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server/project/src/generators/RepeatableQuestGenerator.ts
Alex f8d1227dfd Introduced a new ICloner interface with 3 implementations, one of them being a recursive cloner which is faster and more efficient than its counterparts by more than 50% (!328)
Co-authored-by: clodan <clodan@clodan.com>
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Co-authored-by: chomp <chomp@noreply.dev.sp-tarkov.com>
Reviewed-on: SPT-AKI/Server#328
Co-authored-by: Alex <clodan@noreply.dev.sp-tarkov.com>
Co-committed-by: Alex <clodan@noreply.dev.sp-tarkov.com>
2024-05-13 17:58:17 +00:00

934 lines
41 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { RepeatableQuestRewardGenerator } from "@spt-aki/generators/RepeatableQuestRewardGenerator";
import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
import { RepeatableQuestHelper } from "@spt-aki/helpers/RepeatableQuestHelper";
import { Exit } from "@spt-aki/models/eft/common/ILocationBase";
import { TraderInfo } from "@spt-aki/models/eft/common/tables/IBotBase";
import { IQuestCondition, IQuestConditionCounterCondition } from "@spt-aki/models/eft/common/tables/IQuest";
import { IRepeatableQuest } from "@spt-aki/models/eft/common/tables/IRepeatableQuests";
import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
import { Traders } from "@spt-aki/models/enums/Traders";
import {
IBossInfo,
IEliminationConfig,
IQuestConfig,
IRepeatableQuestConfig,
} from "@spt-aki/models/spt/config/IQuestConfig";
import { IQuestTypePool } from "@spt-aki/models/spt/repeatable/IQuestTypePool";
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 { ICloner } from "@spt-aki/utils/cloners/ICloner";
import { MathUtil } from "@spt-aki/utils/MathUtil";
import { ObjectId } from "@spt-aki/utils/ObjectId";
import { ProbabilityObjectArray, RandomUtil } from "@spt-aki/utils/RandomUtil";
@injectable()
export class RepeatableQuestGenerator
{
protected questConfig: IQuestConfig;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("MathUtil") protected mathUtil: MathUtil,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("ObjectId") protected objectId: ObjectId,
@inject("RepeatableQuestHelper") protected repeatableQuestHelper: RepeatableQuestHelper,
@inject("RepeatableQuestRewardGenerator") protected repeatableQuestRewardGenerator:
RepeatableQuestRewardGenerator,
@inject("ConfigServer") protected configServer: ConfigServer,
@inject("RecursiveCloner") protected cloner: ICloner,
)
{
this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
}
/**
* This method is called by /GetClientRepeatableQuests/ and creates one element of quest type format (see assets/database/templates/repeatableQuests.json).
* It randomly draws a quest type (currently Elimination, Completion or Exploration) as well as a trader who is providing the quest
* @param pmcLevel Player's level for requested items and reward generation
* @param pmcTraderInfo Players traper standing/rep levels
* @param questTypePool Possible quest types pool
* @param repeatableConfig Repeatable quest config
* @returns IRepeatableQuest
*/
public generateRepeatableQuest(
pmcLevel: number,
pmcTraderInfo: Record<string, TraderInfo>,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
const questType = this.randomUtil.drawRandomFromList<string>(questTypePool.types)[0];
// get traders from whitelist and filter by quest type availability
let traders = repeatableConfig.traderWhitelist.filter(x => x.questTypes.includes(questType)).map(x =>
x.traderId,
);
// filter out locked traders
traders = traders.filter(x => pmcTraderInfo[x].unlocked);
const traderId = this.randomUtil.drawRandomFromList(traders)[0];
switch (questType)
{
case "Elimination":
return this.generateEliminationQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
case "Completion":
return this.generateCompletionQuest(pmcLevel, traderId, repeatableConfig);
case "Exploration":
return this.generateExplorationQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
case "Pickup":
return this.generatePickupQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
default:
throw new Error(`Unknown mission type ${questType}. Should never be here!`);
}
}
/**
* Generate a randomised Elimination quest
* @param pmcLevel Player's level for requested items and reward generation
