Platinum c50b92356b Update to 3.9.X
Reviewed-on: #1
Co-authored-by: Platinum <platinumgamer@hotmail.com>
Co-committed-by: Platinum <platinumgamer@hotmail.com>
2024-08-05 10:45:19 +00:00

290 lines
14 KiB
TypeScript

import { DialogueHelper } from "@spt/helpers/DialogueHelper";
import { ItemHelper } from "@spt/helpers/ItemHelper";
import { PaymentHelper } from "@spt/helpers/PaymentHelper";
import { PresetHelper } from "@spt/helpers/PresetHelper";
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
import { QuestConditionHelper } from "@spt/helpers/QuestConditionHelper";
import { RagfairServerHelper } from "@spt/helpers/RagfairServerHelper";
import { TraderHelper } from "@spt/helpers/TraderHelper";
import { IPmcData } from "@spt/models/eft/common/IPmcData";
import { Common, IQuestStatus } from "@spt/models/eft/common/tables/IBotBase";
import { Item } from "@spt/models/eft/common/tables/IItem";
import { IQuest, IQuestCondition, IQuestReward } from "@spt/models/eft/common/tables/IQuest";
import { IItemEventRouterResponse } from "@spt/models/eft/itemEvent/IItemEventRouterResponse";
import { IAcceptQuestRequestData } from "@spt/models/eft/quests/IAcceptQuestRequestData";
import { IFailQuestRequestData } from "@spt/models/eft/quests/IFailQuestRequestData";
import { QuestStatus } from "@spt/models/enums/QuestStatus";
import { IQuestConfig } from "@spt/models/spt/config/IQuestConfig";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { EventOutputHolder } from "@spt/routers/EventOutputHolder";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { DatabaseService } from "@spt/services/DatabaseService";
import { LocaleService } from "@spt/services/LocaleService";
import { LocalisationService } from "@spt/services/LocalisationService";
import { MailSendService } from "@spt/services/MailSendService";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { HashUtil } from "@spt/utils/HashUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
import { ICloner } from "@spt/utils/cloners/ICloner";
export declare class QuestHelper {
protected logger: ILogger;
protected timeUtil: TimeUtil;
protected hashUtil: HashUtil;
protected itemHelper: ItemHelper;
protected databaseService: DatabaseService;
protected questConditionHelper: QuestConditionHelper;
protected eventOutputHolder: EventOutputHolder;
protected localeService: LocaleService;
protected ragfairServerHelper: RagfairServerHelper;
protected dialogueHelper: DialogueHelper;
protected profileHelper: ProfileHelper;
protected paymentHelper: PaymentHelper;
protected localisationService: LocalisationService;
protected seasonalEventService: SeasonalEventService;
protected traderHelper: TraderHelper;
protected presetHelper: PresetHelper;
protected mailSendService: MailSendService;
protected configServer: ConfigServer;
protected cloner: ICloner;
protected questConfig: IQuestConfig;
constructor(logger: ILogger, timeUtil: TimeUtil, hashUtil: HashUtil, itemHelper: ItemHelper, databaseService: DatabaseService, questConditionHelper: QuestConditionHelper, eventOutputHolder: EventOutputHolder, localeService: LocaleService, ragfairServerHelper: RagfairServerHelper, dialogueHelper: DialogueHelper, profileHelper: ProfileHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, seasonalEventService: SeasonalEventService, traderHelper: TraderHelper, presetHelper: PresetHelper, mailSendService: MailSendService, configServer: ConfigServer, cloner: ICloner);
/**
* Get status of a quest in player profile by its id
* @param pmcData Profile to search
* @param questId Quest id to look up
* @returns QuestStatus enum
*/
getQuestStatus(pmcData: IPmcData, questId: string): QuestStatus;
/**
* returns true is the level condition is satisfied
* @param playerLevel Players level
* @param condition Quest condition
* @returns true if player level is greater than or equal to quest
*/
doesPlayerLevelFulfilCondition(playerLevel: number, condition: IQuestCondition): boolean;
/**
* Get the quests found in both arrays (inner join)
* @param before Array of quests #1
* @param after Array of quests #2
* @returns Reduction of cartesian product between two quest arrays
*/
getDeltaQuests(before: IQuest[], after: IQuest[]): IQuest[];
/**
* Adjust skill experience for low skill levels, mimicing the official client
* @param profileSkill the skill experience is being added to
* @param progressAmount the amount of experience being added to the skill
* @returns the adjusted skill progress gain
