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mirror of https://github.com/sp-tarkov/loot-dump-processor.git synced 2025-02-13 03:10:46 -05:00

Refactored loose loot processor to use dependency injection

This commit is contained in:
bluextx 2025-01-11 07:04:53 +03:00
parent 9be5d6e342
commit 65b49defc9
6 changed files with 275 additions and 285 deletions

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@ -5,6 +5,7 @@ using LootDumpProcessor.Model.Input;
using LootDumpProcessor.Model.Output.StaticContainer; using LootDumpProcessor.Model.Output.StaticContainer;
using LootDumpProcessor.Model.Processing; using LootDumpProcessor.Model.Processing;
using LootDumpProcessor.Process.Processor.v2.AmmoProcessor; using LootDumpProcessor.Process.Processor.v2.AmmoProcessor;
using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor; using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor;
using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor; using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
using LootDumpProcessor.Serializers.Json; using LootDumpProcessor.Serializers.Json;
@ -16,7 +17,7 @@ namespace LootDumpProcessor.Process.Processor.DumpProcessor;
public class MultithreadSteppedDumpProcessor( public class MultithreadSteppedDumpProcessor(
IStaticLootProcessor staticLootProcessor, IStaticContainersProcessor staticContainersProcessor, IStaticLootProcessor staticLootProcessor, IStaticContainersProcessor staticContainersProcessor,
IAmmoProcessor ammoProcessor IAmmoProcessor ammoProcessor, ILooseLootProcessor looseLootProcessor
) : IDumpProcessor ) : IDumpProcessor
{ {
private readonly IStaticLootProcessor _staticLootProcessor = private readonly IStaticLootProcessor _staticLootProcessor =
@ -28,6 +29,9 @@ public class MultithreadSteppedDumpProcessor(
private readonly IAmmoProcessor _ammoProcessor = private readonly IAmmoProcessor _ammoProcessor =
ammoProcessor ?? throw new ArgumentNullException(nameof(ammoProcessor)); ammoProcessor ?? throw new ArgumentNullException(nameof(ammoProcessor));
private readonly ILooseLootProcessor _looseLootProcessor =
looseLootProcessor ?? throw new ArgumentNullException(nameof(looseLootProcessor));
private static IJsonSerializer _jsonSerializer = JsonSerializerFactory.GetInstance(); private static IJsonSerializer _jsonSerializer = JsonSerializerFactory.GetInstance();
private static readonly List<Task> Runners = new(); private static readonly List<Task> Runners = new();
@ -203,7 +207,7 @@ public class MultithreadSteppedDumpProcessor(
if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Info)) if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Info))
LoggerFactory.GetInstance().Log("Processing loose loot distribution", LogLevel.Info); LoggerFactory.GetInstance().Log("Processing loose loot distribution", LogLevel.Info);
// Loose loot distribution // Loose loot distribution
var looseLootDistribution = LooseLootProcessor.CreateLooseLootDistribution( var looseLootDistribution = _looseLootProcessor.CreateLooseLootDistribution(
dumpProcessData.MapCounts, dumpProcessData.MapCounts,
dumpProcessData.LooseLootCounts dumpProcessData.LooseLootCounts
); );

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@ -1,14 +1,20 @@
using LootDumpProcessor.Logger; using LootDumpProcessor.Logger;
