mirror of
https://github.com/sp-tarkov/loot-dump-processor.git
synced 2025-02-13 02:50:45 -05:00
Refactored loose loot processor to use dependency injection
This commit is contained in:
parent
9be5d6e342
commit
65b49defc9
@ -5,6 +5,7 @@ using LootDumpProcessor.Model.Input;
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using LootDumpProcessor.Model.Output.StaticContainer;
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using LootDumpProcessor.Model.Processing;
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using LootDumpProcessor.Process.Processor.v2.AmmoProcessor;
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using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
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using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor;
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using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
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using LootDumpProcessor.Serializers.Json;
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@ -16,7 +17,7 @@ namespace LootDumpProcessor.Process.Processor.DumpProcessor;
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public class MultithreadSteppedDumpProcessor(
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IStaticLootProcessor staticLootProcessor, IStaticContainersProcessor staticContainersProcessor,
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IAmmoProcessor ammoProcessor
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IAmmoProcessor ammoProcessor, ILooseLootProcessor looseLootProcessor
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) : IDumpProcessor
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{
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private readonly IStaticLootProcessor _staticLootProcessor =
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@ -28,6 +29,9 @@ public class MultithreadSteppedDumpProcessor(
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private readonly IAmmoProcessor _ammoProcessor =
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ammoProcessor ?? throw new ArgumentNullException(nameof(ammoProcessor));
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private readonly ILooseLootProcessor _looseLootProcessor =
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looseLootProcessor ?? throw new ArgumentNullException(nameof(looseLootProcessor));
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private static IJsonSerializer _jsonSerializer = JsonSerializerFactory.GetInstance();
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private static readonly List<Task> Runners = new();
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@ -203,7 +207,7 @@ public class MultithreadSteppedDumpProcessor(
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if (LoggerFactory.GetInstance().CanBeLogged(LogLevel.Info))
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LoggerFactory.GetInstance().Log("Processing loose loot distribution", LogLevel.Info);
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// Loose loot distribution
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var looseLootDistribution = LooseLootProcessor.CreateLooseLootDistribution(
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var looseLootDistribution = _looseLootProcessor.CreateLooseLootDistribution(
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dumpProcessData.MapCounts,
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dumpProcessData.LooseLootCounts
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);
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@ -1,14 +1,20 @@
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using LootDumpProcessor.Logger;
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using LootDumpProcessor.Model;
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using LootDumpProcessor.Model.Processing;
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using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
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using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
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using LootDumpProcessor.Storage;
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namespace LootDumpProcessor.Process.Processor.FileProcessor;
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public class FileProcessor(IStaticLootProcessor staticLootProcessor) : IFileProcessor
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public class FileProcessor(IStaticLootProcessor staticLootProcessor, ILooseLootProcessor looseLootProcessor)
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: IFileProcessor
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{
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private readonly IStaticLootProcessor _staticLootProcessor = staticLootProcessor ?? throw new ArgumentNullException(nameof(staticLootProcessor));
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private readonly IStaticLootProcessor _staticLootProcessor =
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staticLootProcessor ?? throw new ArgumentNullException(nameof(staticLootProcessor));
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private readonly ILooseLootProcessor _looseLootProcessor =
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looseLootProcessor ?? throw new ArgumentNullException(nameof(looseLootProcessor));
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public PartialData Process(BasicInfo parsedData)
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{
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@ -47,7 +53,7 @@ public class FileProcessor(IStaticLootProcessor staticLootProcessor) : IFileProc
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LogLevel.Debug
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);
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dumpData.Containers = _staticLootProcessor.PreProcessStaticLoot(staticLoot);
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dumpData.LooseLoot = LooseLootProcessor.PreProcessLooseLoot(looseLoot);
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dumpData.LooseLoot = _looseLootProcessor.PreProcessLooseLoot(looseLoot);
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DataStorageFactory.GetInstance().Store(dumpData);
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}
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@ -1,279 +0,0 @@
