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server/project/src/services/CircleOfCultistService.ts
2024-12-07 10:13:47 +00:00

806 lines
34 KiB
TypeScript

import { HideoutHelper } from "@spt/helpers/HideoutHelper";
import { InventoryHelper } from "@spt/helpers/InventoryHelper";
import { ItemHelper } from "@spt/helpers/ItemHelper";
import { PresetHelper } from "@spt/helpers/PresetHelper";
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
import { QuestHelper } from "@spt/helpers/QuestHelper";
import { IPmcData } from "@spt/models/eft/common/IPmcData";
import { IBotHideoutArea } from "@spt/models/eft/common/tables/IBotBase";
import { IItem } from "@spt/models/eft/common/tables/IItem";
import { IStageRequirement } from "@spt/models/eft/hideout/IHideoutArea";
import { IHideoutCircleOfCultistProductionStartRequestData } from "@spt/models/eft/hideout/IHideoutCircleOfCultistProductionStartRequestData";
import { IRequirement, IRequirementBase } from "@spt/models/eft/hideout/IHideoutProduction";
import { IItemEventRouterResponse } from "@spt/models/eft/itemEvent/IItemEventRouterResponse";
import { IAcceptedCultistReward } from "@spt/models/eft/profile/ISptProfile";
import { BaseClasses } from "@spt/models/enums/BaseClasses";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { HideoutAreas } from "@spt/models/enums/HideoutAreas";
import { ItemTpl } from "@spt/models/enums/ItemTpl";
import { QuestStatus } from "@spt/models/enums/QuestStatus";
import { SkillTypes } from "@spt/models/enums/SkillTypes";
import { CircleRewardType } from "@spt/models/enums/hideout/CircleRewardType";
import {
ICraftTimeThreshhold,
ICultistCircleSettings,
IDirectRewardSettings,
IHideoutConfig,
} from "@spt/models/spt/config/IHideoutConfig";
import { ICircleCraftDetails } from "@spt/models/spt/hideout/ICircleCraftDetails";
import { IHideout } from "@spt/models/spt/hideout/IHideout";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { EventOutputHolder } from "@spt/routers/EventOutputHolder";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { DatabaseService } from "@spt/services/DatabaseService";
import { ItemFilterService } from "@spt/services/ItemFilterService";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { HashUtil } from "@spt/utils/HashUtil";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
import { ICloner } from "@spt/utils/cloners/ICloner";
import { inject, injectable } from "tsyringe";
@injectable()
export class CircleOfCultistService {
protected static circleOfCultistSlotId = "CircleOfCultistsGrid1";
protected hideoutConfig: IHideoutConfig;
constructor(
@inject("PrimaryLogger") protected logger: ILogger,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("PrimaryCloner") protected cloner: ICloner,
@inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("PresetHelper") protected presetHelper: PresetHelper,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("InventoryHelper") protected inventoryHelper: InventoryHelper,
@inject("HideoutHelper") protected hideoutHelper: HideoutHelper,
@inject("QuestHelper") protected questHelper: QuestHelper,
@inject("DatabaseService") protected databaseService: DatabaseService,
@inject("ItemFilterService") protected itemFilterService: ItemFilterService,
@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
@inject("ConfigServer") protected configServer: ConfigServer,
) {
this.hideoutConfig = this.configServer.getConfig(ConfigTypes.HIDEOUT);
}
/**
* Start a sacrifice event
* Generate rewards
* Delete sacrificed items
* @param sessionId Session id
* @param pmcData Player profile doing sacrifice
* @param request Client request
* @returns IItemEventRouterResponse
*/
public startSacrifice(
sessionId: string,
pmcData: IPmcData,
request: IHideoutCircleOfCultistProductionStartRequestData,
): IItemEventRouterResponse {
const cultistCircleStashId = pmcData.Inventory.hideoutAreaStashes[HideoutAreas.CIRCLE_OF_CULTISTS];
// `cultistRecipes` just has single recipeId