using LootDumpProcessor.Model; using LootDumpProcessor.Model;
using LootDumpProcessor.Model.Processing; using LootDumpProcessor.Model.Processing;
using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor; using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
using LootDumpProcessor.Storage; using LootDumpProcessor.Storage;
namespace LootDumpProcessor.Process.Processor.FileProcessor; namespace LootDumpProcessor.Process.Processor.FileProcessor;
public class FileProcessor(IStaticLootProcessor staticLootProcessor) : IFileProcessor public class FileProcessor(IStaticLootProcessor staticLootProcessor, ILooseLootProcessor looseLootProcessor)
: IFileProcessor
{ {
private readonly IStaticLootProcessor _staticLootProcessor = staticLootProcessor ?? throw new ArgumentNullException(nameof(staticLootProcessor)); private readonly IStaticLootProcessor _staticLootProcessor =
staticLootProcessor ?? throw new ArgumentNullException(nameof(staticLootProcessor));
private readonly ILooseLootProcessor _looseLootProcessor =
looseLootProcessor ?? throw new ArgumentNullException(nameof(looseLootProcessor));
public PartialData Process(BasicInfo parsedData) public PartialData Process(BasicInfo parsedData)
{ {
@ -47,7 +53,7 @@ public class FileProcessor(IStaticLootProcessor staticLootProcessor) : IFileProc
LogLevel.Debug LogLevel.Debug
); );
dumpData.Containers = _staticLootProcessor.PreProcessStaticLoot(staticLoot); dumpData.Containers = _staticLootProcessor.PreProcessStaticLoot(staticLoot);
dumpData.LooseLoot = LooseLootProcessor.PreProcessLooseLoot(looseLoot); dumpData.LooseLoot = _looseLootProcessor.PreProcessLooseLoot(looseLoot);
DataStorageFactory.GetInstance().Store(dumpData); DataStorageFactory.GetInstance().Store(dumpData);
} }

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@ -1,279 +0,0 @@
using LootDumpProcessor.Logger;
using LootDumpProcessor.Model;
using LootDumpProcessor.Model.Output;
using LootDumpProcessor.Model.Output.LooseLoot;
using LootDumpProcessor.Model.Processing;
using LootDumpProcessor.Storage;
using LootDumpProcessor.Storage.Collections;
using LootDumpProcessor.Utils;
using NumSharp;
namespace LootDumpProcessor.Process.Processor;
public static class LooseLootProcessor
{
public static PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseloot)
{
var looseloot_ci = new PreProcessedLooseLoot
{
Counts = new Dictionary<string, int>()
};
var temporalItemProperties = new SubdivisionedKeyableDictionary<string, List<Template>>();
looseloot_ci.ItemProperties = (AbstractKey)temporalItemProperties.GetKey();
looseloot_ci.MapSpawnpointCount = looseloot.Count;
var uniqueIds = new Dictionary<string, object>();
// sometimes the rotation changes very slightly in the dumps for the same location / rotation spawnpoint
// use rounding to make sure it is not generated to two spawnpoint
foreach (var looseLootTemplate in looseloot)
{
// the bsg ids are insane.
// Sometimes the last 7 digits vary but they spawn the same item at the same position
// e.g. for the quest item "60a3b65c27adf161da7b6e14" at "loot_bunker_quest (3)555192"
// so the first approach was to remove the last digits.
// We then saw, that sometimes when the last digits differ for the same string, also the position
// differs.
