ClearVision/types/helpers/ItemHelper.d.ts
2022-07-09 16:03:26 -04:00

153 lines
6.4 KiB
TypeScript

import { InsuredItem, IPmcData } from "../models/eft/common/IPmcData";
import { Item } from "../models/eft/common/tables/IItem";
import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
import { ILogger } from "../models/spt/utils/ILogger";
import { DatabaseServer } from "../servers/DatabaseServer";
import { HashUtil } from "../utils/HashUtil";
import { JsonUtil } from "../utils/JsonUtil";
declare class ItemHelper {
protected logger: ILogger;
protected hashUtil: HashUtil;
protected jsonUtil: JsonUtil;
protected databaseServer: DatabaseServer;
constructor(logger: ILogger, hashUtil: HashUtil, jsonUtil: JsonUtil, databaseServer: DatabaseServer);
/**
* Checks if a id is a valid item. Valid meaning that it's an item that be stored in stash
* @param {string} tpl the template id / tpl
* @returns boolean; true for items that may be in player posession and not quest items
*/
isValidItem(tpl: string, invalidBaseTypes?: string[]): boolean;
/**
* Checks if a id is a valid item. Valid meaning that it's an item that may be a reward
* or content of bot loot. Items that are tested as valid may be in a player backpack or stash.
* @param {*} tpl template id of item to check
* @returns boolean: true if item is valid reward
*/
isValidRewardItem(tpl: string): boolean;
/**
* Picks rewardable items from items.json. This means they need to fit into the inventory and they shouldn't be keys (debatable)
* @returns a list of rewardable items [[_tpl, itemTemplate],...]
*/
getRewardableItems(): [string, ITemplateItem][];
/**
* Check if the tpl / template Id provided is a descendent of the baseclass
*
* @param {string} tpl the item template id to check
* @param {string} baseclassTpl the baseclass to check for
* @return {boolean} is the tpl a descendent?
*/
isOfBaseclass(tpl: string, baseclassTpl: string): any;
/**
* Returns the item price based on the handbook or as a fallback from the prices.json if the item is not
* found in the handbook. If the price can't be found at all return 0
*
* @param {string} tpl the item template to check
* @returns {integer} The price of the item or 0 if not found
*/
getItemPrice(tpl: string): number;
fixItemStackCount(item: Item): Item;
/**
* AmmoBoxes contain StackSlots which need to be filled for the AmmoBox to have content.
* Here's what a filled AmmoBox looks like:
* {
* "_id": "b1bbe982daa00ac841d4ae4d",
* "_tpl": "57372c89245977685d4159b1",
* "parentId": "5fe49a0e2694b0755a504876",
* "slotId": "hideout",
* "location": {
* "x": 3,
* "y": 4,
* "r": 0
* },
* "upd": {
* "StackObjectsCount": 1
* }
* },
* {
* "_id": "b997b4117199033afd274a06",
* "_tpl": "56dff061d2720bb5668b4567",
* "parentId": "b1bbe982daa00ac841d4ae4d",
* "slotId": "cartridges",
* "location": 0,
* "upd": {
* "StackObjectsCount": 30
* }
* }
* Given the AmmoBox Item (first object) this function generates the StackSlot (second object) and returns it.
* StackSlots are only used for AmmoBoxes which only have one element in StackSlots. However, it seems to be generic
* to possibly also have more than one StackSlot. As good as possible, without seeing items having more than one
* StackSlot, this function takes account of this and creates and returns an array of StackSlotItems
*
* @param {object} item The item template of the AmmoBox as given in items.json
* @param {string} parentId The id of the AmmoBox instance these StackSlotItems should be children of
* @returns {array} The array of StackSlotItems
*/
generateItemsFromStackSlot(item: ITemplateItem, parentId: string): Item[];
getItem(tpl: string): [boolean, ITemplateItem];
/**
* get normalized value (0-1) based on item condition
* @param item
* @returns number between 0 and 1
*/
getItemQualityModifier(item: Item): number;
findAndReturnChildrenByItems(items: Item[], itemID: string): string[];
/**
* A variant of findAndReturnChildren where the output is list of item objects instead of their ids.
*/
findAndReturnChildrenAsItems(items: Item[], baseItemId: string): Item[];
/**
* find children of the item in a given assort (weapons parts for example, need recursive loop function)
*/
findAndReturnChildrenByAssort(itemIdToFind: string, assort: Item[]): Item[];
hasBuyRestrictions(itemToCheck: Item): boolean;
/**
* Is Dogtag
* Checks if an item is a dogtag. Used under profile_f.js to modify preparePrice based
* on the level of the dogtag
*/
isDogtag(tpl: string): boolean;
isNotSellable(tpl: string): boolean;
getChildId(item: Item): string;
isItemTplStackable(tpl: string): boolean;
/**
* split item stack if it exceeds StackMaxSize
*/
splitStack(item: Item): Item[];
/**
* Find Barter items in the inventory
* @param {string} by
* @param {Object} pmcData
* @param {string} barter_itemID
* @returns Array
*/
findBarterItems(by: string, pmcData: IPmcData, barter_itemID: string): any[];
/**
* @param {Object} pmcData
* @param {Array} items
* @param {Object} fastPanel
* @returns Array
*/
replaceIDs(pmcData: IPmcData, items: Item[], insuredItems?: InsuredItem[], fastPanel?: any): any[];
/**
* Recursivly loop down through an items hierarchy to see if any of the ids match the supplied list, return true if any do
* @param {string} tpl
* @param {Array} tplsToCheck
* @returns boolean
*/
doesItemOrParentsIdMatch(tpl: string, tplsToCheck: string[]): boolean;
/**
* Return true if item is a quest item
* @param {string} tpl
* @returns boolean
*/
isQuestItem(tpl: string): boolean;
getItemSize(items: Item[], rootItemId: string): ItemHelper.ItemSize;
}
declare namespace ItemHelper {
interface ItemSize {
width: number;
height: number;
}
}
export { ItemHelper };