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497 lines
20 KiB
TypeScript
497 lines
20 KiB
TypeScript
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import { inject, injectable } from "tsyringe";
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import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper";
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import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
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import { PresetHelper } from "@spt-aki/helpers/PresetHelper";
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import { IPreset } from "@spt-aki/models/eft/common/IGlobals";
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import { Item } from "@spt-aki/models/eft/common/tables/IItem";
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import { IQuestReward, IQuestRewards } from "@spt-aki/models/eft/common/tables/IQuest";
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import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem";
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import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
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import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
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import { Money } from "@spt-aki/models/enums/Money";
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import { QuestRewardType } from "@spt-aki/models/enums/QuestRewardType";
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import { Traders } from "@spt-aki/models/enums/Traders";
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import { IBaseQuestConfig, IQuestConfig, IRepeatableQuestConfig } from "@spt-aki/models/spt/config/IQuestConfig";
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import { ExhaustableArray } from "@spt-aki/models/spt/server/ExhaustableArray";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt-aki/servers/ConfigServer";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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import { ItemFilterService } from "@spt-aki/services/ItemFilterService";
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import { LocalisationService } from "@spt-aki/services/LocalisationService";
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import { SeasonalEventService } from "@spt-aki/services/SeasonalEventService";
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import { JsonUtil } from "@spt-aki/utils/JsonUtil";
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import { MathUtil } from "@spt-aki/utils/MathUtil";
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import { ObjectId } from "@spt-aki/utils/ObjectId";
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import { RandomUtil } from "@spt-aki/utils/RandomUtil";
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@injectable()
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export class RepeatableQuestRewardGenerator
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{
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protected questConfig: IQuestConfig;
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("MathUtil") protected mathUtil: MathUtil,
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@inject("JsonUtil") protected jsonUtil: JsonUtil,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ItemHelper") protected itemHelper: ItemHelper,
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@inject("PresetHelper") protected presetHelper: PresetHelper,
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@inject("HandbookHelper") protected handbookHelper: HandbookHelper,
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@inject("LocalisationService") protected localisationService: LocalisationService,
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@inject("ObjectId") protected objectId: ObjectId,
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@inject("ItemFilterService") protected itemFilterService: ItemFilterService,
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@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
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@inject("ConfigServer") protected configServer: ConfigServer,
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)
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{
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this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
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}
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/**
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* Generate the reward for a mission. A reward can consist of
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* - Experience
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* - Money
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* - Items
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* - Trader Reputation
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*
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* The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
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* experience / money / items / trader reputation can be defined in QuestConfig.js
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*
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* There's also a random variation of the reward the spread of which can be also defined in the config.
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*
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* Additionally, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
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*
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* @param {integer} pmcLevel player's level
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* @param {number} difficulty a reward scaling factor from 0.2 to 1
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* @param {string} traderId the trader for reputation gain (and possible in the future filtering of reward item type based on trader)
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* @param {object} repeatableConfig The configuration for the repeatable kind (daily, weekly) as configured in QuestConfig for the requested quest
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* @returns {object} object of "Reward"-type that can be given for a repeatable mission
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*/
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public generateReward(
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pmcLevel: number,
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difficulty: number,
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traderId: string,
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repeatableConfig: IRepeatableQuestConfig,
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questConfig: IBaseQuestConfig,
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): IQuestRewards
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{
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// difficulty could go from 0.2 ... -> for lowest difficulty receive 0.2*nominal reward
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const levelsConfig = repeatableConfig.rewardScaling.levels;
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const roublesConfig = repeatableConfig.rewardScaling.roubles;
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const xpConfig = repeatableConfig.rewardScaling.experience;
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const itemsConfig = repeatableConfig.rewardScaling.items;
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const rewardSpreadConfig = repeatableConfig.rewardScaling.rewardSpread;
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const skillRewardChanceConfig = repeatableConfig.rewardScaling.skillRewardChance;
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const skillPointRewardConfig = repeatableConfig.rewardScaling.skillPointReward;
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const reputationConfig = repeatableConfig.rewardScaling.reputation;
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const effectiveDifficulty = Number.isNaN(difficulty) ? 1 : difficulty;
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if (Number.isNaN(difficulty))
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{
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this.logger.warning(this.localisationService.getText("repeatable-difficulty_was_nan"));
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}
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// rewards are generated based on pmcLevel, difficulty and a random spread
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const rewardXP = Math.floor(
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effectiveDifficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, xpConfig)
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* this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig),
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);
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const rewardRoubles = Math.floor(
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effectiveDifficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, roublesConfig)
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* this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig),
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);
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const rewardNumItems = this.randomUtil.randInt(
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1,
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Math.round(this.mathUtil.interp1(pmcLevel, levelsConfig, itemsConfig)) + 1,
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);
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const rewardReputation =
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Math.round(
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100 * effectiveDifficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, reputationConfig)
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* this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig),
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) / 100;
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const skillRewardChance = this.mathUtil.interp1(pmcLevel, levelsConfig, skillRewardChanceConfig);