// We decided to group over the position/rotation/useGravity since they make out a distinct spot
var saneId = looseLootTemplate.GetSaneId();
if (!uniqueIds.ContainsKey(saneId))
{
uniqueIds[saneId] = looseLootTemplate.Id;
if (looseloot_ci.Counts.ContainsKey(saneId))
looseloot_ci.Counts[saneId]++;
else
looseloot_ci.Counts[saneId] = 1;
}
if (!temporalItemProperties.TryGetValue(saneId, out var templates))
{
templates = new FlatKeyableList<Template>();
temporalItemProperties.Add(saneId, templates);
}
templates.Add(looseLootTemplate);
}
DataStorageFactory.GetInstance().Store(temporalItemProperties);
return looseloot_ci;
}
public static Dictionary<string, LooseLootRoot> CreateLooseLootDistribution(
Dictionary<string, int> map_counts,
Dictionary<string, IKey> looseloot_counts
)
{
var forcedConfidence = LootDumpProcessorContext.GetConfig().ProcessorConfig.SpawnPointToleranceForForced / 100;
var probabilities = new Dictionary<string, Dictionary<string, double>>();
var looseLootDistribution = new Dictionary<string, LooseLootRoot>();
foreach (var _tup_1 in map_counts)
{
var mapName = _tup_1.Key;
var mapCount = _tup_1.Value;
probabilities[mapName] = new Dictionary<string, double>();
var looseLootCounts = DataStorageFactory.GetInstance().GetItem<LooseLootCounts>(looseloot_counts[mapName]);
var counts = DataStorageFactory.GetInstance()
.GetItem<FlatKeyableDictionary<string, int>>(looseLootCounts.Counts);
foreach (var (idi, cnt) in counts)
{
probabilities[mapName][idi] = (double)((decimal)cnt / mapCount);
}
// No longer used, dispose
counts = null;
// we want to cleanup the data, so we calculate the mean for the values we get raw
// For whatever reason, we sometimes get dumps that have A LOT more loose loot point than
// the average
var values = looseLootCounts.MapSpawnpointCount.Select(Convert.ToDouble);
var initialMean = np.mean(np.array(values)).ToArray<double>().First();
var looseLootCountTolerancePercentage = LootDumpProcessorContext.GetConfig().ProcessorConfig.LooseLootCountTolerancePercentage / 100;
// We calculate here a high point to check, anything above this value will be ignored
// The data that was inside those loose loot points still counts for them though!
var high = initialMean * (1 + looseLootCountTolerancePercentage);
looseLootCounts.MapSpawnpointCount = looseLootCounts.MapSpawnpointCount.Where(v => v <= high).ToList();
looseLootDistribution[mapName] = new LooseLootRoot
{
SpawnPointCount = new SpawnPointCount
{
Mean = np.mean(np.array(looseLootCounts.MapSpawnpointCount)),
Std = np.std(np.array(looseLootCounts.MapSpawnpointCount))
},
SpawnPointsForced = new List<SpawnPointsForced>(),
SpawnPoints = new List<SpawnPoint>()
};
var itemProperties = DataStorageFactory.GetInstance()
.GetItem<FlatKeyableDictionary<string, IKey>>(looseLootCounts.ItemProperties);
foreach (var (spawnPoint, itemList) in itemProperties)
{
var itemsCounts = new Dictionary<ComposedKey, int>();
var savedItemProperties = DataStorageFactory.GetInstance().GetItem<FlatKeyableList<Template>>(itemList);
foreach (var savedTemplateProperties in savedItemProperties)
{
var key = new ComposedKey(savedTemplateProperties);
if (itemsCounts.ContainsKey(key))
itemsCounts[key] += 1;
else
itemsCounts[key] = 1;
}
// Group by arguments to create possible positions / rotations per spawnpoint
// check if grouping is unique
var itemListSorted = savedItemProperties.Select(template => (template.GetSaneId(), template))
.GroupBy(g => g.Item1).ToList();
if (itemListSorted.Count > 1)
{
throw new Exception("More than one saneKey found");
}
var spawnPoints = itemListSorted.First().Select(v => v.template).ToList();
var locationId = spawnPoints[0].GetLocationId();
var template = ProcessorUtil.Copy(spawnPoints[0]);
//template.Root = null; // Why do we do this, not null in bsg data
var itemDistribution = itemsCounts.Select(kv => new ItemDistribution
{
ComposedKey = kv.Key,
RelativeProbability = kv.Value
}).ToList();
// If any of the items is a quest item or forced loose loot items, or the item normally appreas 99.5%
// Only add position to forced loot if it has only 1 item in the array.