* @param traderId Trader from which the quest will be provided
* @param questTypePool Pools for quests (used to avoid redundant quests)
* @param repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
* @returns Object of quest type format for "Elimination" (see assets/database/templates/repeatableQuests.json)
*/
protected generateEliminationQuest(
pmcLevel: number,
traderId: string,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
const eliminationConfig = this.repeatableQuestHelper.getEliminationConfigByPmcLevel(pmcLevel, repeatableConfig);
const locationsConfig = repeatableConfig.locations;
let targetsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.targets);
const bodypartsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.bodyParts);
let weaponCategoryRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray(
eliminationConfig.weaponCategoryRequirements,
);
const weaponRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray(
eliminationConfig.weaponRequirements,
);
// the difficulty of the quest varies in difficulty depending on the condition
// possible conditions are
// - amount of npcs to kill
// - type of npc to kill (scav, boss, pmc)
// - with hit to what body part they should be killed
// - from what distance they should be killed
// a random combination of listed conditions can be required
// possible conditions elements and their relative probability can be defined in QuestConfig.js
// We use ProbabilityObjectArray to draw by relative probability. e.g. for targets:
// "targets": {
// "Savage": 7,
// "AnyPmc": 2,
// "bossBully": 0.5
// }
// higher is more likely. We define the difficulty to be the inverse of the relative probability.
// We want to generate a reward which is scaled by the difficulty of this mission. To get a upper bound with which we scale
// the actual difficulty we calculate the minimum and maximum difficulty (max being the sum of max of each condition type
// times the number of kills we have to perform):
// the minumum difficulty is the difficulty for the most probable (= easiest target) with no additional conditions
const minDifficulty = 1 / targetsConfig.maxProbability(); // min difficulty is lowest amount of scavs without any constraints
// Target on bodyPart max. difficulty is that of the least probable element
const maxTargetDifficulty = 1 / targetsConfig.minProbability();
const maxBodyPartsDifficulty = eliminationConfig.minKills / bodypartsConfig.minProbability();
// maxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
const maxDistDifficulty = 2;
const maxKillDifficulty = eliminationConfig.maxKills;
function difficultyWeighing(
target: number,
bodyPart: number,
dist: number,
kill: number,
weaponRequirement: number,
): number
{
return Math.sqrt(Math.sqrt(target) + bodyPart + dist + weaponRequirement) * kill;
}
targetsConfig = targetsConfig.filter(x =>
Object.keys(questTypePool.pool.Elimination.targets).includes(x.key),
);
if (targetsConfig.length === 0 || targetsConfig.every(x => x.data.isBoss))
{
// There are no more targets left for elimination; delete it as a possible quest type
// also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination
// -> then it would not be a quest with low probability anymore
questTypePool.types = questTypePool.types.filter(t => t !== "Elimination");
return null;
}
const targetKey = targetsConfig.draw()[0];
const targetDifficulty = 1 / targetsConfig.probability(targetKey);
let locations: string[] = questTypePool.pool.Elimination.targets[targetKey].locations;
// we use any as location if "any" is in the pool and we do not hit the specific location random
// we use any also if the random condition is not met in case only "any" was in the pool
let locationKey = "any";
if (
locations.includes("any")
&& (eliminationConfig.specificLocationProb < Math.random() || locations.length <= 1)
)
{
locationKey = "any";
delete questTypePool.pool.Elimination.targets[targetKey];
}
else
{
locations = locations.filter(l => l !== "any");
if (locations.length > 0)
{
locationKey = this.randomUtil.drawRandomFromList<string>(locations)[0];
questTypePool.pool.Elimination.targets[targetKey].locations = locations.filter(l =>
l !== locationKey,
);
if (questTypePool.pool.Elimination.targets[targetKey].locations.length === 0)