const cultistCraftData = this.databaseService.getHideout().production.cultistRecipes[0];
const sacrificedItems: IItem[] = this.getSacrificedItems(pmcData);
const sacrificedItemCostRoubles = sacrificedItems.reduce(
(sum, curr) => sum + (this.itemHelper.getItemPrice(curr._tpl) ?? 0),
0,
);
const rewardAmountMultiplier = this.getRewardAmountMultipler(pmcData, this.hideoutConfig.cultistCircle);
// Get the rouble amount we generate rewards with from cost of sacrified items * above multipler
const rewardAmountRoubles = Math.round(sacrificedItemCostRoubles * rewardAmountMultiplier);
// Check if it matches any direct swap recipes
const directRewardsCache = this.generateSacrificedItemsCache(this.hideoutConfig.cultistCircle.directRewards);
const directRewardSettings = this.checkForDirectReward(sessionId, sacrificedItems, directRewardsCache);
const hasDirectReward = directRewardSettings?.reward.length > 0;
// Get craft time and bonus status
const craftingInfo = this.getCircleCraftingInfo(
rewardAmountRoubles,
this.hideoutConfig.cultistCircle,
directRewardSettings,
);
// Create production in pmc profile
this.registerCircleOfCultistProduction(
sessionId,
pmcData,
cultistCraftData._id,
sacrificedItems,
craftingInfo.time,
);
const output = this.eventOutputHolder.getOutput(sessionId);
// Remove sacrificed items from circle inventory
for (const item of sacrificedItems) {
if (item.slotId === CircleOfCultistService.circleOfCultistSlotId) {
this.inventoryHelper.removeItem(pmcData, item._id, sessionId, output);
}
}
const rewards = hasDirectReward
? this.getDirectRewards(sessionId, directRewardSettings, cultistCircleStashId)
: this.getRewardsWithinBudget(
this.getCultistCircleRewardPool(sessionId, pmcData, craftingInfo, this.hideoutConfig.cultistCircle),
rewardAmountRoubles,
cultistCircleStashId,
this.hideoutConfig.cultistCircle,
);
// Get the container grid for cultist stash area
const cultistStashDbItem = this.itemHelper.getItem(ItemTpl.HIDEOUTAREACONTAINER_CIRCLEOFCULTISTS_STASH_1);
// Ensure rewards fit into container
const containerGrid = this.inventoryHelper.getContainerSlotMap(cultistStashDbItem[1]._id);
const canAddToContainer = this.inventoryHelper.canPlaceItemsInContainer(
this.cloner.clone(containerGrid), // MUST clone grid before passing in as function modifies grid
rewards,
);
if (canAddToContainer) {
for (const itemToAdd of rewards) {
this.inventoryHelper.placeItemInContainer(
containerGrid,
itemToAdd,
cultistCircleStashId,
CircleOfCultistService.circleOfCultistSlotId,
);
// Add item + mods to output and profile inventory
output.profileChanges[sessionId].items.new.push(...itemToAdd);
pmcData.Inventory.items.push(...itemToAdd);
}
} else {
this.logger.error(
`Unable to fit all: ${rewards.length} reward items into sacrifice grid, nothing will be returned`,
);
}
return output;
}
/**
* Create a map of the possible direct rewards, keyed by the items needed to be sacrificed
* @param directRewards Direct rewards array from hideout config
* @returns Map
*/
protected generateSacrificedItemsCache(directRewards: IDirectRewardSettings[]): Map<string, IDirectRewardSettings> {
const result = new Map<string, IDirectRewardSettings>();
for (const rewardSettings of directRewards) {
const key = this.hashUtil.generateMd5ForData(rewardSettings.requiredItems.sort().join(","));
result.set(key, rewardSettings);
}
return result;
}
/**
* Get the reward amount multiple value based on players hideout management skill + configs rewardPriceMultiplerMinMax values
* @param pmcData Player profile
* @param cultistCircleSettings Circle config settings
* @returns Reward Amount Multipler
*/
protected getRewardAmountMultipler(pmcData: IPmcData, cultistCircleSettings: ICultistCircleSettings): number {
// Get a randomised value to multiply the sacrificed rouble cost by
let rewardAmountMultiplier = this.randomUtil.getFloat(
cultistCircleSettings.rewardPriceMultiplerMinMax.min,
cultistCircleSettings.rewardPriceMultiplerMinMax.max,