if (itemDistribution.Count == 1 && itemDistribution.Any(item =>
LootDumpProcessorContext.GetTarkovItems().IsQuestItem(item.ComposedKey?.FirstItem?.Tpl) ||
LootDumpProcessorContext.GetForcedLooseItems()[mapName].Contains(item.ComposedKey?.FirstItem?.Tpl))
)
{
var spawnPointToAdd = new SpawnPointsForced
{
LocationId = locationId,
Probability = probabilities[mapName][spawnPoint],
Template = template
};
looseLootDistribution[mapName].SpawnPointsForced.Add(spawnPointToAdd);
}
else if (probabilities[mapName][spawnPoint] > forcedConfidence)
{
var spawnPointToAdd = new SpawnPointsForced
{
LocationId = locationId,
Probability = probabilities[mapName][spawnPoint],
Template = template
};
looseLootDistribution[mapName].SpawnPointsForced.Add(spawnPointToAdd);
if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Warning))
LoggerFactory.GetInstance().Log(
$"Item: {template.Id} has > {LootDumpProcessorContext.GetConfig().ProcessorConfig.SpawnPointToleranceForForced}% spawn chance in spawn point: {spawnPointToAdd.LocationId} but isn't in forced loot, adding to forced",
LogLevel.Warning
);
}
else // Normal spawn point, add to non-forced spawnpoint array
{
var spawnPointToAdd = new SpawnPoint
{
LocationId = locationId,
Probability = probabilities[mapName][spawnPoint],
Template = template,
ItemDistribution = itemDistribution
};
template.Items = new List<Item>();
var group = spawnPoints.GroupBy(template => new ComposedKey(template))
.ToDictionary(g => g.Key, g => g.ToList());
foreach (var distribution in itemDistribution)
{
if (group.TryGetValue(distribution.ComposedKey, out var items))
{
// We need to reparent the IDs to match the composed key ID
var itemDistributionItemList = items.First().Items;
// Find the item with no parent id, this is essentially the "Root" of the actual item
var firstItemInTemplate =
itemDistributionItemList.Find(i => string.IsNullOrEmpty(i.ParentId));
// Save the original ID reference, we need to replace it on child items
var originalId = firstItemInTemplate.Id;
// Put the composed key instead
firstItemInTemplate.Id = distribution.ComposedKey.Key;
// Reparent any items with the original id on it
itemDistributionItemList.Where(i => i.ParentId == originalId)
.ToList()
.ForEach(i => i.ParentId = firstItemInTemplate.Id);
template.Items.AddRange(itemDistributionItemList);
}
else
{
if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Error))
LoggerFactory.GetInstance().Log(
$"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.",
LogLevel.Error
);
}
}
looseLootDistribution[mapName].SpawnPoints.Add(spawnPointToAdd);
}
}
// # Test for duplicate position
// # we removed most of them by "rounding away" the jitter in rotation,
// # there are still a few duplicate locations with distinct difference in rotation left though
// group_fun = lambda x: (
// x["template"]["Position"]["x"],
// x["template"]["Position"]["y"],
// x["template"]["Position"]["z"],
// )
// test = sorted(loose_loot_distribution[mi]["spawnpoints"], key=group_fun)
// test_grouped = groupby(test, group_fun)
// test_len = []
// for k, g in test_grouped:
// gl = list(g)
// test_len.append(len(gl))
// if len(gl) > 1:
// print(gl)
//
// print(mi, np.unique(test_len, return_counts=True))
looseLootDistribution[mapName].SpawnPoints =
looseLootDistribution[mapName].SpawnPoints.OrderBy(x => x.Template.Id).ToList();
// Cross check with forced loot in dumps vs items defined in forced_loose.yaml
var forcedTplsInConfig = new HashSet<string>(
(from forceditem in LootDumpProcessorContext.GetForcedLooseItems()[mapName]
select forceditem).ToList());