{
delete questTypePool.pool.Elimination.targets[targetKey];
}
}
else
{
// never should reach this if everything works out
this.logger.debug("Ecountered issue when creating Elimination quest. Please report.");
}
}
// draw the target body part and calculate the difficulty factor
let bodyPartsToClient = null;
let bodyPartDifficulty = 0;
if (eliminationConfig.bodyPartProb > Math.random())
{
// if we add a bodyPart condition, we draw randomly one or two parts
// each bodyPart of the BODYPARTS ProbabilityObjectArray includes the string(s) which need to be presented to the client in ProbabilityObjectArray.data
// e.g. we draw "Arms" from the probability array but must present ["LeftArm", "RightArm"] to the client
bodyPartsToClient = [];
const bodyParts = bodypartsConfig.draw(this.randomUtil.randInt(1, 3), false);
let probability = 0;
for (const bi of bodyParts)
{
// more than one part lead to an "OR" condition hence more parts reduce the difficulty
probability += bodypartsConfig.probability(bi);
for (const biClient of bodypartsConfig.data(bi))
{
bodyPartsToClient.push(biClient);
}
}
bodyPartDifficulty = 1 / probability;
}
// Draw a distance condition
let distance = null;
let distanceDifficulty = 0;
let isDistanceRequirementAllowed = !eliminationConfig.distLocationBlacklist.includes(locationKey);
if (targetsConfig.data(targetKey).isBoss)
{
// Get all boss spawn information
const bossSpawns = Object.values(this.databaseServer.getTables().locations).filter(x =>
"base" in x && "Id" in x.base,
).map(x => ({ Id: x.base.Id, BossSpawn: x.base.BossLocationSpawn }));
// filter for the current boss to spawn on map
const thisBossSpawns = bossSpawns.map(x => ({
Id: x.Id,
BossSpawn: x.BossSpawn.filter(e => e.BossName === targetKey),
})).filter(x => x.BossSpawn.length > 0);
// remove blacklisted locations
const allowedSpawns = thisBossSpawns.filter(x => !eliminationConfig.distLocationBlacklist.includes(x.Id));
// if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement
isDistanceRequirementAllowed = isDistanceRequirementAllowed && allowedSpawns.length > 0;
}
if (eliminationConfig.distProb > Math.random() && isDistanceRequirementAllowed)
{
// Random distance with lower values more likely; simple distribution for starters...
distance = Math.floor(
Math.abs(Math.random() - Math.random()) * (1 + eliminationConfig.maxDist - eliminationConfig.minDist)
+ eliminationConfig.minDist,
);
distance = Math.ceil(distance / 5) * 5;
distanceDifficulty = maxDistDifficulty * distance / eliminationConfig.maxDist;
}
let allowedWeaponsCategory: string = undefined;
if (eliminationConfig.weaponCategoryRequirementProb > Math.random())
{
// Filter out close range weapons from far distance requirement
if (distance > 50)
{
weaponCategoryRequirementConfig = weaponCategoryRequirementConfig.filter(category =>
["Shotgun", "Pistol"].includes(category.key),
);
}
else if (distance < 20)
{ // Filter out far range weapons from close distance requirement
weaponCategoryRequirementConfig = weaponCategoryRequirementConfig.filter(category =>
["MarksmanRifle", "DMR"].includes(category.key),
);
}
// Pick a weighted weapon category
const weaponRequirement = weaponCategoryRequirementConfig.draw(1, false);
// Get the hideout id value stored in the .data array
allowedWeaponsCategory = weaponCategoryRequirementConfig.data(weaponRequirement[0])[0];
}
// Only allow a specific weapon requirement if a weapon category was not chosen
let allowedWeapon: string = undefined;
if (!allowedWeaponsCategory && eliminationConfig.weaponRequirementProb > Math.random())
{
const weaponRequirement = weaponRequirementConfig.draw(1, false);
const allowedWeaponsCategory = weaponRequirementConfig.data(weaponRequirement[0])[0];
const allowedWeapons = this.itemHelper.getItemTplsOfBaseType(allowedWeaponsCategory);
allowedWeapon = this.randomUtil.getArrayValue(allowedWeapons);
}
// Draw how many npm kills are required
const desiredKillCount = this.getEliminationKillCount(targetKey, targetsConfig, eliminationConfig);
const killDifficulty = desiredKillCount;
// not perfectly happy here; we give difficulty = 1 to the quest reward generation when we have the most diffucult mission
// e.g. killing reshala 5 times from a distance of 200m with a headshot.
