209 lines
10 KiB
C#
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using AssortGenerator.Common;
using AssortGenerator.Common.Helpers;
using AssortGenerator.Models.Input;
using AssortGenerator.Models.Other;
using AssortGenerator.Models.Output;
using Common;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.Json;
namespace AssortGenerator
{
partial class Program
{
static void Main(string[] args)
{
var assortsPath = CreateWorkingFolders();
InputFileHelper.SetInputFiles(assortsPath);
// Get trader assort files from assorts input folder
var traderAssortFilePaths = InputFileHelper.GetInputFilePaths().Where(x => TraderHelper.GetTraders().Values.Any(x.Contains)).ToList();
foreach (var trader in TraderHelper.GetTraders())
{
// Get relevant trader dump
var assortDumpPath = traderAssortFilePaths.Find(x => x.Contains(trader.Value));
// convert input dump json into object
var json = File.ReadAllText(assortDumpPath);
var jsonObject = JsonDocument.Parse(json);
// find root data node
var data = jsonObject.RootElement.GetProperty("data");
// find items node and parse into object
string itemsJson = data.GetProperty("items").ToString();
List<Item> items = JsonSerializer.Deserialize<List<Item>>(itemsJson);
// Find barter scheme node and parse into object
var barterSchemeJson = data.GetProperty("barter_scheme").ToString();
var barterSchemeItems = JsonSerializer.Deserialize<Dictionary<string, object>>(barterSchemeJson);
// Find loyalty level node and parse into object
var loyaltyLevelItemsJson = data.GetProperty("loyal_level_items").ToString();
var loyaltyLevelItems = JsonSerializer.Deserialize<Dictionary<string, int>>(loyaltyLevelItemsJson);
WriteOutputFilesForTrader(trader, items, barterSchemeItems, loyaltyLevelItems);
}
}
private static string CreateWorkingFolders()
{
var workingPath = Directory.GetCurrentDirectory();
// create input folder
var inputPath = $"{workingPath}//input";
DiskHelpers.CreateDirIfDoesntExist(inputPath);
// create sub folder in input called assorts
var assortsPath = $"{inputPath}//assorts";
DiskHelpers.CreateDirIfDoesntExist(assortsPath);
// create output folder
var outputPath = $"{workingPath}//output";
DiskHelpers.CreateDirIfDoesntExist(outputPath);
// create traders sub-folder
var tradersPath = $"{outputPath}//traders";
DiskHelpers.CreateDirIfDoesntExist(tradersPath);
return assortsPath;
}
private static BaseRoot GetTraderData(IEnumerable<string> filesInAssortsFolder)
{
var traderDataPath = filesInAssortsFolder.FirstOrDefault(x => x.Contains("resp.client.trading.api.traderSettings"));
var traderDataJson = File.ReadAllText(traderDataPath);
return JsonSerializer.Deserialize<BaseRoot>(traderDataJson);
}
private static void WriteOutputFilesForTrader(KeyValuePair<Trader, string> trader,
List<Item> items,
Dictionary<string, object>
barterSchemeItems,
Dictionary<string, int> loyaltyLevelItems)
{
var workingPath = Directory.GetCurrentDirectory();
var traderData = GetTraderData(InputFileHelper.GetInputFilePaths());
var traderFolderPath = $"traders\\{trader.Value}";
// create assort file, serialise into json and save into output folder
var outputAssortFile = new AssortRoot
{
items = items,
barter_scheme = barterSchemeItems,
loyal_level_items = loyaltyLevelItems
};
JsonWriter.WriteJson(outputAssortFile, traderFolderPath, workingPath, "assorts");
// create base file, serialise into json and save into output folder
var outputBaseFile = traderData.data.Find(x => x._id == trader.Value);
JsonWriter.WriteJson(outputBaseFile, traderFolderPath, workingPath, "base");
QuestAssort questAssort = GenerateQuestAssort(trader.Key, outputAssortFile);
JsonWriter.WriteJson(questAssort, traderFolderPath, workingPath, "questassort");
// create suits file for ragman
if (trader.Key == Trader.Ragman)
{
