2023-02-12 23:21:22 -05:00

185 lines
7.9 KiB
TypeScript

import { HandbookHelper } from "../helpers/HandbookHelper";
import { ItemHelper } from "../helpers/ItemHelper";
import { PresetHelper } from "../helpers/PresetHelper";
import { FenceLevel, Preset } from "../models/eft/common/IGlobals";
import { IPmcData } from "../models/eft/common/IPmcData";
import { Item } from "../models/eft/common/tables/IItem";
import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
import { ITraderAssort } from "../models/eft/common/tables/ITrader";
import { ITraderConfig } from "../models/spt/config/ITraderConfig";
import { ILogger } from "../models/spt/utils/ILogger";
import { ConfigServer } from "../servers/ConfigServer";
import { DatabaseServer } from "../servers/DatabaseServer";
import { HashUtil } from "../utils/HashUtil";
import { JsonUtil } from "../utils/JsonUtil";
import { RandomUtil } from "../utils/RandomUtil";
import { TimeUtil } from "../utils/TimeUtil";
import { ItemFilterService } from "./ItemFilterService";
import { LocalisationService } from "./LocalisationService";
/**
* Handle actions surrounding Fence
* e.g. generating or refreshing assorts / get next refresh time
*/
export declare class FenceService {
protected logger: ILogger;
protected hashUtil: HashUtil;
protected jsonUtil: JsonUtil;
protected timeUtil: TimeUtil;
protected randomUtil: RandomUtil;
protected databaseServer: DatabaseServer;
protected handbookHelper: HandbookHelper;
protected itemHelper: ItemHelper;
protected presetHelper: PresetHelper;
protected itemFilterService: ItemFilterService;
protected localisationService: LocalisationService;
protected configServer: ConfigServer;
/** Main assorts you see at all rep levels */
protected fenceAssort: ITraderAssort;
/** Assorts shown on a separte tab when you max out fence rep */
protected fenceDiscountAssort: ITraderAssort;
protected traderConfig: ITraderConfig;
protected nextMiniRefreshTimestamp: number;
constructor(logger: ILogger, hashUtil: HashUtil, jsonUtil: JsonUtil, timeUtil: TimeUtil, randomUtil: RandomUtil, databaseServer: DatabaseServer, handbookHelper: HandbookHelper, itemHelper: ItemHelper, presetHelper: PresetHelper, itemFilterService: ItemFilterService, localisationService: LocalisationService, configServer: ConfigServer);
/**
* Replace main fence assort with new assort
* @param assort New assorts to replace old with
*/
protected setFenceAssort(assort: ITraderAssort): void;
/**
* Replace high rep level fence assort with new assort
* @param assort New assorts to replace old with
*/
protected setFenceDiscountAssort(assort: ITraderAssort): void;
/**
* Get assorts player can purchase
* Adjust prices based on fence level of player
* @param pmcProfile Player profile
* @returns ITraderAssort
*/
getFenceAssorts(pmcProfile: IPmcData): ITraderAssort;
/**
* Adjust all items contained inside an assort by a multiplier
* @param assort Assort that contains items with prices to adjust
* @param itemMultipler multipler to use on items
* @param presetMultiplier preset multipler to use on presets
*/
protected adjustAssortItemPrices(assort: ITraderAssort, itemMultipler: number, presetMultiplier: number): void;
/**
* Merge two trader assort files together
* @param firstAssort assort 1#
* @param secondAssort assort #2
* @returns merged assort
*/
protected mergeAssorts(firstAssort: ITraderAssort, secondAssort: ITraderAssort): ITraderAssort;
/**
* Adjust assorts price by a modifier
* @param item assort item details
* @param assort assort to be modified
* @param modifier value to multiply item price by
* @param presetModifier value to multiply preset price by
*/
protected adjustItemPriceByModifier(item: Item, assort: ITraderAssort, modifier: number, presetModifier: number): void;
/**
* Get fence assorts with no price adjustments based on fence rep
* @returns ITraderAssort
*/
getRawFenceAssorts(): ITraderAssort;
/**
* Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
* @returns true if it needs a partial refresh
*/
needsPartialRefresh(): boolean;
/**
* Replace a percentage of fence assorts with freshly generated items
*/
performPartialRefresh(): void;
/**
* Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
*/
protected incrementPartialRefreshTime(): void;
/**
* Compare the current fence offer count to what the config wants it to be,
* If value is lower add extra count to value to generate more items to fill gap
* @param existingItemCountToReplace count of items to generate
* @returns number of items to generate
*/
protected getCountOfItemsToGenerate(existingItemCountToReplace: number): number;
/**
* Choose an item (not mod) at random and remove from assorts
*/
protected removeRandomItemFromAssorts(assort: ITraderAssort): void;
/**
* Get an integer rounded count of items to replace based on percentrage from traderConfig value
* @param totalItemCount total item count
* @returns rounded int of items to replace
*/
protected getCountOfItemsToReplace(totalItemCount: number): number;
/**
* Get the count of items fence offers
* @returns number
*/
getOfferCount(): number;
/**
* Create trader assorts for fence and store in fenceService cache
*/
generateFenceAssorts(): void;
/**
* Create skeleton to hold assort items
* @returns ITraderAssort object
*/
protected createBaseTraderAssortItem(): ITraderAssort;
/**
* Hydrate assorts parameter object with generated assorts
* @param assortCount Number of assorts to generate
* @param assorts object to add created assorts to
*/
protected createAssorts(assortCount: number, assorts: ITraderAssort, loyaltyLevel: number): void;
protected addItemAssorts(assortCount: number, fenceAssortIds: string[], assorts: ITraderAssort, fenceAssort: ITraderAssort, itemTypeCounts: Record<string, {
current: number;
max: number;
}>, loyaltyLevel: number): void;
/**
* Add preset weapons to fence presets
* @param assortCount how many assorts to add to assorts
* @param defaultWeaponPresets a dictionary of default weapon presets
* @param assorts object to add presets to
* @param loyaltyLevel loyalty level to requre item at
*/
protected addPresets(desiredPresetCount: number, defaultWeaponPresets: Record<string, Preset>, assorts: ITraderAssort, loyaltyLevel: number): void;
/**
* Randomise items' upd properties e.g. med packs/weapons/armor
* @param itemDetails Item being randomised
* @param itemToAdjust Item being edited
*/
protected randomiseItemUpdProperties(itemDetails: ITemplateItem, itemToAdjust: Item): void;
/**
* Construct item limit record to hold max and current item count
* @param limits limits as defined in config
* @returns record, key: item tplId, value: current/max item count allowed
*/
protected initItemLimitCounter(limits: Record<string, number>): Record<string, {
current: number;
max: number;
}>;
/**
* Get the next update timestamp for fence
* @returns future timestamp
*/
getNextFenceUpdateTimestamp(): number;
/**
* Get fence refresh time in seconds
*/
protected getFenceRefreshTime(): number;
/**
* Get fence level the passed in profile has
* @param pmcData Player profile
* @returns FenceLevel object
*/
getFenceInfo(pmcData: IPmcData): FenceLevel;
/**
* Remove an assort from fence by id
* @param assortIdToRemove assort id to remove from fence assorts
*/
removeFenceOffer(assortIdToRemove: string): void;
}