const maxDifficulty = difficultyWeighing(1, 1, 1, 1, 1);
const curDifficulty = difficultyWeighing(
targetDifficulty / maxTargetDifficulty,
bodyPartDifficulty / maxBodyPartsDifficulty,
distanceDifficulty / maxDistDifficulty,
killDifficulty / maxKillDifficulty,
allowedWeaponsCategory || allowedWeapon ? 1 : 0,
);
// Aforementioned issue makes it a bit crazy since now all easier quests give significantly lower rewards than Completion / Exploration
// I therefore moved the mapping a bit up (from 0.2...1 to 0.5...2) so that normal difficulty still gives good reward and having the
// crazy maximum difficulty will lead to a higher difficulty reward gain factor than 1
const difficulty = this.mathUtil.mapToRange(curDifficulty, minDifficulty, maxDifficulty, 0.5, 2);
const quest = this.generateRepeatableTemplate("Elimination", traderId, repeatableConfig.side);
// ASSUMPTION: All fence quests are for scavs
if (traderId === Traders.FENCE)
{
quest.side = "Scav";
}
const availableForFinishCondition = quest.conditions.AvailableForFinish[0];
availableForFinishCondition.counter.id = this.objectId.generate();
availableForFinishCondition.counter.conditions = [];
// Only add specific location condition if specific map selected
if (locationKey !== "any")
{
availableForFinishCondition.counter.conditions.push(
this.generateEliminationLocation(locationsConfig[locationKey]),
);
}
availableForFinishCondition.counter.conditions.push(
this.generateEliminationCondition(
targetKey,
bodyPartsToClient,
distance,
allowedWeapon,
allowedWeaponsCategory,
),
);
availableForFinishCondition.value = desiredKillCount;
availableForFinishCondition.id = this.objectId.generate();
quest.location = this.getQuestLocationByMapId(locationKey);
quest.rewards = this.repeatableQuestRewardGenerator.generateReward(
pmcLevel,
Math.min(difficulty, 1),
traderId,
repeatableConfig,
eliminationConfig,
);
return quest;
}
/**
* Get a number of kills neded to complete elimination quest
* @param targetKey Target type desired e.g. anyPmc/bossBully/Savage
* @param targetsConfig Config
* @param eliminationConfig Config
* @returns Number of AI to kill
*/
protected getEliminationKillCount(
targetKey: string,
targetsConfig: ProbabilityObjectArray<string, IBossInfo>,
eliminationConfig: IEliminationConfig,
): number
{
if (targetsConfig.data(targetKey).isBoss)
{
return this.randomUtil.randInt(eliminationConfig.minBossKills, eliminationConfig.maxBossKills + 1);
}
if (targetsConfig.data(targetKey).isPmc)
{
return this.randomUtil.randInt(eliminationConfig.minPmcKills, eliminationConfig.maxPmcKills + 1);
}
return this.randomUtil.randInt(eliminationConfig.minKills, eliminationConfig.maxKills + 1);
}
/**
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
* This is a helper method for GenerateEliminationQuest to create a location condition.
*
* @param {string} location the location on which to fulfill the elimination quest
* @returns {IEliminationCondition} object of "Elimination"-location-subcondition
*/
protected generateEliminationLocation(location: string[]): IQuestConditionCounterCondition
{
const propsObject: IQuestConditionCounterCondition = {
id: this.objectId.generate(),
dynamicLocale: true,
target: location,
conditionType: "Location",
};
return propsObject;
}
/**
* Create kill condition for an elimination quest
* @param target Bot type target of elimination quest e.g. "AnyPmc", "Savage"
* @param targetedBodyParts Body parts player must hit
* @param distance Distance from which to kill (currently only >= supported
* @param allowedWeapon What weapon must be used - undefined = any
* @param allowedWeaponCategory What category of weapon must be used - undefined = any
* @returns IEliminationCondition object
*/
protected generateEliminationCondition(
target: string,
targetedBodyParts: string[],
distance: number,
allowedWeapon: string,
allowedWeaponCategory: string,
): IQuestConditionCounterCondition
{
const killConditionProps: IQuestConditionCounterCondition = {
target: target,
value: 1,
id: this.objectId.generate(),
dynamicLocale: true,
conditionType: "Kills",
};
if (target.startsWith("boss"))
{
killConditionProps.target = "Savage";
killConditionProps.savageRole = [target];
}
// Has specific body part hit condition
if (targetedBodyParts)
{
killConditionProps.bodyPart = targetedBodyParts;
}
// Dont allow distance + melee requirement
if (distance && allowedWeaponCategory !== "5b5f7a0886f77409407a7f96")
{
killConditionProps.distance = { compareMethod: ">=", value: distance };
}
// Has specific weapon requirement
if (allowedWeapon)
{
killConditionProps.weapon = [allowedWeapon];
}
// Has specific weapon category requirement
if (allowedWeaponCategory?.length > 0)
{
// TODO - fix - does weaponCategories exist?