*/
adjustSkillExpForLowLevels(profileSkill: Common, progressAmount: number): number;
/**
* Get quest name by quest id
* @param questId id to get
* @returns
*/
getQuestNameFromLocale(questId: string): string;
/**
* Check if trader has sufficient loyalty to fulfill quest requirement
* @param questProperties Quest props
* @param profile Player profile
* @returns true if loyalty is high enough to fulfill quest requirement
*/
traderLoyaltyLevelRequirementCheck(questProperties: IQuestCondition, profile: IPmcData): boolean;
/**
* Check if trader has sufficient standing to fulfill quest requirement
* @param questProperties Quest props
* @param profile Player profile
* @returns true if standing is high enough to fulfill quest requirement
*/
traderStandingRequirementCheck(questProperties: IQuestCondition, profile: IPmcData): boolean;
protected compareAvailableForValues(current: number, required: number, compareMethod: string): boolean;
/**
* Take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
* @param questReward Reward item to fix
* @returns Fixed rewards
*/
protected processReward(questReward: IQuestReward): Item[];
/**
* Add missing mod items to a quest armor reward
* @param originalRewardRootItem Original armor reward item from IQuestReward.items object
* @param questReward Armor reward from quest
*/
protected generateArmorRewardChildSlots(originalRewardRootItem: Item, questReward: IQuestReward): void;
/**
* Gets a flat list of reward items for the given quest at a specific state (e.g. Fail/Success)
* @param quest quest to get rewards for
* @param status Quest status that holds the items (Started, Success, Fail)
* @returns array of items with the correct maxStack
*/
getQuestRewardItems(quest: IQuest, status: QuestStatus): Item[];
/**
* Look up quest in db by accepted quest id and construct a profile-ready object ready to store in profile
* @param pmcData Player profile
* @param newState State the new quest should be in when returned
* @param acceptedQuest Details of accepted quest from client
*/
getQuestReadyForProfile(pmcData: IPmcData, newState: QuestStatus, acceptedQuest: IAcceptQuestRequestData): IQuestStatus;
/**
* Get quests that can be shown to player after starting a quest
* @param startedQuestId Quest started by player
* @param sessionID Session id
* @returns Quests accessible to player incuding newly unlocked quests now quest (startedQuestId) was started
*/
getNewlyAccessibleQuestsWhenStartingQuest(startedQuestId: string, sessionID: string): IQuest[];
/**
* Should a seasonal/event quest be shown to the player
* @param questId Quest to check
* @returns true = show to player
*/
showEventQuestToPlayer(questId: string): boolean;
/**
* Is the quest for the opposite side the player is on
* @param playerSide Player side (usec/bear)
* @param questId QuestId to check
*/
questIsForOtherSide(playerSide: string, questId: string): boolean;
/**
* Get quests that can be shown to player after failing a quest
* @param failedQuestId Id of the quest failed by player
* @param sessionId Session id
* @returns IQuest array
*/
failedUnlocked(failedQuestId: string, sessionId: string): IQuest[];
/**
* Adjust quest money rewards by passed in multiplier
* @param quest Quest to multiple money rewards
* @param bonusPercent Value to adjust money rewards by
* @param questStatus Status of quest to apply money boost to rewards of
* @returns Updated quest
*/
applyMoneyBoost(quest: IQuest, bonusPercent: number, questStatus: QuestStatus): IQuest;
/**
* Sets the item stack to new value, or delete the item if value <= 0
* // TODO maybe merge this function and the one from customization
* @param pmcData Profile
* @param itemId id of item to adjust stack size of
* @param newStackSize Stack size to adjust to
* @param sessionID Session id
* @param output ItemEvent router response
*/
changeItemStack(pmcData: IPmcData, itemId: string, newStackSize: number, sessionID: string, output: IItemEventRouterResponse): void;
/**
* Add item stack change object into output route event response
* @param output Response to add item change event into
* @param sessionId Session id
* @param item Item that was adjusted
*/
protected addItemStackSizeChangeIntoEventResponse(output: IItemEventRouterResponse, sessionId: string, item: Item): void;
/**
* Get quests, strip all requirement conditions except level
* @param quests quests to process
* @returns quest array without conditions
*/