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const skillPointReward = this.mathUtil.interp1(pmcLevel, levelsConfig, skillPointRewardConfig);
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// Possible improvement -> draw trader-specific items e.g. with this.itemHelper.isOfBaseclass(val._id, ItemHelper.BASECLASS.FoodDrink)
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let roublesBudget = rewardRoubles;
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let rewardItemPool = this.chooseRewardItemsWithinBudget(repeatableConfig, roublesBudget, traderId);
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const rewards: IQuestRewards = { Started: [], Success: [], Fail: [] };
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let rewardIndex = 0;
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// Add xp reward
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if (rewardXP > 0)
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{
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rewards.Success.push({ value: rewardXP, type: QuestRewardType.EXPERIENCE, index: rewardIndex });
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rewardIndex++;
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}
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// Add money reward
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this.addMoneyReward(traderId, rewards, rewardRoubles, rewardIndex);
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rewardIndex++;
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const traderWhitelistDetails = repeatableConfig.traderWhitelist.find((x) => x.traderId === traderId);
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if (
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traderWhitelistDetails.rewardCanBeWeapon
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&& this.randomUtil.getChance100(traderWhitelistDetails.weaponRewardChancePercent)
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)
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{
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// Add a random default preset weapon as reward
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const defaultPresetPool = new ExhaustableArray(
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Object.values(this.presetHelper.getDefaultWeaponPresets()),
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this.randomUtil,
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this.jsonUtil,
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);
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let chosenPreset: IPreset;
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while (defaultPresetPool.hasValues())
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{
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const randomPreset = defaultPresetPool.getRandomValue();
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const tpls = randomPreset._items.map((item) => item._tpl);
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const presetPrice = this.itemHelper.getItemAndChildrenPrice(tpls);
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if (presetPrice <= roublesBudget)
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{
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chosenPreset = this.jsonUtil.clone(randomPreset);
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break;
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}
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}
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if (chosenPreset)
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{
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// use _encyclopedia as its always the base items _tpl, items[0] isn't guaranteed to be base item
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rewards.Success.push(
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this.generateRewardItem(chosenPreset._encyclopedia, 1, rewardIndex, chosenPreset._items),
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);
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rewardIndex++;
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}
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}
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if (rewardItemPool.length > 0)
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{
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for (let i = 0; i < rewardNumItems; i++)
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{
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let rewardItemStackCount = 1;
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const itemSelected = rewardItemPool[this.randomUtil.randInt(rewardItemPool.length)];
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if (this.itemHelper.isOfBaseclass(itemSelected._id, BaseClasses.AMMO))
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{
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// Don't reward ammo that stacks to less than what's defined in config
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if (itemSelected._props.StackMaxSize < repeatableConfig.rewardAmmoStackMinSize)
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{
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continue;
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}
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// Choose smallest value between budget fitting size and stack max
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rewardItemStackCount = this.calculateAmmoStackSizeThatFitsBudget(
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itemSelected,
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roublesBudget,
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rewardNumItems,
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);
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}
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// 25% chance to double, triple quadruple reward stack (Only occurs when item is stackable and not weapon, armor or ammo)
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if (this.canIncreaseRewardItemStackSize(itemSelected, 70000))
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{
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rewardItemStackCount = this.getRandomisedRewardItemStackSizeByPrice(itemSelected);
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}
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rewards.Success.push(this.generateRewardItem(itemSelected._id, rewardItemStackCount, rewardIndex));
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rewardIndex++;
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const itemCost = this.itemHelper.getStaticItemPrice(itemSelected._id);
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roublesBudget -= rewardItemStackCount * itemCost;
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// If we still have budget narrow down possible items
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if (roublesBudget > 0)
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{
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// Filter possible reward items to only items with a price below the remaining budget
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rewardItemPool = rewardItemPool.filter((x) =>
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this.itemHelper.getStaticItemPrice(x._id) < roublesBudget
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);
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if (rewardItemPool.length === 0)
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{
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break; // No reward items left, exit
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}
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}
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else
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{
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break;
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}
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}
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}
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// Add rep reward to rewards array
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if (rewardReputation > 0)
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{
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const reward: IQuestReward = {
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target: traderId,
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value: rewardReputation,
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type: QuestRewardType.TRADER_STANDING,
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index: rewardIndex,
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};
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rewards.Success.push(reward);
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rewardIndex++;
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}
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// Chance of adding skill reward
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if (this.randomUtil.getChance100(skillRewardChance * 100))
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{
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const reward: IQuestReward = {
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target: this.randomUtil.getArrayValue(questConfig.possibleSkillRewards),
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value: skillPointReward,
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type: QuestRewardType.SKILL,
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index: rewardIndex,
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};
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rewards.Success.push(reward);
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}
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return rewards;
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}
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/**
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* Get a randomised number a reward items stack size should be based on its handbook price
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* @param item Reward item to get stack size for