// killConditionProps.weaponCategories = [allowedWeaponCategory];
}
return killConditionProps;
}
/**
* Generates a valid Completion quest
*
* @param {integer} pmcLevel player's level for requested items and reward generation
* @param {string} traderId trader from which the quest will be provided
* @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
* @returns {object} object of quest type format for "Completion" (see assets/database/templates/repeatableQuests.json)
*/
protected generateCompletionQuest(
pmcLevel: number,
traderId: string,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
const completionConfig = repeatableConfig.questConfig.Completion;
const levelsConfig = repeatableConfig.rewardScaling.levels;
const roublesConfig = repeatableConfig.rewardScaling.roubles;
const distinctItemsToRetrieveCount = this.randomUtil.getInt(1, completionConfig.uniqueItemCount);
const quest = this.generateRepeatableTemplate("Completion", traderId, repeatableConfig.side);
// Filter the items.json items to items the player must retrieve to complete quest: shouldn't be a quest item or "non-existant"
const possibleItemsToRetrievePool = this.repeatableQuestRewardGenerator.getRewardableItems(
repeatableConfig,
traderId,
);
// Be fair, don't let the items be more expensive than the reward
let roublesBudget = Math.floor(
this.mathUtil.interp1(pmcLevel, levelsConfig, roublesConfig) * this.randomUtil.getFloat(0.5, 1),
);
roublesBudget = Math.max(roublesBudget, 5000);
let itemSelection = possibleItemsToRetrievePool.filter(x =>
this.itemHelper.getItemPrice(x[0]) < roublesBudget,
);
// We also have the option to use whitelist and/or blacklist which is defined in repeatableQuests.json as
// [{"minPlayerLevel": 1, "itemIds": ["id1",...]}, {"minPlayerLevel": 15, "itemIds": ["id3",...]}]
if (repeatableConfig.questConfig.Completion.useWhitelist)
{
const itemWhitelist
= this.databaseServer.getTables().templates.repeatableQuests.data.Completion.itemsWhitelist;
// Filter and concatenate the arrays according to current player level
const itemIdsWhitelisted = itemWhitelist.filter(p => p.minPlayerLevel <= pmcLevel).reduce(
(a, p) => a.concat(p.itemIds),
[],
);
itemSelection = itemSelection.filter((x) =>
{
// Whitelist can contain item tpls and item base type ids
return itemIdsWhitelisted.some(v => this.itemHelper.isOfBaseclass(x[0], v))
|| itemIdsWhitelisted.includes(x[0]);
});
// check if items are missing
// const flatList = itemSelection.reduce((a, il) => a.concat(il[0]), []);
// const missing = itemIdsWhitelisted.filter(l => !flatList.includes(l));
}
if (repeatableConfig.questConfig.Completion.useBlacklist)
{
const itemBlacklist
= this.databaseServer.getTables().templates.repeatableQuests.data.Completion.itemsBlacklist;
// we filter and concatenate the arrays according to current player level
const itemIdsBlacklisted = itemBlacklist.filter(p => p.minPlayerLevel <= pmcLevel).reduce(
(a, p) => a.concat(p.itemIds),
[],
);
itemSelection = itemSelection.filter((x) =>
{
return itemIdsBlacklisted.every(v => !this.itemHelper.isOfBaseclass(x[0], v))
|| !itemIdsBlacklisted.includes(x[0]);
});
}
if (itemSelection.length === 0)
{
this.logger.error(
this.localisationService.getText(
"repeatable-completion_quest_whitelist_too_small_or_blacklist_too_restrictive",
),
);
return null;
}
// Draw items to ask player to retrieve
let isAmmo = 0;
const randomNumbersUsed = [];
for (let i = 0; i < distinctItemsToRetrieveCount; i++)
{
let randomNumber = this.randomUtil.randInt(itemSelection.length);
while (randomNumbersUsed.includes(randomNumber) && randomNumbersUsed.length !== itemSelection.length)
{
randomNumber = this.randomUtil.randInt(itemSelection.length);
}
randomNumbersUsed.push(randomNumber);
const itemSelected = itemSelection[randomNumber];
const itemUnitPrice = this.itemHelper.getItemPrice(itemSelected[0]);
let minValue = completionConfig.minRequestedAmount;
let maxValue = completionConfig.maxRequestedAmount;