);
// Adjust value generated by the players hideout management skill
const hideoutManagementSkill = this.profileHelper.getSkillFromProfile(pmcData, SkillTypes.HIDEOUT_MANAGEMENT);
if (hideoutManagementSkill) {
rewardAmountMultiplier *= 1 + hideoutManagementSkill.Progress / 10000; // 5100 becomes 0.51, add 1 to it, 1.51, multiply the bonus by it (e.g. 1.2 x 1.51)
}
return rewardAmountMultiplier;
}
/**
* Register production inside player profile
* @param sessionId Session id
* @param pmcData Player profile
* @param recipeId Recipe id
* @param sacrificedItems Items player sacrificed
* @param craftingTime How long the ritual should take
*/
protected registerCircleOfCultistProduction(
sessionId: string,
pmcData: IPmcData,
recipeId: string,
sacrificedItems: IItem[],
craftingTime: number,
): void {
// Create circle production/craft object to add to player profile
const cultistProduction = this.hideoutHelper.initProduction(recipeId, craftingTime, false);
// Flag as cultist circle for code to pick up later
cultistProduction.sptIsCultistCircle = true;
// Add items player sacrificed
cultistProduction.GivenItemsInStart = sacrificedItems;
// Add circle production to profile keyed to recipe id
pmcData.Hideout.Production[recipeId] = cultistProduction;
}
/**
* Get the circle craft time as seconds, value is based on reward item value
* And get the bonus status to determine what tier of reward is given
* @param rewardAmountRoubles Value of rewards in roubles
* @param circleConfig Circle config values
* @param directRewardSettings OPTIONAL - Values related to direct reward being given
* @returns craft time + type of reward + reward details
*/
protected getCircleCraftingInfo(
rewardAmountRoubles: number,
circleConfig: ICultistCircleSettings,
directRewardSettings?: IDirectRewardSettings,
): ICircleCraftDetails {
const result = {
time: -1,
rewardType: CircleRewardType.RANDOM,
rewardAmountRoubles: rewardAmountRoubles,
rewardDetails: null,
};
// Direct reward edge case
if (directRewardSettings) {
result.time = directRewardSettings.craftTimeSeconds;
return result;
}
// Get a threshold where sacrificed amount is between thresholds min and max
const matchingThreshold = this.getMatchingThreshold(circleConfig.craftTimeThreshholds, rewardAmountRoubles);
if (
rewardAmountRoubles >= circleConfig.hideoutCraftSacrificeThresholdRub &&
Math.random() <= circleConfig.bonusChanceMultiplier
) {
// Sacrifice amount is enough + passed 25% check to get hideout/task rewards
result.time =
circleConfig.craftTimeOverride !== -1
? circleConfig.craftTimeOverride
: circleConfig.hideoutTaskRewardTimeSeconds;
result.rewardType = CircleRewardType.HIDEOUT_TASK;
return result;
}
// Edge case, check if override exists, Otherwise use matching threshold craft time
result.time =
circleConfig.craftTimeOverride !== -1 ? circleConfig.craftTimeOverride : matchingThreshold.craftTimeSeconds;
result.rewardDetails = matchingThreshold;
return result;
}
protected getMatchingThreshold(
thresholds: ICraftTimeThreshhold[],
rewardAmountRoubles: number,
): ICraftTimeThreshhold {
const matchingThreshold = thresholds.find(
(craftThreshold) => craftThreshold.min <= rewardAmountRoubles && craftThreshold.max >= rewardAmountRoubles,
);
// No matching threshold, make one
if (!matchingThreshold) {
// None found, use a defalt
this.logger.warning("Unable to find a matching cultist circle threshold, using fallback of 12 hours");
// Use first threshold value (cheapest) from parameter array, otherwise use 12 hours
const firstThreshold = thresholds[0];
const craftTime = firstThreshold?.craftTimeSeconds
? firstThreshold.craftTimeSeconds
: this.timeUtil.getHoursAsSeconds(12);
return { min: firstThreshold?.min ?? 1, max: firstThreshold?.max ?? 34999, craftTimeSeconds: craftTime };
}
return matchingThreshold;
}
/**
* Get the items player sacrificed in circle
* @param pmcData Player profile
* @returns Array of its from player inventory
*/