protected getQuestsWithOnlyLevelRequirementStartCondition(quests: IQuest[]): IQuest[];
/**
* Remove all quest conditions except for level requirement
* @param quest quest to clean
* @returns reset IQuest object
*/
getQuestWithOnlyLevelRequirementStartCondition(quest: IQuest): IQuest;
/**
* Fail a quest in a player profile
* @param pmcData Player profile
* @param failRequest Fail quest request data
* @param sessionID Session id
* @param output Client output
*/
failQuest(pmcData: IPmcData, failRequest: IFailQuestRequestData, sessionID: string, output?: IItemEventRouterResponse): void;
/**
* Get List of All Quests from db
* NOT CLONED
* @returns Array of IQuest objects
*/
getQuestsFromDb(): IQuest[];
/**
* Get quest by id from database (repeatables are stored in profile, check there if questId not found)
* @param questId Id of quest to find
* @param pmcData Player profile
* @returns IQuest object
*/
getQuestFromDb(questId: string, pmcData: IPmcData): IQuest;
/**
* Get a quests startedMessageText key from db, if no startedMessageText key found, use description key instead
* @param startedMessageTextId startedMessageText property from IQuest
* @param questDescriptionId description property from IQuest
* @returns message id
*/
getMessageIdForQuestStart(startedMessageTextId: string, questDescriptionId: string): string;
/**
* Get the locale Id from locale db for a quest message
* @param questMessageId Quest message id to look up
* @returns Locale Id from locale db
*/
getQuestLocaleIdFromDb(questMessageId: string): string;
/**
* Alter a quests state + Add a record to its status timers object
* @param pmcData Profile to update
* @param newQuestState New state the quest should be in
* @param questId Id of the quest to alter the status of
*/
updateQuestState(pmcData: IPmcData, newQuestState: QuestStatus, questId: string): void;
/**
* Resets a quests values back to its chosen state
* @param pmcData Profile to update
* @param newQuestState New state the quest should be in
* @param questId Id of the quest to alter the status of
*/
resetQuestState(pmcData: IPmcData, newQuestState: QuestStatus, questId: string): void;
/**
* Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
* @param profileData Player profile (scav or pmc)
* @param questId questId of quest to get rewards for
* @param state State of the quest to get rewards for
* @param sessionId Session id
* @param questResponse Response to send back to client
* @returns Array of reward objects
*/
applyQuestReward(profileData: IPmcData, questId: string, state: QuestStatus, sessionId: string, questResponse: IItemEventRouterResponse): Item[];
/**
* WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
* also update client response recipeUnlocked array with craft id
* @param pmcData Player profile
* @param craftUnlockReward Reward item from quest with craft unlock details
* @param questDetails Quest with craft unlock reward
* @param sessionID Session id
* @param response Response to send back to client
*/
protected findAndAddHideoutProductionIdToProfile(pmcData: IPmcData, craftUnlockReward: IQuestReward, questDetails: IQuest, sessionID: string, response: IItemEventRouterResponse): void;
/**
* Get players money reward bonus from profile
* @param pmcData player profile
* @returns bonus as a percent
*/
protected getQuestMoneyRewardBonus(pmcData: IPmcData): number;
/**
* Find quest with 'findItem' condition that needs the item tpl be handed in
* @param itemTpl item tpl to look for
* @param questIds Quests to search through for the findItem condition
* @returns quest id with 'FindItem' condition id
*/
getFindItemConditionByQuestItem(itemTpl: string, questIds: string[], allQuests: IQuest[]): Record<string, string>;
/**
* Add all quests to a profile with the provided statuses
* @param pmcProfile profile to update
* @param statuses statuses quests should have
*/
addAllQuestsToProfile(pmcProfile: IPmcData, statuses: QuestStatus[]): void;
findAndRemoveQuestFromArrayIfExists(questId: string, quests: IQuestStatus[]): void;
/**
* Return a list of quests that would fail when supplied quest is completed
* @param completedQuestId quest completed id
* @returns array of IQuest objects
*/
getQuestsFailedByCompletingQuest(completedQuestId: string): IQuest[];
/**
* Get the hours a mails items can be collected for by profile type
* @param pmcData Profile to get hours for
* @returns Hours item will be available for
*/
getMailItemRedeemTimeHoursForProfile(pmcData: IPmcData): number;
}