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* @returns Stack size value
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*/
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protected getRandomisedRewardItemStackSizeByPrice(item: ITemplateItem): number
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{
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const rewardItemPrice = this.itemHelper.getStaticItemPrice(item._id);
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if (rewardItemPrice < 3000)
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{
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return this.randomUtil.getArrayValue([2, 3, 4]);
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}
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if (rewardItemPrice < 10000)
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{
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return this.randomUtil.getArrayValue([2, 3]);
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}
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return 2;
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}
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/**
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* Should reward item have stack size increased (25% chance)
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* @param item Item to possibly increase stack size of
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* @param maxRoublePriceToStack Maximum rouble price an item can be to still be chosen for stacking
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* @returns True if it should
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*/
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protected canIncreaseRewardItemStackSize(item: ITemplateItem, maxRoublePriceToStack: number): boolean
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{
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return this.itemHelper.getStaticItemPrice(item._id) < maxRoublePriceToStack
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&& !this.itemHelper.isOfBaseclasses(item._id, [
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BaseClasses.WEAPON,
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BaseClasses.ARMORED_EQUIPMENT,
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BaseClasses.AMMO,
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])
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&& !this.itemHelper.itemRequiresSoftInserts(item._id)
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&& this.randomUtil.getChance100(25);
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}
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protected calculateAmmoStackSizeThatFitsBudget(
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itemSelected: ITemplateItem,
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roublesBudget: number,
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rewardNumItems: number,
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): number
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{
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// The budget for this ammo stack
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const stackRoubleBudget = roublesBudget / rewardNumItems;
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const singleCartridgePrice = this.handbookHelper.getTemplatePrice(itemSelected._id);
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// Get a stack size of ammo that fits rouble budget
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const stackSizeThatFitsBudget = Math.round(stackRoubleBudget / singleCartridgePrice);
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// Get itemDbs max stack size for ammo - don't go above 100 (some mods mess around with stack sizes)
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const stackMaxCount = Math.min(itemSelected._props.StackMaxSize, 100);
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return Math.min(stackSizeThatFitsBudget, stackMaxCount);
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}
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/**
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* Select a number of items that have a colelctive value of the passed in parameter
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* @param repeatableConfig Config
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* @param roublesBudget Total value of items to return
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* @returns Array of reward items that fit budget
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*/
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protected chooseRewardItemsWithinBudget(
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repeatableConfig: IRepeatableQuestConfig,
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roublesBudget: number,
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traderId: string,
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): ITemplateItem[]
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{
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// First filter for type and baseclass to avoid lookup in handbook for non-available items
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const rewardableItemPool = this.getRewardableItems(repeatableConfig, traderId);
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const minPrice = Math.min(25000, 0.5 * roublesBudget);
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let rewardableItemPoolWithinBudget = rewardableItemPool.filter((item) =>
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{
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// Get default preset if it exists
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const defaultPreset = this.presetHelper.getDefaultPreset(item[0]);
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// Bundle up tpls we want price for
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const tpls = defaultPreset ? defaultPreset._items.map((item) => item._tpl) : [item[0]];
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// Get price of tpls
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const itemPrice = this.itemHelper.getItemAndChildrenPrice(tpls);
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return itemPrice < roublesBudget && itemPrice > minPrice;
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}).map((x) => x[1]);
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if (rewardableItemPoolWithinBudget.length === 0)
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{
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this.logger.warning(
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this.localisationService.getText("repeatable-no_reward_item_found_in_price_range", {
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minPrice: minPrice,
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roublesBudget: roublesBudget,
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}),
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);
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// In case we don't find any items in the price range
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rewardableItemPoolWithinBudget = rewardableItemPool.filter((x) =>
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this.itemHelper.getItemPrice(x[0]) < roublesBudget
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).map((x) => x[1]);
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}
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return rewardableItemPoolWithinBudget;
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}
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/**
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* Helper to create a reward item structured as required by the client
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*
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* @param {string} tpl ItemId of the rewarded item
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* @param {integer} value Amount of items to give
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* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
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* @returns {object} Object of "Reward"-item-type
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*/
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protected generateRewardItem(tpl: string, value: number, index: number, preset: Item[] = null): IQuestReward
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{
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const id = this.objectId.generate();
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const rewardItem: IQuestReward = { target: id, value: value, type: QuestRewardType.ITEM, index: index };
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if (preset)
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{
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const rootItem = preset.find((x) => x._tpl === tpl);
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rewardItem.items = this.itemHelper.reparentItemAndChildren(rootItem, preset);
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rewardItem.target = rootItem._id; // Target property and root items id must match
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}
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else
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{
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const rootItem = { _id: id, _tpl: tpl, upd: { StackObjectsCount: value, SpawnedInSession: true } };
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rewardItem.items = [rootItem];
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}
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return rewardItem;
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}
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/**
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* Picks rewardable items from items.json. This means they need to fit into the inventory and they shouldn't be keys (debatable)
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* @param repeatableQuestConfig Config file
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* @returns List of rewardable items [[_tpl, itemTemplate],...]