protected getSacrificedItems(pmcData: IPmcData): IItem[] {
// Get root items that are in the cultist sacrifice window
const inventoryRootItemsInCultistGrid = pmcData.Inventory.items.filter(
(item) => item.slotId === CircleOfCultistService.circleOfCultistSlotId,
);
// Get rootitem + its children
const sacrificedItems: IItem[] = [];
for (const rootItem of inventoryRootItemsInCultistGrid) {
const rootItemWithChildren = this.itemHelper.findAndReturnChildrenAsItems(
pmcData.Inventory.items,
rootItem._id,
);
sacrificedItems.push(...rootItemWithChildren);
}
return sacrificedItems;
}
/**
* Given a pool of items + rouble budget, pick items until the budget is reached
* @param rewardItemTplPool Items that can be picekd
* @param rewardBudget Rouble budget to reach
* @param cultistCircleStashId Id of stash item
* @returns Array of item arrays
*/
protected getRewardsWithinBudget(
rewardItemTplPool: string[],
rewardBudget: number,
cultistCircleStashId: string,
circleConfig: ICultistCircleSettings,
): IItem[][] {
// Prep rewards array (reward can be item with children, hence array of arrays)
const rewards: IItem[][] = [];
// Pick random rewards until we have exhausted the sacrificed items budget
let totalRewardCost = 0;
let rewardItemCount = 0;
let failedAttempts = 0;
while (
totalRewardCost < rewardBudget &&
rewardItemTplPool.length > 0 &&
rewardItemCount < circleConfig.maxRewardItemCount
) {
if (failedAttempts > circleConfig.maxAttemptsToPickRewardsWithinBudget) {
this.logger.warning(`Exiting reward generation after ${failedAttempts} failed attempts`);
break;
}
// Choose a random tpl from pool
const randomItemTplFromPool = this.randomUtil.getArrayValue(rewardItemTplPool);
// Is weapon/armor, handle differently
if (
this.itemHelper.armorItemHasRemovableOrSoftInsertSlots(randomItemTplFromPool) ||
this.itemHelper.isOfBaseclass(randomItemTplFromPool, BaseClasses.WEAPON)
) {
const defaultPreset = this.presetHelper.getDefaultPreset(randomItemTplFromPool);
if (!defaultPreset) {
this.logger.warning(`Reward tpl: ${randomItemTplFromPool} lacks a default preset, skipping reward`);
failedAttempts++;
continue;
}
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
const presetAndMods: IItem[] = this.itemHelper.replaceIDs(defaultPreset._items);
this.itemHelper.remapRootItemId(presetAndMods);
rewardItemCount++;
totalRewardCost += this.itemHelper.getItemPrice(randomItemTplFromPool);
rewards.push(presetAndMods);
continue;
}
// Some items can have variable stack size, e.g. ammo / currency
const stackSize = this.getRewardStackSize(
randomItemTplFromPool,
rewardBudget / (rewardItemCount === 0 ? 1 : rewardItemCount), // Remaining rouble budget
);
// Not a weapon/armor, standard single item
const rewardItem: IItem = {
_id: this.hashUtil.generate(),
_tpl: randomItemTplFromPool,
parentId: cultistCircleStashId,
slotId: CircleOfCultistService.circleOfCultistSlotId,
upd: {
StackObjectsCount: stackSize,
SpawnedInSession: true,
},
};
// Increment price of rewards to give to player + add to reward array
rewardItemCount++;
const singleItemPrice = this.itemHelper.getItemPrice(randomItemTplFromPool);
const itemPrice = singleItemPrice * stackSize;
totalRewardCost += itemPrice;
rewards.push([rewardItem]);
}
return rewards;
}
/**
* Get direct rewards
* @param sessionId sessionId
* @param directReward Items sacrificed
* @param cultistCircleStashId Id of stash item
* @returns The reward object
*/
protected getDirectRewards(
sessionId: string,
directReward: IDirectRewardSettings,
cultistCircleStashId: string,
): IItem[][] {
// Prep rewards array (reward can be item with children, hence array of arrays)
const rewards: IItem[][] = [];
// Handle special case of tagilla helmets - only one reward is allowed
if (directReward.reward.includes(ItemTpl.FACECOVER_TAGILLAS_WELDING_MASK_GORILLA)) {
directReward.reward = [this.randomUtil.getArrayValue(directReward.reward)];
}
// Loop because these can include multiple rewards
for (const rewardTpl of directReward.reward) {