var forcedTplsFound = new HashSet<string>(
(from forceditem in looseLootDistribution[mapName].SpawnPointsForced
select forceditem.Template.Items[0].Tpl).ToList());
// All the tpls that are defined in the forced_loose.yaml for this map that are not found as forced
foreach (var itemTpl in forcedTplsInConfig)
{
if (!forcedTplsFound.Contains(itemTpl))
{
if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Error))
LoggerFactory.GetInstance().Log(
$"Expected item: {itemTpl} defined in forced_loose.yaml config not found in forced loot",
LogLevel.Error
);
}
}
// All the tpls that are found as forced in output file but not in the forced_loose.yaml config
foreach (var itemTpl in forcedTplsFound)
{
if (!forcedTplsInConfig.Contains(itemTpl))
{
if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Warning))
LoggerFactory.GetInstance().Log(
$"Map: {mapName} Item: {itemTpl} not defined in forced_loose.yaml config but was flagged as forced by code",
LogLevel.Warning
);
}
}
}
return looseLootDistribution;
}
}

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@ -0,0 +1,17 @@
using LootDumpProcessor.Model;
using LootDumpProcessor.Model.Output.LooseLoot;
using LootDumpProcessor.Model.Processing;
using LootDumpProcessor.Storage;
namespace LootDumpProcessor.Process.Processor.v2.LooseLootProcessor
{
public interface ILooseLootProcessor
{
PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseLoot);
Dictionary<string, LooseLootRoot> CreateLooseLootDistribution(
Dictionary<string, int> mapCounts,
Dictionary<string, IKey> looseLootCounts
);
}
}

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@ -0,0 +1,239 @@
using LootDumpProcessor.Model;
using LootDumpProcessor.Model.Output;
using LootDumpProcessor.Model.Output.LooseLoot;
using LootDumpProcessor.Model.Processing;
using LootDumpProcessor.Storage;
using LootDumpProcessor.Storage.Collections;
using LootDumpProcessor.Utils;
using Microsoft.Extensions.Logging;
using NumSharp;
namespace LootDumpProcessor.Process.Processor.v2.LooseLootProcessor
{
public class LooseLootProcessor(ILogger<LooseLootProcessor> logger, IDataStorage dataStorage)
: ILooseLootProcessor
{
private readonly ILogger<LooseLootProcessor> _logger = logger ?? throw new ArgumentNullException(nameof(logger));
private readonly IDataStorage _dataStorage = dataStorage ?? throw new ArgumentNullException(nameof(dataStorage));
public PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseLoot)
{
var preProcessedLoot = new PreProcessedLooseLoot
{
Counts = new Dictionary<string, int>()
};
var itemPropertiesDictionary = new SubdivisionedKeyableDictionary<string, List<Template>>();
preProcessedLoot.ItemProperties = (AbstractKey)itemPropertiesDictionary.GetKey();
preProcessedLoot.MapSpawnpointCount = looseLoot.Count;
var uniqueLootIds = new Dictionary<string, object>();
// Rounding rotation to prevent duplicate spawnpoints due to slight variations
foreach (var template in looseLoot)
{
var sanitizedId = template.GetSaneId();
if (!uniqueLootIds.ContainsKey(sanitizedId))
{
uniqueLootIds[sanitizedId] = template.Id;
preProcessedLoot.Counts[sanitizedId] = preProcessedLoot.Counts.ContainsKey(sanitizedId)
? preProcessedLoot.Counts[sanitizedId] + 1
: 1;
}
if (!itemPropertiesDictionary.TryGetValue(sanitizedId, out var templates))
{
templates = new FlatKeyableList<Template>();
itemPropertiesDictionary.Add(sanitizedId, templates);
}
templates.Add(template);
}
_dataStorage.Store(itemPropertiesDictionary);
return preProcessedLoot;
}
public Dictionary<string, LooseLootRoot> CreateLooseLootDistribution(
Dictionary<string, int> mapCounts,
Dictionary<string, IKey> looseLootCounts
