Update armor prices, add some manual price overrides

This commit is contained in:
Platinum 2023-02-11 21:29:57 +11:00
parent 1bb650af91
commit 70b5057f8a
3 changed files with 36 additions and 15 deletions

View File

@ -4,5 +4,9 @@
"bulletDamageMultiplierRedutionFactor": 0.7,
"baselineArmourId": "5c0e655586f774045612eeb2",
"baselineArmourWeight": 10,
"enableDebug": true
"baselineArmourPrice": 200000,
"pricePerArmourClassStep": 100000,
"armourWeightMultiplierReductionFactor": 0.7,
"enableDebug": false,
"excludedCategories": ["5b5f78b786f77447ed5636af", "5b47574386f77428ca22b33c"]
}

View File

@ -8,7 +8,7 @@
{
"itemIdHint": "Just a human friendly description that isn't used in code to help you remember. This item is the .338 AP round",
"itemId": "5fc382a9d724d907e2077dab",
"priceMultiplier": 1
"priceMultiplier": 1.3
},
{
"itemIdHint": "MK-18 .338 rifle",
@ -19,6 +19,16 @@
"itemIdHint": "AXMC .338 rifle. This gun has no flea price by default. We can use the price override to avoid any issues",
"itemId": "627e14b21713922ded6f2c15",
"fleaPriceOverride": 300000
},
{
"itemIdHint": "RSASS 7.62 rifle. 300k+ default seems too high for me",
"itemId": "5a367e5dc4a282000e49738f",
"fleaPriceOverride": 150000
},
{
"itemIdHint": "Thicc Items Case",
"itemId": "5c0a840b86f7742ffa4f2482",
"fleaPriceOverride": 12000000
}
]
}

View File

@ -77,15 +77,20 @@ class TheBlacklistMod implements IPostDBLoadMod {
// We found a custom price override to use. That's all we care about for this item. Move on to the next item.
if (customItemConfig?.fleaPriceOverride) {
prices[item._id] = customItemConfig.fleaPriceOverride;
this.debug(`Updated ${item._id} - ${item._name} flea price from ${originalPrice} to ${prices[item._id]} (price override).`);
blacklistedItemsCount++;
return;
}
const itemProps = item._props;
if (!itemProps.CanSellOnRagfair) {
// Some blacklisted items are hard to balance or just shouldn't be allowed so we will keep them blacklisted.
if (advancedConfig.excludedCategories.some(category => category === handbookItem.ParentId)) {
ragfairConfig.dynamic.blacklist.custom.push(item._id);
this.debug(`Blacklisted item ${item._id} - ${item._name} because we are excluding handbook category ${handbookItem.ParentId}.`);
return;
}
itemProps.CanSellOnRagfair = config.disableBsgBlacklist;
prices[item._id] = this.getUpdatedPrice(item, prices);
@ -119,7 +124,7 @@ class TheBlacklistMod implements IPostDBLoadMod {
if (item._props.ammoType === "bullet") {
newPrice = this.getUpdatedAmmoPrice(item);
} else if (Number(item._props.armorClass) > 0 && item._props.armorZone?.some(zone => zone === "Chest")) {
newPrice = this.getUpdatedArmourPrice(item, prices);
newPrice = this.getUpdatedArmourPrice(item);
}
// Avoids NaN. Also we shouldn't have any prices of 0.
@ -142,18 +147,20 @@ class TheBlacklistMod implements IPostDBLoadMod {
return advancedConfig.baselineBulletPrice * penetrationMultiplier * damageMultiplier * config.blacklistedAmmoAdditionalPriceMultiplier;
}
// Armour price balancing is tricky. The default prices for some armours like the Zabralo is too high imo.
// Updated prices are based on a Trooper armour (default) as well as the armour class and its weight.
private getUpdatedArmourPrice(item: ITemplateItem, prices: Record<string, number>) {
const baselineArmourRating = Number(this.baselineArmour._props.armorClass);
const baselineArmourPrice = prices[this.baselineArmour._id];
// Some default armour prices are too high like the Zabralo so I want a more balanced way to calculate the price.
private getUpdatedArmourPrice(item: ITemplateItem) {
const baselineArmourClass = Number(this.baselineArmour._props.armorClass);
const itemArmourRatingMultiplier = Number(item._props.armorClass) / baselineArmourRating;
const itemArmourWeightMultiplier = advancedConfig.baselineArmourWeight / item._props.Weight;
// Hard to balance this figure so will just leave it out.
// const partialItemCost = prices[item._id] * (advancedConfig.percentageOfInitialArmourPriceToAdd / 100)
// Instead of doing a simple multiplier by dividing the two armour classes, this will give us a much bigger price range for different tiered armours.
const armourClassCost = (Number(item._props.armorClass) - baselineArmourClass) * advancedConfig.pricePerArmourClassStep;
const baseArmourWeightMultiplier = advancedConfig.baselineArmourWeight / item._props.Weight;
return baselineArmourPrice * itemArmourRatingMultiplier * itemArmourWeightMultiplier * config.blacklistedArmourAdditionalPriceMultiplier;
// Reduces the effect of the weight multiplier so some lighter armour aren't super expensive.
// Eg. let baseArmourWeightMultiplier = 2 & armourWeightMultiplierReductionFactor = 0.7. Instead of a 2x price when an armour is half as light as the baseline, we instead get:
// 2 + (1 - 2) * 0.7 = 2 - 0.7 = 1.3x the price.
const armourWeightMultiplier = baseArmourWeightMultiplier + (1 - baseArmourWeightMultiplier) * advancedConfig.armourWeightMultiplierReductionFactor;
return (advancedConfig.baselineArmourPrice + armourClassCost) * armourWeightMultiplier * config.blacklistedArmourAdditionalPriceMultiplier;
}
private debug(message: string) {