import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper"; import { ItemHelper } from "@spt-aki/helpers/ItemHelper"; import { PresetHelper } from "@spt-aki/helpers/PresetHelper"; import { IFenceLevel } from "@spt-aki/models/eft/common/IGlobals"; import { IPmcData } from "@spt-aki/models/eft/common/IPmcData"; import { Item, Repairable } from "@spt-aki/models/eft/common/tables/IItem"; import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem"; import { IBarterScheme, ITraderAssort } from "@spt-aki/models/eft/common/tables/ITrader"; import { IItemDurabilityCurrentMax, ITraderConfig } from "@spt-aki/models/spt/config/ITraderConfig"; import { IFenceAssortGenerationValues, IGenerationAssortValues } from "@spt-aki/models/spt/fence/IFenceAssortGenerationValues"; import { ILogger } from "@spt-aki/models/spt/utils/ILogger"; import { ConfigServer } from "@spt-aki/servers/ConfigServer"; import { DatabaseServer } from "@spt-aki/servers/DatabaseServer"; import { LocalisationService } from "@spt-aki/services/LocalisationService"; import { JsonUtil } from "@spt-aki/utils/JsonUtil"; import { RandomUtil } from "@spt-aki/utils/RandomUtil"; import { TimeUtil } from "@spt-aki/utils/TimeUtil"; /** * Handle actions surrounding Fence * e.g. generating or refreshing assorts / get next refresh time */ export declare class FenceService { protected logger: ILogger; protected jsonUtil: JsonUtil; protected timeUtil: TimeUtil; protected randomUtil: RandomUtil; protected databaseServer: DatabaseServer; protected handbookHelper: HandbookHelper; protected itemHelper: ItemHelper; protected presetHelper: PresetHelper; protected localisationService: LocalisationService; protected configServer: ConfigServer; protected traderConfig: ITraderConfig; /** Time when some items in assort will be replaced */ protected nextPartialRefreshTimestamp: number; /** Main assorts you see at all rep levels */ protected fenceAssort: ITraderAssort; /** Assorts shown on a separate tab when you max out fence rep */ protected fenceDiscountAssort: ITraderAssort; /** Hydrated on initial assort generation as part of generateFenceAssorts() */ protected desiredAssortCounts: IFenceAssortGenerationValues; constructor(logger: ILogger, jsonUtil: JsonUtil, timeUtil: TimeUtil, randomUtil: RandomUtil, databaseServer: DatabaseServer, handbookHelper: HandbookHelper, itemHelper: ItemHelper, presetHelper: PresetHelper, localisationService: LocalisationService, configServer: ConfigServer); /** * Replace main fence assort with new assort * @param assort New assorts to replace old with */ setFenceAssort(assort: ITraderAssort): void; /** * Replace high rep level fence assort with new assort * @param discountAssort New assorts to replace old with */ setFenceDiscountAssort(discountAssort: 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 (clone)Assort that contains items with prices to adjust * @param itemMultipler multipler to use on items * @param presetMultiplier preset multipler to use on presets */ protected adjustAssortItemPricesByConfigMultiplier(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(): IFenceAssortGenerationValues; /** * Delete desired number of items from assort (including children) * @param itemCountToReplace * @param discountItemCountToReplace */ protected deleteRandomAssorts(itemCountToReplace: number, assort: ITraderAssort): void; /** * Choose an item at random and remove it + mods from assorts * @param assort Items to remove from * @param rootItems Assort root items to pick from to remove */ protected removeRandomItemFromAssorts(assort: ITraderAssort, rootItems: Item[]): 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 * Uses fence base cache generatedon server start as a base */ generateFenceAssorts(): void; /** * Create object that contains calculated fence assort item values to make based on config * Stored in this.desiredAssortCounts */ protected createInitialFenceAssortGenerationValues(): void; /** * Create skeleton to hold assort items * @returns ITraderAssort object */ protected createFenceAssortSkeleton(): 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(itemCounts: