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Small refactor of armor plate selection code
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@ -237,14 +237,14 @@ export class BotEquipmentModGenerator {
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* Filter a bots plate pool based on its current level
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* @param settings Bot equipment generation settings
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* @param modSlot Armor slot being filtered
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* @param existingPlateTplPool Plates tpls to choose from
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* @param compatiblePlateTplPool Compatible plate tpl pool to choose from
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* @param armorItem The armor items db template
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* @returns Array of plate tpls to choose from
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*/
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protected filterPlateModsForSlotByLevel(
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settings: IGenerateEquipmentProperties,
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modSlot: string,
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existingPlateTplPool: string[],
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compatiblePlateTplPool: string[],
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armorItem: ITemplateItem,
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): IFilterPlateModsForSlotByLevelResult {
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const result: IFilterPlateModsForSlotByLevelResult = {
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@ -255,7 +255,7 @@ export class BotEquipmentModGenerator {
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// Not pmc or not a plate slot, return original mod pool array
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if (!this.itemHelper.isRemovablePlateSlot(modSlot)) {
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result.result = Result.NOT_PLATE_HOLDING_SLOT;
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result.plateModTpls = existingPlateTplPool;
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result.plateModTpls = compatiblePlateTplPool;
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return result;
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}
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@ -269,7 +269,7 @@ export class BotEquipmentModGenerator {
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if (!plateSlotWeights) {
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// No weights, return original array of plate tpls
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result.result = Result.LACKS_PLATE_WEIGHTS;
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result.plateModTpls = existingPlateTplPool;
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result.plateModTpls = compatiblePlateTplPool;
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return result;
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}
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@ -279,7 +279,7 @@ export class BotEquipmentModGenerator {
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if (!plateWeights) {
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// No weights, return original array of plate tpls
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result.result = Result.LACKS_PLATE_WEIGHTS;
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result.plateModTpls = existingPlateTplPool;
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result.plateModTpls = compatiblePlateTplPool;
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return result;
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}
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@ -288,70 +288,73 @@ export class BotEquipmentModGenerator {
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let chosenArmorPlateLevel = this.weightedRandomHelper.getWeightedValue<string>(plateWeights);
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// Convert the array of ids into database items
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const platesFromDb = existingPlateTplPool.map((plateTpl) => this.itemHelper.getItem(plateTpl)[1]);
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const platesFromDb = compatiblePlateTplPool.map((plateTpl) => this.itemHelper.getItem(plateTpl)[1]);
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// Filter plates to the chosen level based on its armorClass property
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let platesOfDesiredLevel = platesFromDb.filter((item) => item._props.armorClass === chosenArmorPlateLevel);
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if (platesOfDesiredLevel.length === 0) {
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// Get lowest and highest plate classes available for this armor
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const minMaxArmorPlateClass = this.getMinMaxArmorPlateClass(platesFromDb);
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if (platesOfDesiredLevel.length > 0) {
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// Plates found
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result.result = Result.SUCCESS;
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result.plateModTpls = platesOfDesiredLevel.map((item) => item._id);
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let fitPlateIntoArmorAttempts = 0;
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const maxTries = 3;
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return result;
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}
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// Attempt to increase plate class level to attempt getting minimum plate level useable based on original selection
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for (let i = 0; i < maxTries; i++) {
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chosenArmorPlateLevel = (Number.parseInt(chosenArmorPlateLevel) + 1).toString();
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// no plates found that fit requirements, lets get creative
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// If new chosen plate class is higher than max, then set to min and check if valid
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if (Number(chosenArmorPlateLevel) > minMaxArmorPlateClass.max) {
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chosenArmorPlateLevel = minMaxArmorPlateClass.min.toString();
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}
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// Get lowest and highest plate classes available for this armor
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const minMaxArmorPlateClass = this.getMinMaxArmorPlateClass(platesFromDb);
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platesOfDesiredLevel = platesFromDb.filter((item) => item._props.armorClass === chosenArmorPlateLevel);
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// Increment plate class level in attempt to get useable plate
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let findCompatiblePlateAttempts = 0;
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const maxAttempts = 3;
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for (let i = 0; i < maxAttempts; i++) {
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chosenArmorPlateLevel = (Number.parseInt(chosenArmorPlateLevel) + 1).toString();
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fitPlateIntoArmorAttempts++;
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// Break loop if valid plate class is found
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if (platesOfDesiredLevel.length > 0) {
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break;
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}
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// New chosen plate class is higher than max, then set to min and check if valid
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if (Number(chosenArmorPlateLevel) > minMaxArmorPlateClass.max) {
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chosenArmorPlateLevel = minMaxArmorPlateClass.min.toString();
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}
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// If no valid plate class is found in 3 tries then attempt default plates