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*/
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public getRewardableItems(
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repeatableQuestConfig: IRepeatableQuestConfig,
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traderId: string,
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||
|
): [string, ITemplateItem][]
|
||
|
{
|
||
|
// Get an array of seasonal items that should not be shown right now as seasonal event is not active
|
||
|
const seasonalItems = this.seasonalEventService.getInactiveSeasonalEventItems();
|
||
|
|
||
|
// check for specific baseclasses which don't make sense as reward item
|
||
|
// also check if the price is greater than 0; there are some items whose price can not be found
|
||
|
// those are not in the game yet (e.g. AGS grenade launcher)
|
||
|
return Object.entries(this.databaseServer.getTables().templates.items).filter(
|
||
|
// eslint-disable-next-line @typescript-eslint/no-unused-vars
|
||
|
([tpl, itemTemplate]) =>
|
||
|
{
|
||
|
// Base "Item" item has no parent, ignore it
|
||
|
if (itemTemplate._parent === "")
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (seasonalItems.includes(tpl))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const traderWhitelist = repeatableQuestConfig.traderWhitelist.find((trader) =>
|
||
|
trader.traderId === traderId
|
||
|
);
|
||
|
return this.isValidRewardItem(tpl, repeatableQuestConfig, traderWhitelist?.rewardBaseWhitelist);
|
||
|
},
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Checks if an id is a valid item. Valid meaning that it's an item that may be a reward
|
||
|
* or content of bot loot. Items that are tested as valid may be in a player backpack or stash.
|
||
|
* @param {string} tpl template id of item to check
|
||
|
* @returns True if item is valid reward
|
||
|
*/
|
||
|
protected isValidRewardItem(
|
||
|
tpl: string,
|
||
|
repeatableQuestConfig: IRepeatableQuestConfig,
|
||
|
itemBaseWhitelist: string[],
|
||
|
): boolean
|
||
|
{
|
||
|
if (!this.itemHelper.isValidItem(tpl))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Check global blacklist
|
||
|
if (this.itemFilterService.isItemBlacklisted(tpl))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Item is on repeatable or global blacklist
|
||
|
if (repeatableQuestConfig.rewardBlacklist.includes(tpl) || this.itemFilterService.isItemBlacklisted(tpl))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Item has blacklisted base type
|
||
|
if (this.itemHelper.isOfBaseclasses(tpl, [...repeatableQuestConfig.rewardBaseTypeBlacklist]))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Skip boss items
|
||
|
if (this.itemFilterService.isBossItem(tpl))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Trader has specific item base types they can give as rewards to player
|
||
|
if (itemBaseWhitelist !== undefined)
|
||
|
{
|
||
|
if (!this.itemHelper.isOfBaseclasses(tpl, [...itemBaseWhitelist]))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
protected addMoneyReward(traderId: string, rewards: IQuestRewards, rewardRoubles: number, rewardIndex: number): void
|
||
|
{
|
||
|
// PK and Fence use euros
|
||
|
if (traderId === Traders.PEACEKEEPER || traderId === Traders.FENCE)
|
||
|
{
|
||
|
rewards.Success.push(
|
||
|
this.generateRewardItem(
|
||
|
Money.EUROS,
|
||
|
this.handbookHelper.fromRUB(rewardRoubles, Money.EUROS),
|
||
|
rewardIndex,
|
||
|
),
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Everyone else uses roubles
|
||
|
rewards.Success.push(this.generateRewardItem(Money.ROUBLES, rewardRoubles, rewardIndex));
|
||
|
}
|
||
|
}
|
||
|
}
|