// Is weapon/armor, handle differently
if (
this.itemHelper.armorItemHasRemovableOrSoftInsertSlots(rewardTpl) ||
this.itemHelper.isOfBaseclass(rewardTpl, BaseClasses.WEAPON)
) {
const defaultPreset = this.presetHelper.getDefaultPreset(rewardTpl);
if (!defaultPreset) {
this.logger.warning(`Reward tpl: ${rewardTpl} lacks a default preset, skipping reward`);
continue;
}
// Ensure preset has unique ids and is cloned so we don't alter the preset data stored in memory
const presetAndMods: IItem[] = this.itemHelper.replaceIDs(defaultPreset._items);
this.itemHelper.remapRootItemId(presetAndMods);
rewards.push(presetAndMods);
continue;
}
// 'Normal' item, non-preset
const stackSize = this.getDirectRewardBaseTypeStackSize(rewardTpl);
const rewardItem: IItem = {
_id: this.hashUtil.generate(),
_tpl: rewardTpl,
parentId: cultistCircleStashId,
slotId: CircleOfCultistService.circleOfCultistSlotId,
upd: {
StackObjectsCount: stackSize,
SpawnedInSession: true,
},
};
rewards.push([rewardItem]);
}
// Direct reward is not repeatable, flag collected in profile
if (!directReward.repeatable) {
this.flagDirectRewardAsAcceptedInProfile(sessionId, directReward);
}
return rewards;
}
/**
* Check for direct rewards from what player sacrificed
* @param sessionId sessionId
* @param sacrificedItems Items sacrificed
* @returns Direct reward items to send to player
*/
protected checkForDirectReward(
sessionId: string,
sacrificedItems: IItem[],
directRewardsCache: Map<string, IDirectRewardSettings>,
): IDirectRewardSettings {
// Get sacrificed tpls
const sacrificedItemTpls = sacrificedItems.map((item) => item._tpl);
// Create md5 key of the items player sacrificed so we can compare against the direct reward cache
const sacrificedItemsKey = this.hashUtil.generateMd5ForData(sacrificedItemTpls.sort().join(","));
const matchingDirectReward = directRewardsCache.get(sacrificedItemsKey);
if (!matchingDirectReward) {
// No direct reward
return null;
}
const fullProfile = this.profileHelper.getFullProfile(sessionId);
const directRewardHash = this.getDirectRewardHashKey(matchingDirectReward);
if (fullProfile.spt.cultistRewards?.[directRewardHash]) {
// Player has already received this direct reward
return null;
}
return matchingDirectReward;
}
/**
* Create an md5 key of the sacrificed + reward items
* @param directReward Direct reward to create key for
* @returns Key
*/
protected getDirectRewardHashKey(directReward: IDirectRewardSettings): string {
// Key is sacrificed items separated by commas, a dash, then the rewards separated by commas
const key = `{${directReward.requiredItems.sort().join(",")}-${directReward.reward.sort().join(",")}`;
return this.hashUtil.generateMd5ForData(key);
}
/**
* Explicit rewards have thier own stack sizes as they dont use a reward rouble pool
* @param rewardTpl Item being rewarded to get stack size of
* @returns stack size of item
*/
protected getDirectRewardBaseTypeStackSize(rewardTpl: string): number {
const itemDetails = this.itemHelper.getItem(rewardTpl);
if (!itemDetails[0]) {
this.logger.warning(`${rewardTpl} is not an item, setting stack size to 1`);
return 1;
}
// Look for parent in dict
const settings = this.hideoutConfig.cultistCircle.directRewardStackSize[itemDetails[1]._parent];
if (!settings) {
return 1;
}
return this.randomUtil.getInt(settings.min, settings.max);
}
/**
* Add a record to the players profile to signal they have accepted a non-repeatable direct reward
* @param sessionId Session id
* @param directReward Reward sent to player
*/
protected flagDirectRewardAsAcceptedInProfile(sessionId: string, directReward: IDirectRewardSettings) {
const fullProfile = this.profileHelper.getFullProfile(sessionId);
const dataToStoreInProfile: IAcceptedCultistReward = {
timestamp: this.timeUtil.getTimestamp(),
sacrificeItems: directReward.requiredItems,
rewardItems: directReward.reward,
};
fullProfile.spt.cultistRewards[this.getDirectRewardHashKey(directReward)] = dataToStoreInProfile;
}
/**