)
{
var config = LootDumpProcessorContext.GetConfig();
var spawnPointTolerance = config.ProcessorConfig.SpawnPointToleranceForForced / 100;
var looseLootDistribution = new Dictionary<string, LooseLootRoot>();
foreach (var map in mapCounts)
{
var mapName = map.Key;
var mapCount = map.Value;
var probabilities = new Dictionary<string, double>();
var looseLootCountsItem = _dataStorage.GetItem<LooseLootCounts>(looseLootCounts[mapName]);
var counts = _dataStorage.GetItem<FlatKeyableDictionary<string, int>>(looseLootCountsItem.Counts);
foreach (var (itemId, count) in counts)
{
probabilities[itemId] = (double)count / mapCount;
}
var spawnPointCount = looseLootCountsItem.MapSpawnpointCount.Select(Convert.ToDouble);
var initialMean = np.mean(np.array(spawnPointCount)).ToArray<double>().First();
var tolerancePercentage = config.ProcessorConfig.LooseLootCountTolerancePercentage / 100;
var highThreshold = initialMean * (1 + tolerancePercentage);
looseLootCountsItem.MapSpawnpointCount = looseLootCountsItem.MapSpawnpointCount
.Where(count => count <= highThreshold)
.ToList();
looseLootDistribution[mapName] = new LooseLootRoot
{
SpawnPointCount = new SpawnPointCount
{
Mean = np.mean(np.array(looseLootCountsItem.MapSpawnpointCount)),
Std = np.std(np.array(looseLootCountsItem.MapSpawnpointCount))
},
SpawnPointsForced = new List<SpawnPointsForced>(),
SpawnPoints = new List<SpawnPoint>()
};
var itemProperties = _dataStorage.GetItem<FlatKeyableDictionary<string, IKey>>(looseLootCountsItem.ItemProperties);
foreach (var (spawnPoint, itemListKey) in itemProperties)
{
var itemCounts = new Dictionary<ComposedKey, int>();
var savedTemplates = _dataStorage.GetItem<FlatKeyableList<Template>>(itemListKey);
foreach (var template in savedTemplates)
{
var composedKey = new ComposedKey(template);
if (!itemCounts.TryAdd(composedKey, 1))
itemCounts[composedKey]++;
}
var groupedTemplates = savedTemplates
.Select(t => (t.GetSaneId(), t))
.GroupBy(g => g.Item1)
.ToList();
if (groupedTemplates.Count > 1)
{
throw new Exception("Multiple sanitized IDs found for a single spawn point.");
}
var spawnPoints = groupedTemplates.First().Select(g => g.t).ToList();
var locationId = spawnPoints[0].GetLocationId();
var templateCopy = ProcessorUtil.Copy(spawnPoints[0]);
var itemDistributions = itemCounts.Select(kv => new ItemDistribution
{
ComposedKey = kv.Key,
RelativeProbability = kv.Value
}).ToList();
if (itemDistributions.Count == 1 &&
(LootDumpProcessorContext.GetTarkovItems().IsQuestItem(itemDistributions[0].ComposedKey?.FirstItem?.Tpl) ||
LootDumpProcessorContext.GetForcedLooseItems()[mapName].Contains(itemDistributions[0].ComposedKey?.FirstItem?.Tpl)))
{
var forcedSpawnPoint = new SpawnPointsForced
{
LocationId = locationId,
Probability = probabilities[spawnPoint],
Template = templateCopy
};
looseLootDistribution[mapName].SpawnPointsForced.Add(forcedSpawnPoint);
}
else if (probabilities[spawnPoint] > spawnPointTolerance)
{
var forcedSpawnPoint = new SpawnPointsForced
{
LocationId = locationId,
Probability = probabilities[spawnPoint],
Template = templateCopy
};
looseLootDistribution[mapName].SpawnPointsForced.Add(forcedSpawnPoint);
_logger.LogWarning(
"Item: {ItemId} has > {Tolerance}% spawn chance in spawn point: {LocationId} but isn't in forced loot, adding to forced",
templateCopy.Id,
config.ProcessorConfig.SpawnPointToleranceForForced,
forcedSpawnPoint.LocationId
);
}
else
{
var spawnPointEntry = new SpawnPoint
{
LocationId = locationId,
Probability = probabilities[spawnPoint],
Template = templateCopy,
ItemDistribution = itemDistributions
