Valens-AIO/types/helpers/InRaidHelper.d.ts

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import { IPmcData } from "../models/eft/common/IPmcData";
import { Victim } from "../models/eft/common/tables/IBotBase";
import { Item } from "../models/eft/common/tables/IItem";
import { ISaveProgressRequestData } from "../models/eft/inRaid/ISaveProgressRequestData";
import { ILogger } from "../models/spt/utils/ILogger";
import { DatabaseServer } from "../servers/DatabaseServer";
import { SaveServer } from "../servers/SaveServer";
import { ProfileFixerService } from "../services/ProfileFixerService";
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import { JsonUtil } from "../utils/JsonUtil";
import { InventoryHelper } from "./InventoryHelper";
import { PaymentHelper } from "./PaymentHelper";
export declare class InRaidHelper {
protected logger: ILogger;
protected saveServer: SaveServer;
protected jsonUtil: JsonUtil;
protected databaseServer: DatabaseServer;
protected inventoryHelper: InventoryHelper;
protected paymentHelper: PaymentHelper;
protected profileFixerService: ProfileFixerService;
constructor(logger: ILogger, saveServer: SaveServer, jsonUtil: JsonUtil, databaseServer: DatabaseServer, inventoryHelper: InventoryHelper, paymentHelper: PaymentHelper, profileFixerService: ProfileFixerService);
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/**
* Reset the SPT inraid property stored in a profile to 'none'
* @param sessionID Session id
*/
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protected removePlayer(sessionID: string): void;
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/**
* Some maps have one-time-use keys (e.g. Labs
* Remove the relevant key from an inventory based on the post-raid request data passed in
* @param offraidData post-raid data
* @param sessionID Session id
*/
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protected removeMapAccessKey(offraidData: ISaveProgressRequestData, sessionID: string): void;
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/**
* Check an array of items and add an upd object to money items with a stack count of 1
* Single stack money items have no upd object and thus no StackObjectsCount, causing issues
* @param items Items array to check
*/
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addUpdToMoneyFromRaid(items: Item[]): void;
/**
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* Add karma changes up and return the new value
* @param existingFenceStanding Current fence standing level
* @param victims Array of kills player performed
* @returns adjusted karma level after kills are taken into account
*/
calculateFenceStandingChangeFromKills(existingFenceStanding: number, victims: Victim[]): number;
/**
* Reset a profile to a baseline, used post-raid
* Reset points earned during session property
* Increment exp
* Remove Labs keycard
* @param profileData Profile to update
* @param saveProgressRequest post raid save data request data
* @param sessionID Sessino id
* @returns Reset profile object
*/
updateProfileBaseStats(profileData: IPmcData, saveProgressRequest: ISaveProgressRequestData, sessionID: string): IPmcData;
/**
* Adds SpawnedInSession property to items found in a raid
* Removes SpawnedInSession for non-scav players if item was taken into raid with SpawnedInSession = true
* @param preRaidProfile profile to update
* @param postRaidProfile profile to upate inventory contents of
* @param isPlayerScav Was this a p scav raid
* @returns
*/
addSpawnedInSessionPropertyToItems(preRaidProfile: IPmcData, postRaidProfile: IPmcData, isPlayerScav: boolean): IPmcData;
/**
* Iterate over inventory items and remove the property that defines an item as Found in Raid
* Only removes property if item had FiR when entering raid
* @param postRaidProfile profile to update items for
* @returns Updated profile with SpawnedInSession removed
*/
removeSpawnedInSessionPropertyFromItems(postRaidProfile: IPmcData): IPmcData;
/**
* Update a players inventory post-raid
* Remove equipped items from pre-raid
* Add new items found in raid to profile
* Store insurance items in profile
* @param sessionID
* @param pmcData Profile to update
* @param postRaidProfile Profile returned by client after a raid
* @returns Updated profile
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*/
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setInventory(sessionID: string, pmcData: IPmcData, postRaidProfile: IPmcData): IPmcData;
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/**
* Clear pmc inventory of all items except those that are exempt
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* Used post-raid to remove items after death
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* @param pmcData Player profile
* @param sessionID Session id
* @returns Player profile with pmc inventory cleared
*/
deleteInventory(pmcData: IPmcData, sessionID: string): IPmcData;
/**
* Does the provided items slotId mean its kept on the player after death
* @param slotId slotid of item to check
* @returns true if item is kept after death
*/
isItemKeptAfterDeath(slotId: string): boolean;
getPlayerGear(items: Item[]): Item[];
}