import { IPmcData } from "../models/eft/common/IPmcData"; import { Quest } from "../models/eft/common/tables/IBotBase"; import { AvailableForConditions, AvailableForProps, IQuest, Reward } from "../models/eft/common/tables/IQuest"; import { IItemEventRouterResponse } from "../models/eft/itemEvent/IItemEventRouterResponse"; import { IAcceptQuestRequestData } from "../models/eft/quests/IAcceptQuestRequestData"; import { IFailQuestRequestData } from "../models/eft/quests/IFailQuestRequestData"; import { QuestStatus } from "../models/enums/QuestStatus"; import { IQuestConfig } from "../models/spt/config/IQuestConfig"; import { ILogger } from "../models/spt/utils/ILogger"; import { EventOutputHolder } from "../routers/EventOutputHolder"; import { ConfigServer } from "../servers/ConfigServer"; import { DatabaseServer } from "../servers/DatabaseServer"; import { LocaleService } from "../services/LocaleService"; import { LocalisationService } from "../services/LocalisationService"; import { HashUtil } from "../utils/HashUtil"; import { JsonUtil } from "../utils/JsonUtil"; import { TimeUtil } from "../utils/TimeUtil"; import { DialogueHelper } from "./DialogueHelper"; import { ItemHelper } from "./ItemHelper"; import { PaymentHelper } from "./PaymentHelper"; import { ProfileHelper } from "./ProfileHelper"; import { RagfairServerHelper } from "./RagfairServerHelper"; import { TraderHelper } from "./TraderHelper"; export declare class QuestHelper { protected logger: ILogger; protected jsonUtil: JsonUtil; protected timeUtil: TimeUtil; protected hashUtil: HashUtil; protected itemHelper: ItemHelper; protected eventOutputHolder: EventOutputHolder; protected databaseServer: DatabaseServer; protected localeService: LocaleService; protected ragfairServerHelper: RagfairServerHelper; protected dialogueHelper: DialogueHelper; protected profileHelper: ProfileHelper; protected paymentHelper: PaymentHelper; protected localisationService: LocalisationService; protected traderHelper: TraderHelper; protected configServer: ConfigServer; protected questConfig: IQuestConfig; constructor(logger: ILogger, jsonUtil: JsonUtil, timeUtil: TimeUtil, hashUtil: HashUtil, itemHelper: ItemHelper, eventOutputHolder: EventOutputHolder, databaseServer: DatabaseServer, localeService: LocaleService, ragfairServerHelper: RagfairServerHelper, dialogueHelper: DialogueHelper, profileHelper: ProfileHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, traderHelper: TraderHelper, configServer: ConfigServer); /** * 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: AvailableForConditions): 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[]; /** * Increase skill points of a skill on player profile * @param sessionID Session id * @param pmcData Player profile * @param skillName Name of skill to increase skill points of * @param progressAmount Amount of skill points to add to skill */ rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number): void; /** * 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 */ traderStandingRequirementCheck(questProperties: AvailableForProps, profile: IPmcData): boolean; protected processReward(reward: Reward): Reward[]; /** * 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 state Quest status that holds the items (Started, Success, Fail) * @returns array of items with the correct maxStack */ getQuestRewardItems(quest: IQuest, state: QuestStatus): Reward[]; /** * 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): Quest; /** * TODO: what is going on here * @param acceptedQuestId Quest to add to profile * @param sessionID Session id * @returns Array of quests in profile + quest passed in as param */ acceptedUnlocked(acceptedQuestId: string, sessionID: string): IQuest[]; /** * TODO: what is going on here * @param failedQuestId * @param sessionID Session id * @returns */ failedUnlocked(failedQuestId: string, sessionID: string): IQuest[]; /** * Adjust quest money rewards by passed in multiplier * @param quest Quest to multiple money rewards * @param multiplier Value to adjust money rewards by * @returns Updated quest */ applyMoneyBoost(quest: IQuest, multiplier: number): 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; /** * 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 * @returns Item event router response */ failQuest(pmcData: IPmcData, failRequest: IFailQuestRequestData, sessionID: string): IItemEventRouterResponse; /** * 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 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; /** * Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned * @param pmcData Player profile * @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(pmcData: IPmcData, questId: string, state: QuestStatus, sessionId: string, questResponse: IItemEventRouterResponse): Reward[]; /** * 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: Reward, questDetails: IQuest, sessionID: string, response: IItemEventRouterResponse): void; /** * Get players intel center bonus from profile * @param pmcData player profile * @returns bonus as a percent */ protected getIntelCenterRewardBonus(pmcData: IPmcData): number; /** * Find quest with 'findItem' requirement that needs the item tpl be handed in * @param itemTpl item tpl to look for * @returns 'FindItem' condition id */ getFindItemIdForQuestHandIn(itemTpl: 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; }