};
templateCopy.Items = new List<Item>();
var groupedByKey = spawnPoints
.GroupBy(t => new ComposedKey(t))
.ToDictionary(g => g.Key, g => g.ToList());
foreach (var distribution in itemDistributions)
{
if (groupedByKey.TryGetValue(distribution.ComposedKey, out var items))
{
var itemList = items.First().Items;
var originalItem = itemList.Find(i => string.IsNullOrEmpty(i.ParentId));
var originalId = originalItem.Id;
originalItem.Id = distribution.ComposedKey.Key;
foreach (var childItem in itemList.Where(i => i.ParentId == originalId))
{
childItem.ParentId = originalItem.Id;
}
templateCopy.Items.AddRange(itemList);
}
else
{
_logger.LogError(
"Item template {TemplateId} on loose loot distribution for spawn point {SpawnPointId} not found in spawn points.",
distribution.ComposedKey?.FirstItem?.Tpl,
templateCopy.Id
);
}
}
looseLootDistribution[mapName].SpawnPoints.Add(spawnPointEntry);
}
}
looseLootDistribution[mapName].SpawnPoints = looseLootDistribution[mapName].SpawnPoints
.OrderBy(x => x.Template.Id)
.ToList();
var configuredForcedTemplates = new HashSet<string>(LootDumpProcessorContext.GetForcedLooseItems()[mapName].Select(item => item));
var foundForcedTemplates = new HashSet<string>(looseLootDistribution[mapName].SpawnPointsForced.Select(fp => fp.Template.Items[0].Tpl));
foreach (var expectedTpl in configuredForcedTemplates)
{
if (!foundForcedTemplates.Contains(expectedTpl))
{
_logger.LogError(
"Expected item: {ItemTpl} defined in forced_loose.yaml config not found in forced loot",
expectedTpl
);
}
}
foreach (var foundTpl in foundForcedTemplates)
{
if (!configuredForcedTemplates.Contains(foundTpl))
{
_logger.LogWarning(
"Map: {MapName} Item: {ItemTpl} not defined in forced_loose.yaml config but was flagged as forced by code",
mapName,
foundTpl
);
}
}
}
return looseLootDistribution;
}
}
}

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@ -2,6 +2,7 @@ using LootDumpProcessor.Process;
using LootDumpProcessor.Process.Processor.DumpProcessor; using LootDumpProcessor.Process.Processor.DumpProcessor;
using LootDumpProcessor.Process.Processor.FileProcessor; using LootDumpProcessor.Process.Processor.FileProcessor;
using LootDumpProcessor.Process.Processor.v2.AmmoProcessor; using LootDumpProcessor.Process.Processor.v2.AmmoProcessor;
using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor; using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor;
using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor; using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
using LootDumpProcessor.Storage; using LootDumpProcessor.Storage;
@ -21,8 +22,10 @@ public static class Program
services.AddTransient<IStaticLootProcessor, StaticLootProcessor>(); services.AddTransient<IStaticLootProcessor, StaticLootProcessor>();
services.AddTransient<IStaticContainersProcessor, StaticContainersProcessor>(); services.AddTransient<IStaticContainersProcessor, StaticContainersProcessor>();
services.AddTransient<IAmmoProcessor, AmmoProcessor>(); services.AddTransient<IAmmoProcessor, AmmoProcessor>();
services.AddTransient<StaticLootProcessor>(); services.AddTransient<ILooseLootProcessor, LooseLootProcessor>();
services.AddSingleton<IDataStorage>(_ => DataStorageFactory.GetInstance());
services.AddTransient<IFileProcessor, FileProcessor>(); services.AddTransient<IFileProcessor, FileProcessor>();
services.AddTransient<IDumpProcessor, MultithreadSteppedDumpProcessor>(); services.AddTransient<IDumpProcessor, MultithreadSteppedDumpProcessor>();
services.AddTransient<IPipeline, QueuePipeline>(); services.AddTransient<IPipeline, QueuePipeline>();