* Get the size of a reward items stack
* 1 for everything except ammo, ammo can be between min stack and max stack
* @param itemTpl Item chosen
* @param rewardPoolRemaining Rouble amount of pool remaining to fill
* @returns Size of stack
*/
protected getRewardStackSize(itemTpl: string, rewardPoolRemaining: number) {
if (this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.AMMO)) {
const ammoTemplate = this.itemHelper.getItem(itemTpl)[1];
return this.itemHelper.getRandomisedAmmoStackSize(ammoTemplate);
}
if (this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.MONEY)) {
// Get currency-specific values from config
const settings = this.hideoutConfig.cultistCircle.currencyRewards[itemTpl];
// What % of the pool remaining should be rewarded as chosen currency
const percentOfPoolToUse = this.randomUtil.getInt(settings.min, settings.max);
// Rouble amount of pool we want to reward as currency
const roubleAmountToFill = this.randomUtil.getPercentOfValue(percentOfPoolToUse, rewardPoolRemaining);
// Convert currency to roubles
const currencyPriceAsRouble = this.itemHelper.getItemPrice(itemTpl);
// How many items can we fit into chosen pool
const itemCountToReward = Math.round(roubleAmountToFill / currencyPriceAsRouble);
return itemCountToReward ?? 1;
}
return 1;
}
/**
* Get a pool of tpl IDs of items the player needs to complete hideout crafts/upgrade areas
* @param sessionId Session id
* @param pmcData Profile of player who will be getting the rewards
* @param rewardType Do we return bonus items (hideout/task items)
* @param cultistCircleConfig Circle config
* @returns Array of tpls
*/
protected getCultistCircleRewardPool(
sessionId: string,
pmcData: IPmcData,
craftingInfo: ICircleCraftDetails,
cultistCircleConfig: ICultistCircleSettings,
): string[] {
const rewardPool = new Set<string>();
const hideoutDbData = this.databaseService.getHideout();
// Merge reward item blacklist and boss item blacklist with cultist circle blacklist from config
const itemRewardBlacklist = [
...this.seasonalEventService.getInactiveSeasonalEventItems(),
...this.itemFilterService.getItemRewardBlacklist(),
...cultistCircleConfig.rewardItemBlacklist,
];
// Hideout and task rewards are ONLY if the bonus is active
switch (craftingInfo.rewardType) {
case CircleRewardType.RANDOM: {
// Does reward pass the high value threshold
const isHighValueReward = craftingInfo.rewardAmountRoubles >= cultistCircleConfig.highValueThresholdRub;
this.generateRandomisedItemsAndAddToRewardPool(rewardPool, itemRewardBlacklist, isHighValueReward);
break;
}
case CircleRewardType.HIDEOUT_TASK: {
// Hideout/Task loot
this.addHideoutUpgradeRequirementsToRewardPool(hideoutDbData, pmcData, itemRewardBlacklist, rewardPool);
this.addTaskItemRequirementsToRewardPool(pmcData, itemRewardBlacklist, rewardPool);
// If we have no tasks or hideout stuff left or need more loot to fill it out, default to high value
if (rewardPool.size < cultistCircleConfig.maxRewardItemCount + 2) {
this.generateRandomisedItemsAndAddToRewardPool(rewardPool, itemRewardBlacklist, true);
}
break;
}
}
// Add custom rewards from config
if (cultistCircleConfig.additionalRewardItemPool.length > 0) {
for (const additionalReward of cultistCircleConfig.additionalRewardItemPool) {
if (itemRewardBlacklist.includes(additionalReward)) {
continue;
}
// Add tpl to reward pool
rewardPool.add(additionalReward);
}
}
return Array.from(rewardPool);
}
/**
* Check players profile for quests with hand-in requirements and add those required items to the pool
* @param pmcData Player profile
* @param itemRewardBlacklist Items not to add to pool
* @param rewardPool Pool to add items to
*/
protected addTaskItemRequirementsToRewardPool(
pmcData: IPmcData,
itemRewardBlacklist: string[],
rewardPool: Set<string>,
): void {
const activeTasks = pmcData.Quests.filter((quest) => quest.status === QuestStatus.Started);
for (const task of activeTasks) {
const questData = this.questHelper.getQuestFromDb(task.qid, pmcData);