var customisationFilePath = InputFileHelper.GetInputFilePaths().FirstOrDefault(x => x.Contains("resp.client.trading.customization"));
var traderDataJson = File.ReadAllText(customisationFilePath);
var suitData = JsonSerializer.Deserialize<CustomisationRoot>(traderDataJson);
var outputSuitData = new List<Suit>();
outputSuitData.AddRange(suitData.data);
JsonWriter.WriteJson(outputSuitData, traderFolderPath, workingPath, "suits");
}
}
private static QuestAssort GenerateQuestAssort(Trader trader, AssortRoot assortRoot)
{
var result = new QuestAssort();
var questData = QuestHelper.GetQuestData();
// Find assortunlocks
List<AssortUnlocks> assortUnlocks = QuestHelper.GetAssortUnlocks();
List<string> assortItemsThatMatchBlackList = new List<string>(); // store items already matched here
// TODO: find out how the fuck the assort unlock is associated to the quest
foreach (var assortUnlock in assortUnlocks.Where(x => x.TraderType == trader))
{
// Get unlock items name
var assortItemName = ItemTemplateHelper.Items.FirstOrDefault(x=> x.Key == assortUnlock.ItemUnlockedTemplateId).Value._name;
// TODO: handle started
// TODO: handle fail
// handle quest success for now
if (assortUnlock.Criteria == "Success")
{
//Find assorts that match the quest unlocks item template
List<Item> assortItemsThatMatch = assortRoot.items.Where(x => x._tpl == assortUnlock.ItemUnlockedTemplateId).ToList();
// no assort found for this unlock, log and skip it
if (assortItemsThatMatch == null || assortItemsThatMatch.Count == 0)
{
LoggingHelpers.LogError($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no assort item found. ({assortItemName})");
continue;
}
// Iterate over assorts that match. goal is to find assort that fits the best (traders assort has same loyalty level unlock as quest expects)
string assortIdUnlockedByQuest = string.Empty;
foreach (var match in assortItemsThatMatch)
{
// Look up item in Loyalty Level array
var associatedLoyaltyLevelItem = assortRoot.loyal_level_items.FirstOrDefault(x => x.Key == match._id);
if (associatedLoyaltyLevelItem.Key == null)
{
// end loop if no record found in loyalty level array
LoggingHelpers.LogError($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no loyalty record found. ({assortItemName})");
break;
}
if (associatedLoyaltyLevelItem.Value != assortUnlock.LoyaltyLevel)
{
// loyalty level is different to what was expected, skip and try next
LoggingHelpers.LogWarning($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no match found in LL array. expected LL{associatedLoyaltyLevelItem.Value}. found: LL{assortUnlock.LoyaltyLevel}. ({assortItemName})");
continue;
}
// LoggingHelpers.LogInfo($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId} {assortItemName}. MATCH FOUND. LL{assortUnlock.LoyaltyLevel}");
if (assortItemsThatMatchBlackList.Contains(associatedLoyaltyLevelItem.Key))
{
// Not the item we want, its already been matched
continue;
}
// Add assort item id to blacklist so it wont be matched again
assortItemsThatMatchBlackList.Add(associatedLoyaltyLevelItem.Key);
// assign id and break out of loop, We found the one we want
assortIdUnlockedByQuest = associatedLoyaltyLevelItem.Key;
break;
}
if (result.success.ContainsKey(assortIdUnlockedByQuest))
{
LoggingHelpers.LogWarning($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. ALREADY EXISTS. SKIPPING. ({assortItemName})");
continue;
}
if (assortIdUnlockedByQuest == string.Empty)
{
LoggingHelpers.LogError($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no assortId found. ({assortItemName})");
continue;
}
LoggingHelpers.LogSuccess($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. ADDING TO QUEST-ASSORT. ({assortItemName})");
result.success.Add(assortIdUnlockedByQuest, assortUnlock.QuestId);
}
}
return result;
}
}
}