GetItem<FlatKeyableList<Template>>(itemList);
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foreach (var savedTemplateProperties in savedItemProperties)
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{
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var key = new ComposedKey(savedTemplateProperties);
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if (itemsCounts.ContainsKey(key))
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itemsCounts[key] += 1;
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else
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itemsCounts[key] = 1;
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}
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// Group by arguments to create possible positions / rotations per spawnpoint
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// check if grouping is unique
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var itemListSorted = savedItemProperties.Select(template => (template.GetSaneId(), template))
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.GroupBy(g => g.Item1).ToList();
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if (itemListSorted.Count > 1)
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{
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throw new Exception("More than one saneKey found");
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}
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var spawnPoints = itemListSorted.First().Select(v => v.template).ToList();
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var locationId = spawnPoints[0].GetLocationId();
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var template = ProcessorUtil.Copy(spawnPoints[0]);
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//template.Root = null; // Why do we do this, not null in bsg data
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var itemDistribution = itemsCounts.Select(kv => new ItemDistribution
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{
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ComposedKey = kv.Key,
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RelativeProbability = kv.Value
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}).ToList();
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// If any of the items is a quest item or forced loose loot items, or the item normally appreas 99.5%
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// Only add position to forced loot if it has only 1 item in the array.
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if (itemDistribution.Count == 1 && itemDistribution.Any(item =>
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LootDumpProcessorContext.GetTarkovItems().IsQuestItem(item.ComposedKey?.FirstItem?.Tpl) ||
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LootDumpProcessorContext.GetForcedLooseItems()[mapName].Contains(item.ComposedKey?.FirstItem?.Tpl))
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)
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{
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var spawnPointToAdd = new SpawnPointsForced
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{
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LocationId = locationId,
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Probability = probabilities[mapName][spawnPoint],
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Template = template
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};
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looseLootDistribution[mapName].SpawnPointsForced.Add(spawnPointToAdd);
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}
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else if (probabilities[mapName][spawnPoint] > forcedConfidence)
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{
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var spawnPointToAdd = new SpawnPointsForced
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{
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LocationId = locationId,
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Probability = probabilities[mapName][spawnPoint],
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Template = template
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};
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looseLootDistribution[mapName].SpawnPointsForced.Add(spawnPointToAdd);
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if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Warning))
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LoggerFactory.GetInstance().Log(
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$"Item: {template.Id} has > {LootDumpProcessorContext.GetConfig().ProcessorConfig.SpawnPointToleranceForForced}% spawn chance in spawn point: {spawnPointToAdd.LocationId} but isn't in forced loot, adding to forced",
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LogLevel.Warning
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);
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}
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else // Normal spawn point, add to non-forced spawnpoint array
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{
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var spawnPointToAdd = new SpawnPoint
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{
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LocationId = locationId,
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Probability = probabilities[mapName][spawnPoint],
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Template = template,
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ItemDistribution = itemDistribution
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};
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template.Items = new List<Item>();
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var group = spawnPoints.GroupBy(template => new ComposedKey(template))
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.ToDictionary(g => g.Key, g => g.ToList());
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foreach (var distribution in itemDistribution)
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{
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if (group.TryGetValue(distribution.ComposedKey, out var items))
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{
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// We need to reparent the IDs to match the composed key ID
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var itemDistributionItemList = items.First().Items;
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// Find the item with no parent id, this is essentially the "Root" of the actual item
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var firstItemInTemplate =
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itemDistributionItemList.Find(i => string.IsNullOrEmpty(i.ParentId));
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// Save the original ID reference, we need to replace it on child items
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var originalId = firstItemInTemplate.Id;
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// Put the composed key instead
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firstItemInTemplate.Id = distribution.ComposedKey.Key;
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// Reparent any items with the original id on it
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itemDistributionItemList.Where(i => i.ParentId == originalId)
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.ToList()
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.ForEach(i => i.ParentId = firstItemInTemplate.Id);
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template.Items.AddRange(itemDistributionItemList);
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}
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else
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{
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if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Error))
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LoggerFactory.GetInstance().Log(
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$"Item template {distribution.ComposedKey?.FirstItem?.Tpl} was on loose loot distribution for spawn point {template.Id} but the spawn points didnt contain a template matching it.",
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LogLevel.Error
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);
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}
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}
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looseLootDistribution[mapName].SpawnPoints.Add(spawnPointToAdd);
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}
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}
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// # Test for duplicate position
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// # we removed most of them by "rounding away" the jitter in rotation,
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// # there are still a few duplicate locations with distinct difference in rotation left though
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// group_fun = lambda x: (
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// x["template"]["Position"]["x"],
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// x["template"]["Position"]["y"],
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// x["template"]["Position"]["z"],
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// )
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// test = sorted(loose_loot_distribution[mi]["spawnpoints"], key=group_fun)
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// test_grouped = groupby(test, group_fun)
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// test_len = []
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// for k, g in test_grouped:
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// gl = list(g)
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// test_len.append(len(gl))
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// if len(gl) > 1:
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// print(gl)
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//
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// print(mi, np.unique(test_len, return_counts=True))
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looseLootDistribution[mapName].SpawnPoints =
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looseLootDistribution[mapName].SpawnPoints.OrderBy(x => x.Template.Id).ToList();
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// Cross check with forced loot in dumps vs items defined in forced_loose.yaml
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var forcedTplsInConfig = new HashSet<string>(
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(from forceditem in LootDumpProcessorContext.GetForcedLooseItems()[mapName]
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select forceditem).ToList());
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var forcedTplsFound = new HashSet<string>(
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(from forceditem in looseLootDistribution[mapName].SpawnPointsForced
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select forceditem.Template.Items[0].Tpl).ToList());
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// All the tpls that are defined in the forced_loose.yaml for this map that are not found as forced
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foreach (var itemTpl in forcedTplsInConfig)
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{
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if (!forcedTplsFound.Contains(itemTpl))
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{
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if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Error))
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LoggerFactory.GetInstance().Log(
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$"Expected item: {itemTpl} defined in forced_loose.yaml config not found in forced loot",
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LogLevel.Error
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);
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}
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}
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// All the tpls that are found as forced in output file but not in the forced_loose.yaml config
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foreach (var itemTpl in forcedTplsFound)
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{
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if (!forcedTplsInConfig.Contains(itemTpl))
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{
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if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Warning))
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LoggerFactory.GetInstance().Log(
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$"Map: {mapName} Item: {itemTpl} not defined in forced_loose.yaml config but was flagged as forced by code",
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LogLevel.Warning
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);
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}
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}
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}
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return looseLootDistribution;
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}
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} |