const handoverConditions = questData.conditions.AvailableForFinish.filter(
(condition) => condition.conditionType === "HandoverItem",
);
for (const condition of handoverConditions) {
for (const neededItem of condition.target) {
if (itemRewardBlacklist.includes(neededItem) || !this.itemHelper.isValidItem(neededItem)) {
continue;
}
this.logger.debug(`Added Task Loot: ${this.itemHelper.getItemName(neededItem)}`);
rewardPool.add(neededItem);
}
}
}
}
/**
* Adds items the player needs to complete hideout crafts/upgrades to the reward pool
* @param hideoutDbData Hideout area data
* @param pmcData Player profile
* @param itemRewardBlacklist Items not to add to pool
* @param rewardPool Pool to add items to
*/
protected addHideoutUpgradeRequirementsToRewardPool(
hideoutDbData: IHideout,
pmcData: IPmcData,
itemRewardBlacklist: string[],
rewardPool: Set<string>,
): void {
const dbAreas = hideoutDbData.areas;
for (const profileArea of this.getPlayerAccessibleHideoutAreas(pmcData.Hideout.Areas)) {
const currentStageLevel = profileArea.level;
const areaType = profileArea.type;
// Get next stage of area
const dbArea = dbAreas.find((area) => area.type === areaType);
const nextStageDbData = dbArea?.stages[currentStageLevel + 1];
if (nextStageDbData) {
// Next stage exists, gather up requirements and add to pool
const itemRequirements = this.getItemRequirements(nextStageDbData.requirements);
for (const rewardToAdd of itemRequirements) {
if (
itemRewardBlacklist.includes(rewardToAdd.templateId) ||
!this.itemHelper.isValidItem(rewardToAdd.templateId)
) {
// Dont reward items sacrificed
continue;
}
this.logger.debug(`Added Hideout Loot: ${this.itemHelper.getItemName(rewardToAdd.templateId)}`);
rewardPool.add(rewardToAdd.templateId);
}
}
}
}
/**
* Get all active hideout areas
* @param areas Hideout areas to iterate over
* @returns Active area array
*/
protected getPlayerAccessibleHideoutAreas(areas: IBotHideoutArea[]): IBotHideoutArea[] {
return areas.filter((area) => {
if (area.type === HideoutAreas.CHRISTMAS_TREE && !this.seasonalEventService.christmasEventEnabled()) {
// Christmas tree area and not Christmas, skip
return false;
}
return true;
});
}
/**
* Get array of random reward items
* @param rewardPool Reward pool to add to
* @param itemRewardBlacklist Reward Blacklist
* @param itemsShouldBeHighValue Should these items meet the valuable threshold
* @returns rewardPool
*/
protected generateRandomisedItemsAndAddToRewardPool(
rewardPool: Set<string>,
itemRewardBlacklist: string[],
itemsShouldBeHighValue: boolean,
): Set<string> {
const allItems = this.itemHelper.getItems();
let currentItemCount = 0;
let attempts = 0;
// currentItemCount var will look for the correct number of items, attempts var will keep this from never stopping if the highValueThreshold is too high
while (
currentItemCount < this.hideoutConfig.cultistCircle.maxRewardItemCount + 2 &&
attempts < allItems.length
) {
attempts++;
const randomItem = this.randomUtil.getArrayValue(allItems);
if (
itemRewardBlacklist.includes(randomItem._id) ||
itemRewardBlacklist.includes(randomItem._parent) ||
!this.itemHelper.isValidItem(randomItem._id)
) {
continue;
}
// Valuable check
if (itemsShouldBeHighValue) {
const itemValue = this.itemHelper.getItemMaxPrice(randomItem._id);
if (itemValue < this.hideoutConfig.cultistCircle.highValueThresholdRub) {
this.logger.debug(`Ignored due to value: ${this.itemHelper.getItemName(randomItem._id)}`);
continue;
}
}
this.logger.debug(`Added: ${this.itemHelper.getItemName(randomItem._id)}`);
rewardPool.add(randomItem._id);
currentItemCount++;
}
return rewardPool;
}
/**
* Iterate over passed in hideout requirements and return the Item
* @param requirements Requirements to iterate over
* @returns Array of item requirements
*/
protected getItemRequirements(requirements: IRequirementBase[]): (IStageRequirement | IRequirement)[] {
return requirements.filter((requirement) => requirement.type === "Item");
}
}