if (this.itemHelper.isOfBaseclass(itemSelected[0], BaseClasses.AMMO))
{
// Prevent multiple ammo requirements from being picked, stop after 6 attempts
if (isAmmo > 0 && isAmmo < 6)
{
isAmmo++;
i--;
continue;
}
isAmmo++;
minValue = completionConfig.minRequestedBulletAmount;
maxValue = completionConfig.maxRequestedBulletAmount;
}
let value = minValue;
// get the value range within budget
maxValue = Math.min(maxValue, Math.floor(roublesBudget / itemUnitPrice));
if (maxValue > minValue)
{
// if it doesn't blow the budget we have for the request, draw a random amount of the selected
// item type to be requested
value = this.randomUtil.randInt(minValue, maxValue + 1);
}
roublesBudget -= value * itemUnitPrice;
// push a CompletionCondition with the item and the amount of the item
quest.conditions.AvailableForFinish.push(this.generateCompletionAvailableForFinish(itemSelected[0], value));
if (roublesBudget > 0)
{
// reduce the list possible items to fulfill the new budget constraint
itemSelection = itemSelection.filter(x => this.itemHelper.getItemPrice(x[0]) < roublesBudget);
if (itemSelection.length === 0)
{
break;
}
}
else
{
break;
}
}
quest.rewards = this.repeatableQuestRewardGenerator.generateReward(
pmcLevel,
1,
traderId,
repeatableConfig,
completionConfig,
);
return quest;
}
/**
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
* This is a helper method for GenerateCompletionQuest to create a completion condition (of which a completion quest theoretically can have many)
*
* @param {string} itemTpl id of the item to request
* @param {integer} value amount of items of this specific type to request
* @returns {object} object of "Completion"-condition
*/
protected generateCompletionAvailableForFinish(itemTpl: string, value: number): IQuestCondition
{
let minDurability = 0;
let onlyFoundInRaid = true;
if (
this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.WEAPON)
|| this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.ARMOR)
)
{
minDurability = this.randomUtil.getArrayValue([60, 80]);
}
// By default all collected items must be FiR, except dog tags
if (
this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_USEC)
|| this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_BEAR)
)
{
onlyFoundInRaid = false;
}
return {
id: this.objectId.generate(),
parentId: "",
dynamicLocale: true,
index: 0,
visibilityConditions: [],
target: [itemTpl],
value: value,
minDurability: minDurability,
maxDurability: 100,
dogtagLevel: 0,
onlyFoundInRaid: onlyFoundInRaid,
conditionType: "HandoverItem",
};
}
/**
* Generates a valid Exploration quest
*
* @param {integer} pmcLevel player's level for reward generation
* @param {string} traderId trader from which the quest will be provided
* @param {object} questTypePool Pools for quests (used to avoid redundant quests)
* @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
* @returns {object} object of quest type format for "Exploration" (see assets/database/templates/repeatableQuests.json)
*/
protected generateExplorationQuest(
pmcLevel: number,
traderId: string,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
const explorationConfig = repeatableConfig.questConfig.Exploration;
const requiresSpecificExtract
= Math.random() < repeatableConfig.questConfig.Exploration.specificExits.probability;
if (Object.keys(questTypePool.pool.Exploration.locations).length === 0)
{
// there are no more locations left for exploration; delete it as a possible quest type
questTypePool.types = questTypePool.types.filter(t => t !== "Exploration");
return null;
}
// If location drawn is factory, it's possible to either get factory4_day and factory4_night or only one
// of the both
const locationKey: string = this.randomUtil.drawRandomFromDict(questTypePool.pool.Exploration.locations)[0];
const locationTarget = questTypePool.pool.Exploration.locations[locationKey];
// Remove the location from the available pool