IGenerationAssortValues, assorts: ITraderAssort, loyaltyLevel: number): void; /** * Add item assorts to existing assort data * @param assortCount Number to add * @param assorts Assorts data to add to * @param baseFenceAssortClone Base data to draw from * @param itemTypeLimits * @param loyaltyLevel Loyalty level to set new item to */ protected addItemAssorts(assortCount: number, assorts: ITraderAssort, baseFenceAssortClone: ITraderAssort, itemTypeLimits: Record, loyaltyLevel: number): void; /** * Find an assort item that matches the first parameter, also matches based on upd properties * e.g. salewa hp resource units left * @param rootItemBeingAdded item to look for a match against * @param itemDbDetails Db details of matching item * @param fenceItemAssorts Items to search through * @returns Matching assort item */ protected getMatchingItem(rootItemBeingAdded: Item, itemDbDetails: ITemplateItem, fenceItemAssorts: Item[]): Item; /** * Should this item be forced into only 1 stack on fence * @param existingItem Existing item from fence assort * @param itemDbDetails Item we want to add db details * @returns True item should be force stacked */ protected itemShouldBeForceStacked(existingItem: Item, itemDbDetails: ITemplateItem): boolean; /** * Adjust price of item based on what is left to buy (resource/uses left) * @param barterSchemes All barter scheme for item having price adjusted * @param itemRoot Root item having price adjusted * @param itemTemplate Db template of item */ protected adjustItemPriceByQuality(barterSchemes: Record, itemRoot: Item, itemTemplate: ITemplateItem): void; protected getMatchingItemLimit(itemTypeLimits: Record, itemTpl: string): { current: number; max: number; }; /** * Find presets in base fence assort and add desired number to 'assorts' parameter * @param desiredWeaponPresetsCount * @param assorts Assorts to add preset to * @param baseFenceAssort Base data to draw from * @param loyaltyLevel Which loyalty level is required to see/buy item */ protected addPresetsToAssort(desiredWeaponPresetsCount: number, desiredEquipmentPresetsCount: number, assorts: ITraderAssort, baseFenceAssort: ITraderAssort, loyaltyLevel: number): void; /** * Adjust plate / soft insert durability values * @param armor Armor item array to add mods into * @param itemDbDetails Armor items db template */ protected randomiseArmorModDurability(armor: Item[], itemDbDetails: ITemplateItem): void; /** * Get stack size of a singular item (no mods) * @param itemDbDetails item being added to fence * @returns Stack size */ protected getSingleItemStackCount(itemDbDetails: ITemplateItem): number; /** * Remove parts of a weapon prior to being listed on flea * @param itemAndMods Weapon to remove parts from */ protected removeRandomModsOfItem(itemAndMods: Item[]): void; /** * Roll % chance check to see if item should be removed * @param weaponMod Weapon mod being checked * @param itemsBeingDeleted Current list of items on weapon being deleted * @returns True if item will be removed */ protected presetModItemWillBeRemoved(weaponMod: Item, itemsBeingDeleted: string[]): boolean; /** * 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; /** * Generate a randomised current and max durabiltiy value for an armor item * @param itemDetails Item to create values for * @param equipmentDurabilityLimits Max durabiltiy percent min/max values * @returns Durability + MaxDurability values */ protected getRandomisedArmorDurabilityValues(itemDetails: ITemplateItem, equipmentDurabilityLimits: IItemDurabilityCurrentMax): Repairable; /** * 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): Record; /** * Get the next update timestamp for fence * @returns future timestamp */ getNextFenceUpdateTimestamp(): number; /** * Get fence refresh time in seconds * @returns 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): IFenceLevel; /** * Remove or lower stack size of an assort from fence by id * @param assortId assort id to adjust * @param buyCount Count of items bought */ amendOrRemoveFenceOffer(assortId: string, buyCount: number): void; protected deleteOffer(assortId: string, assorts: Item[]): void; }