General refactor, update ammo price logic
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a1eb900889
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@ -5,18 +5,21 @@
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"blacklistedItemPriceMultiplier": 2,
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"blacklistedAmmoAdditionalPriceMultiplier": 1.8,
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"blacklistedArmourAdditionalPriceMultiplier": 1.8,
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"customItemPriceMultipliers": [
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"customItemConfigs": [
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{
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"itemIdHint": "Just a human friendly description that isn't used in code to help you remember. This item is the .338 AP round",
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"itemId": "5fc382a9d724d907e2077dab",
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"priceMultiplier": 1.5
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},
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{
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"itemIdHint": "MK-18 .338 rifle",
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"itemId": "5fc22d7c187fea44d52eda44",
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"priceMultiplier": 3
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},
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{
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"itemIdHint": "AXMC .338 rifle. This gun has no flea price by default. We can use the price override to avoid any issues",
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"itemId": "627e14b21713922ded6f2c15",
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"priceMultiplier": 10
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"priceOverride": 150000
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}
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]
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}
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87
src/mod.ts
87
src/mod.ts
@ -46,30 +46,23 @@ class TheBlacklistMod implements IPostDBLoadMod {
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public postDBLoad(container: DependencyContainer): void {
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this.logger = container.resolve<ILogger>("WinstonLogger");
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const databaseServer = container.resolve<DatabaseServer>("DatabaseServer");
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const tables = databaseServer.getTables();
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const configServer = container.resolve<ConfigServer>("ConfigServer");
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const ragfairConfig = configServer.getConfig<IRagfairConfig>(ConfigTypes.RAGFAIR);
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const ragfairServer = container.resolve<RagfairServer>("RagfairServer");
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const ragfairPriceService = container.resolve<RagfairPriceService>("RagfairPriceService");
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const ragfairOfferGenerator = container.resolve<RagfairOfferGenerator>("RagfairOfferGenerator");
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const ragfairOfferService = container.resolve<RagfairOfferService>("RagfairOfferService");
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// Easiest way to make mod compatible with Lua's flea updater is let the user choose when to load the mod...
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setTimeout(() => this.initialiseMod(tables, ragfairConfig, ragfairServer, ragfairPriceService, ragfairOfferGenerator, ragfairOfferService), config.startDelayInSeconds * 1000);
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setTimeout(() => this.initialiseMod(container), config.startDelayInSeconds * 1000);
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}
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private initialiseMod(
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tables: IDatabaseTables,
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ragfairConfig: IRagfairConfig,
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ragfairServer: RagfairServer,
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ragfairPriceService: RagfairPriceService,
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ragfairOfferGenerator: RagfairOfferGenerator,
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ragfairOfferService: RagfairOfferService
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container: DependencyContainer
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): void {
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const databaseServer = container.resolve<DatabaseServer>("DatabaseServer");
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const tables = databaseServer.getTables();
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const configServer = container.resolve<ConfigServer>("ConfigServer");
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const ragfairConfig = configServer.getConfig<IRagfairConfig>(ConfigTypes.RAGFAIR);
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const ragfairPriceService = container.resolve<RagfairPriceService>("RagfairPriceService");
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const ragfairOfferGenerator = container.resolve<RagfairOfferGenerator>("RagfairOfferGenerator");
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const itemTable = tables.templates.items;
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const handbookItems = tables.templates.handbook.Items;
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const prices = tables.templates.prices;
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ragfairConfig.dynamic.blacklist.enableBsgList = !config.disableBsgBlacklist;
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@ -78,25 +71,34 @@ class TheBlacklistMod implements IPostDBLoadMod {
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let blacklistedItemsCount = 0;
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// Find all items to update by looping through handbook which is a better indicator of useable items.
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handbookItems.forEach(handbookItem => {
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const item = itemTable[handbookItem.Id];
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const customItemConfig = config.customItemConfigs.find(conf => conf.itemId === item._id);
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// We found a custom price override to use. That's all we care about for this item. Move on to the next item.