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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 values = looseLootCounts.MapSpawnpointCount.Select(Convert.ToDouble);
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var initialMean = np.mean(np.array(values)).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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}
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@ -0,0 +1,17 @@
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using LootDumpProcessor.Model;
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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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namespace LootDumpProcessor.Process.Processor.v2.LooseLootProcessor
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{
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public interface ILooseLootProcessor
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{
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PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseLoot);
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Dictionary<string, LooseLootRoot> CreateLooseLootDistribution(
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Dictionary<string, int> mapCounts,
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Dictionary<string, IKey> looseLootCounts
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);
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}
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}
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@ -0,0 +1,239 @@
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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 Microsoft.Extensions.Logging;
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using NumSharp;
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namespace LootDumpProcessor.Process.Processor.v2.LooseLootProcessor
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{
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public class LooseLootProcessor(ILogger<LooseLootProcessor> logger, IDataStorage dataStorage)
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: ILooseLootProcessor
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{
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private readonly ILogger<LooseLootProcessor> _logger = logger ?? throw new ArgumentNullException(nameof(logger));
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private readonly IDataStorage _dataStorage = dataStorage ?? throw new ArgumentNullException(nameof(dataStorage));
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public PreProcessedLooseLoot PreProcessLooseLoot(List<Template> looseLoot)
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{
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var preProcessedLoot = new PreProcessedLooseLoot
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{
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Counts = new Dictionary<string, int>()
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};
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var itemPropertiesDictionary = new SubdivisionedKeyableDictionary<string, List<Template>>();
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preProcessedLoot.ItemProperties = (AbstractKey)itemPropertiesDictionary.GetKey();
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preProcessedLoot.MapSpawnpointCount = looseLoot.Count;
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var uniqueLootIds = new Dictionary<string, object>();
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// Rounding rotation to prevent duplicate spawnpoints due to slight variations
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foreach (var template in looseLoot)
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{
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var sanitizedId = template.GetSaneId();
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if (!uniqueLootIds.ContainsKey(sanitizedId))
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{
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uniqueLootIds[sanitizedId] = template.Id;
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preProcessedLoot.Counts[sanitizedId] = preProcessedLoot.Counts.ContainsKey(sanitizedId)
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? preProcessedLoot.Counts[sanitizedId] + 1
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: 1;
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}
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if (!itemPropertiesDictionary.TryGetValue(sanitizedId, out var templates))
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{
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templates = new FlatKeyableList<Template>();
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itemPropertiesDictionary.Add(sanitizedId, templates);
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}
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templates.Add(template);
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}
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_dataStorage.Store(itemPropertiesDictionary);
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return preProcessedLoot;
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}
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||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@ -2,6 +2,7 @@ using LootDumpProcessor.Process;
|
||||
using LootDumpProcessor.Process.Processor.DumpProcessor;
|
||||
using LootDumpProcessor.Process.Processor.FileProcessor;
|
||||
using LootDumpProcessor.Process.Processor.v2.AmmoProcessor;
|
||||
using LootDumpProcessor.Process.Processor.v2.LooseLootProcessor;
|
||||
using LootDumpProcessor.Process.Processor.v2.StaticContainersProcessor;
|
||||
using LootDumpProcessor.Process.Processor.v2.StaticLootProcessor;
|
||||
using LootDumpProcessor.Storage;
|
||||
@ -21,7 +22,9 @@ public static class Program
|
||||
services.AddTransient<IStaticLootProcessor, StaticLootProcessor>();
|
||||
services.AddTransient<IStaticContainersProcessor, StaticContainersProcessor>();
|
||||
services.AddTransient<IAmmoProcessor, AmmoProcessor>();
|
||||
services.AddTransient<StaticLootProcessor>();
|
||||
services.AddTransient<ILooseLootProcessor, LooseLootProcessor>();
|
||||
|
||||
services.AddSingleton<IDataStorage>(_ => DataStorageFactory.GetInstance());
|
||||
|
||||
services.AddTransient<IFileProcessor, FileProcessor>();
|
||||
services.AddTransient<IDumpProcessor, MultithreadSteppedDumpProcessor>();
|
||||
|
Loading…
x
Reference in New Issue
Block a user