delete questTypePool.pool.Exploration.locations[locationKey];
// Different max extract count when specific extract needed
const exitTimesMax = requiresSpecificExtract
? explorationConfig.maxExtractsWithSpecificExit
: explorationConfig.maxExtracts + 1;
const numExtracts = this.randomUtil.randInt(1, exitTimesMax);
const quest = this.generateRepeatableTemplate("Exploration", traderId, repeatableConfig.side);
const exitStatusCondition: IQuestConditionCounterCondition = {
conditionType: "ExitStatus",
id: this.objectId.generate(),
dynamicLocale: true,
status: ["Survived"],
};
const locationCondition: IQuestConditionCounterCondition = {
conditionType: "Location",
id: this.objectId.generate(),
dynamicLocale: true,
target: locationTarget,
};
quest.conditions.AvailableForFinish[0].counter.id = this.objectId.generate();
quest.conditions.AvailableForFinish[0].counter.conditions = [exitStatusCondition, locationCondition];
quest.conditions.AvailableForFinish[0].value = numExtracts;
quest.conditions.AvailableForFinish[0].id = this.objectId.generate();
quest.location = this.getQuestLocationByMapId(locationKey);
if (requiresSpecificExtract)
{
// Fetch extracts for the requested side
const mapExits = this.getLocationExitsForSide(locationKey, repeatableConfig.side);
// Only get exits that have a greater than 0% chance to spawn
const exitPool = mapExits.filter(exit => exit.Chance > 0);
// Exclude exits with a requirement to leave (e.g. car extracts)
const possibleExits = exitPool.filter(exit => !("PassageRequirement" in exit)
|| repeatableConfig.questConfig.Exploration.specificExits.passageRequirementWhitelist.includes(
exit.PassageRequirement,
),
);
if (possibleExits.length === 0)
{
this.logger.error(
`Unable to choose specific exit on map: ${locationKey}, Possible exit pool was empty`,
);
}
else
{
// Choose one of the exits we filtered above
const chosenExit = this.randomUtil.drawRandomFromList(possibleExits, 1)[0];
// Create a quest condition to leave raid via chosen exit
const exitCondition = this.generateExplorationExitCondition(chosenExit);
quest.conditions.AvailableForFinish[0].counter.conditions.push(exitCondition);
}
}
// Difficulty for exploration goes from 1 extract to maxExtracts
// Difficulty for reward goes from 0.2...1 -> map
const difficulty = this.mathUtil.mapToRange(numExtracts, 1, explorationConfig.maxExtracts, 0.2, 1);
quest.rewards = this.repeatableQuestRewardGenerator.generateReward(
pmcLevel,
difficulty,
traderId,
repeatableConfig,
explorationConfig,
);
return quest;
}
/**
* Filter a maps exits to just those for the desired side
* @param locationKey Map id (e.g. factory4_day)
* @param playerSide Scav/Pmc
* @returns Array of Exit objects
*/
protected getLocationExitsForSide(locationKey: string, playerSide: string): Exit[]
{
const mapExtracts = this.databaseServer.getTables().locations[locationKey.toLocaleLowerCase()]
.allExtracts as Exit[];
return mapExtracts.filter(exit => exit.Side === playerSide);
}
protected generatePickupQuest(
pmcLevel: number,
traderId: string,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
const pickupConfig = repeatableConfig.questConfig.Pickup;
const quest = this.generateRepeatableTemplate("Pickup", traderId, repeatableConfig.side);
const itemTypeToFetchWithCount = this.randomUtil.getArrayValue(pickupConfig.ItemTypeToFetchWithMaxCount);
const itemCountToFetch = this.randomUtil.randInt(
itemTypeToFetchWithCount.minPickupCount,
itemTypeToFetchWithCount.maxPickupCount + 1,
);
// Choose location - doesnt seem to work for anything other than 'any'
// const locationKey: string = this.randomUtil.drawRandomFromDict(questTypePool.pool.Pickup.locations)[0];
// const locationTarget = questTypePool.pool.Pickup.locations[locationKey];
const findCondition = quest.conditions.AvailableForFinish.find(x => x.conditionType === "FindItem");
findCondition.target = [itemTypeToFetchWithCount.itemType];
findCondition.value = itemCountToFetch;