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if (fitPlateIntoArmorAttempts >= maxTries) {
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this.logger.debug(
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`Plate filter was too restrictive for armor: ${armorItem._name} ${armorItem._id}, unable to find plates of level: ${chosenArmorPlateLevel}. Using mod items default plate`,
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);
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const relatedItemDbModSlot = armorItem._props.Slots.find(
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(slot) => slot._name.toLowerCase() === modSlot,
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);
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const defaultPlate = relatedItemDbModSlot._props.filters[0].Plate;
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if (!defaultPlate) {
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// No relevant plate found after filtering AND no default plate
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findCompatiblePlateAttempts++;
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// Last attempt, get default preset and see if it has a plate default
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const defaultPreset = this.presetHelper.getDefaultPreset(armorItem._id);
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if (defaultPreset) {
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const relatedPresetSlot = defaultPreset._items.find(
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(item) => item.slotId?.toLowerCase() === modSlot,
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);
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if (relatedPresetSlot) {
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result.result = Result.SUCCESS;
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result.plateModTpls = [relatedPresetSlot._tpl];
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platesOfDesiredLevel = platesFromDb.filter((item) => item._props.armorClass === chosenArmorPlateLevel);
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// Valid plates found, exit
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if (platesOfDesiredLevel.length > 0) {
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break;
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}
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return result;
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}
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}
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// Return Default Preset cause didn't have default plates
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result.result = Result.NO_DEFAULT_FILTER;
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// No valid plate class found in 3 tries, attempt default plates
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if (findCompatiblePlateAttempts >= maxAttempts) {
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this.logger.debug(
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`Plate filter too restrictive for armor: ${armorItem._name} ${armorItem._id}, unable to find plates of level: ${chosenArmorPlateLevel}, using items default plate`,
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);
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return result;
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}
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const defaultPlate = this.getDefaultPlateTpl(armorItem, modSlot);
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if (defaultPlate) {
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// Return Default Plates cause couldn't get lowest level available from original selection
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result.result = Result.SUCCESS;
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result.plateModTpls = [defaultPlate];
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return result;
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}
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// No plate found after filtering AND no default plate
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// Last attempt, get default preset and see if it has a plate default
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const defaultPresetPlateSlot = this.getDefaultPresetArmorSlot(armorItem._id, modSlot);
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if (defaultPresetPlateSlot) {
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// Found a plate, exit
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const plateItem = this.itemHelper.getItem(defaultPresetPlateSlot._tpl);
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platesOfDesiredLevel = [plateItem[1]];
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break;
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}
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// Everything failed, no default plate or no default preset armor plate
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result.result = Result.NO_DEFAULT_FILTER;
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return result;
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}
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}
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@ -362,6 +365,32 @@ export class BotEquipmentModGenerator {
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return result;
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}
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/**
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* Get the default plate an armor has in its db item
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* @param armorItem Item to look up default plate
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* @param modSlot front/back
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* @returns Tpl of plate
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*/
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protected getDefaultPlateTpl(armorItem: ITemplateItem, modSlot: string): string | undefined {
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const relatedItemDbModSlot = armorItem._props.Slots?.find(
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(slot: { _name: string }) => slot._name.toLowerCase() === modSlot,
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);
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return relatedItemDbModSlot?._props.filters[0].Plate;
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}
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/**
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* Get the matching armor slot from the default preset matching passed in armor tpl
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* @param presetItemId Id of preset
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* @param modSlot front/back
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* @returns Armor IItem
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*/
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protected getDefaultPresetArmorSlot(armorItemTpl: string, modSlot: string): IItem | undefined {
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const defaultPreset = this.presetHelper.getDefaultPreset(armorItemTpl);
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return defaultPreset?._items.find((item) => item.slotId?.toLowerCase() === modSlot);
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}
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/**
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* Gets the minimum and maximum plate class levels from an array of plates
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* @param platePool Pool of plates to sort by armorClass to get min and max
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@ -1,6 +1,6 @@
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export interface IFilterPlateModsForSlotByLevelResult {
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result: Result;
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plateModTpls: string[];
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plateModTpls?: string[];
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}
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export enum Result {
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