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if (customItemConfig?.priceOverride) {
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prices[item._id] = customItemConfig.priceOverride;
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return;
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}
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const itemProps = item._props;
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const prices = tables.templates.prices;
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if (!itemProps.CanSellOnRagfair) {
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if (!prices[item._id]) {
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this.logger.debug(`${this.modName} Could not find flea prices for ${item._id} - ${item._name}. Skipping item update.`);
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return;
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}
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const itemSpecificPriceMultiplier = config.customItemPriceMultipliers.find(conf => conf.itemId === item._id)?.priceMultiplier || 1;
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prices[item._id] *= config.blacklistedItemPriceMultiplier * itemSpecificPriceMultiplier;
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itemProps.CanSellOnRagfair = config.canSellBlacklistedItemsOnFlea;
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this.updatePriceIfAmmo(item, prices);
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this.updatePriceIfArmour(item, prices);
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prices[item._id] = this.getUpdatedPrice(item, prices);
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blacklistedItemsCount++;
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}
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const itemSpecificPriceMultiplier = customItemConfig?.priceMultiplier || 1;
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prices[item._id] *= itemSpecificPriceMultiplier;
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});
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// Typescript hack to call protected method
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@ -106,39 +108,42 @@ class TheBlacklistMod implements IPostDBLoadMod {
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});
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}
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private updatePriceIfAmmo(item: ITemplateItem, prices: Record<string, number>) {
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if (item._props.ammoType === "bullet") {
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// Note that this price can be affected by other mods like Lua's market updater and the global price multiplier already.
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const currentFleaPrice = prices[item._id];
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private getUpdatedPrice(item: ITemplateItem, prices: Record<string, number>) {
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// Note that this price can be affected by other mods like Lua's market updater.
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const currentFleaPrice = prices[item._id];
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let newPrice: number;
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prices[item._id] = this.getUpdatedAmmoPrice(item, currentFleaPrice);
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if (item._props.ammoType === "bullet") {
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newPrice = this.getUpdatedAmmoPrice(item, currentFleaPrice);
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} else if (Number(item._props.armorClass) > 0) {
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newPrice = this.getUpdatedArmourPrice(item, prices);
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}
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return newPrice ? newPrice * config.blacklistedItemPriceMultiplier : currentFleaPrice;
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}
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private getUpdatedAmmoPrice(item: ITemplateItem, currentFleaPrice: number) {
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const baselinePen = this.baselineBullet._props.PenetrationPower;
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const baselineDamage = this.baselineBullet._props.Damage;
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return currentFleaPrice * config.blacklistedAmmoAdditionalPriceMultiplier * item._props.PenetrationPower / baselinePen;
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const penetrationMultiplier = item._props.PenetrationPower / baselinePen;
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const damageMultiplier = item._props.Damage / baselineDamage;
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return currentFleaPrice * config.blacklistedAmmoAdditionalPriceMultiplier * penetrationMultiplier * damageMultiplier;
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}
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private updatePriceIfArmour(item: ITemplateItem, prices: Record<string, number>) {
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if (Number(item._props.armorClass) > 0) {
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prices[item._id] = this.getUpdatedArmourPrice(item, prices);
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}
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}
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// Armour price balancing is tricky. The default values for some armours like the Zabralo is too high imo.
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// Armour price balancing is tricky. The default prices for some armours like the Zabralo is too high imo.
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// Updated prices are based on a Trooper armour (default) as well as the armour class and its weight.
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private getUpdatedArmourPrice(item: ITemplateItem, prices: Record<string, number>) {
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const baselineArmourRating = Number(this.baselineArmour._props.armorClass);
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const baselineArmourPrice = prices[this.baselineArmour._id];
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const itemArmourRating = Number(item._props.armorClass);
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const itemArmourRatingMultiplier = itemArmourRating / baselineArmourRating;
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const itemArmourWeightMultiplier = advancedConfig.baselineArmourWeight / item._props.Weight;
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const partialItemCost = prices[item._id] * (advancedConfig.percentageOfInitialArmourPriceToAdd / 100)
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return baselineArmourPrice * config.blacklistedArmourAdditionalPriceMultiplier * itemArmourRatingMultiplier * itemArmourWeightMultiplier + partialItemCost;
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const itemArmourRatingMultiplier = Number(item._props.armorClass) / baselineArmourRating;
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const itemArmourWeightMultiplier = advancedConfig.baselineArmourWeight / item._props.Weight;
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// Hard to balance this figure so will just leave it out.
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// const partialItemCost = prices[item._id] * (advancedConfig.percentageOfInitialArmourPriceToAdd / 100)
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return baselineArmourPrice * config.blacklistedArmourAdditionalPriceMultiplier * itemArmourRatingMultiplier * itemArmourWeightMultiplier;
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}
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}
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