const counterCreatorCondition = quest.conditions.AvailableForFinish.find(x =>
x.conditionType === "CounterCreator",
);
// const locationCondition = counterCreatorCondition._props.counter.conditions.find(x => x._parent === "Location");
// (locationCondition._props as ILocationConditionProps).target = [...locationTarget];
const equipmentCondition = counterCreatorCondition.counter.conditions.find(x =>
x.conditionType === "Equipment",
);
equipmentCondition.equipmentInclusive = [[itemTypeToFetchWithCount.itemType]];
// Add rewards
quest.rewards = this.repeatableQuestRewardGenerator.generateReward(
pmcLevel,
1,
traderId,
repeatableConfig,
pickupConfig,
);
return quest;
}
/**
* Convert a location into an quest code can read (e.g. factory4_day into 55f2d3fd4bdc2d5f408b4567)
* @param locationKey e.g factory4_day
* @returns guid
*/
protected getQuestLocationByMapId(locationKey: string): string
{
return this.questConfig.locationIdMap[locationKey];
}
/**
* Exploration repeatable quests can specify a required extraction point.
* This method creates the according object which will be appended to the conditions array
*
* @param {string} exit The exit name to generate the condition for
* @returns {object} Exit condition
*/
protected generateExplorationExitCondition(exit: Exit): IQuestConditionCounterCondition
{
return { conditionType: "ExitName", exitName: exit.Name, id: this.objectId.generate(), dynamicLocale: true };
}
/**
* Generates the base object of quest type format given as templates in assets/database/templates/repeatableQuests.json
* The templates include Elimination, Completion and Extraction quest types
*
* @param {string} type Quest type: "Elimination", "Completion" or "Extraction"
* @param {string} traderId Trader from which the quest will be provided
* @param {string} side Scav daily or pmc daily/weekly quest
* @returns {object} Object which contains the base elements for repeatable quests of the requests type
* (needs to be filled with reward and conditions by called to make a valid quest)
*/
// @Incomplete: define Type for "type".
protected generateRepeatableTemplate(type: string, traderId: string, side: string): IRepeatableQuest
{
const questClone = this.cloner.clone<IRepeatableQuest>(
this.databaseServer.getTables().templates.repeatableQuests.templates[type],
);
questClone._id = this.objectId.generate();
questClone.traderId = traderId;
/* in locale, these id correspond to the text of quests
template ids -pmc : Elimination = 616052ea3054fc0e2c24ce6e / Completion = 61604635c725987e815b1a46 / Exploration = 616041eb031af660100c9967
template ids -scav : Elimination = 62825ef60e88d037dc1eb428 / Completion = 628f588ebb558574b2260fe5 / Exploration = 62825ef60e88d037dc1eb42c
*/
// Get template id from config based on side and type of quest
questClone.templateId = this.questConfig.questTemplateIds[side.toLowerCase()][type.toLowerCase()];
questClone.name = questClone.name.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.note = questClone.note.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.description = questClone.description.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.successMessageText = questClone.successMessageText.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.failMessageText = questClone.failMessageText.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.startedMessageText = questClone.startedMessageText.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.changeQuestMessageText = questClone.changeQuestMessageText.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.acceptPlayerMessage = questClone.acceptPlayerMessage.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.declinePlayerMessage = questClone.declinePlayerMessage.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
questClone.completePlayerMessage = questClone.completePlayerMessage.replace("{traderId}", traderId).replace(
"{templateId}",
questClone.templateId,
);
return questClone;
}
}