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import { inject , injectable } from "tsyringe" ;
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import { DialogueHelper } from "@spt-aki/helpers/DialogueHelper" ;
import { ItemHelper } from "@spt-aki/helpers/ItemHelper" ;
import { PaymentHelper } from "@spt-aki/helpers/PaymentHelper" ;
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import { PresetHelper } from "@spt-aki/helpers/PresetHelper" ;
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import { ProfileHelper } from "@spt-aki/helpers/ProfileHelper" ;
import { QuestConditionHelper } from "@spt-aki/helpers/QuestConditionHelper" ;
import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper" ;
import { TraderHelper } from "@spt-aki/helpers/TraderHelper" ;
import { IPmcData } from "@spt-aki/models/eft/common/IPmcData" ;
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import { Common , IQuestStatus } from "@spt-aki/models/eft/common/tables/IBotBase" ;
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import { Item } from "@spt-aki/models/eft/common/tables/IItem" ;
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import { IQuest , IQuestCondition , IQuestReward } from "@spt-aki/models/eft/common/tables/IQuest" ;
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import { IRepeatableQuest } from "@spt-aki/models/eft/common/tables/IRepeatableQuests" ;
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import { IItemEventRouterResponse } from "@spt-aki/models/eft/itemEvent/IItemEventRouterResponse" ;
import { IAcceptQuestRequestData } from "@spt-aki/models/eft/quests/IAcceptQuestRequestData" ;
import { IFailQuestRequestData } from "@spt-aki/models/eft/quests/IFailQuestRequestData" ;
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes" ;
import { MessageType } from "@spt-aki/models/enums/MessageType" ;
import { QuestRewardType } from "@spt-aki/models/enums/QuestRewardType" ;
import { QuestStatus } from "@spt-aki/models/enums/QuestStatus" ;
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import { SkillTypes } from "@spt-aki/models/enums/SkillTypes" ;
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import { IQuestConfig } from "@spt-aki/models/spt/config/IQuestConfig" ;
import { ILogger } from "@spt-aki/models/spt/utils/ILogger" ;
import { EventOutputHolder } from "@spt-aki/routers/EventOutputHolder" ;
import { ConfigServer } from "@spt-aki/servers/ConfigServer" ;
import { DatabaseServer } from "@spt-aki/servers/DatabaseServer" ;
import { LocaleService } from "@spt-aki/services/LocaleService" ;
import { LocalisationService } from "@spt-aki/services/LocalisationService" ;
import { MailSendService } from "@spt-aki/services/MailSendService" ;
import { HashUtil } from "@spt-aki/utils/HashUtil" ;
import { JsonUtil } from "@spt-aki/utils/JsonUtil" ;
import { TimeUtil } from "@spt-aki/utils/TimeUtil" ;
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@injectable ( )
export class QuestHelper
{
protected questConfig : IQuestConfig ;
constructor (
@inject ( "WinstonLogger" ) protected logger : ILogger ,
@inject ( "JsonUtil" ) protected jsonUtil : JsonUtil ,
@inject ( "TimeUtil" ) protected timeUtil : TimeUtil ,
@inject ( "HashUtil" ) protected hashUtil : HashUtil ,
@inject ( "ItemHelper" ) protected itemHelper : ItemHelper ,
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@inject ( "QuestConditionHelper" ) protected questConditionHelper : QuestConditionHelper ,
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@inject ( "EventOutputHolder" ) protected eventOutputHolder : EventOutputHolder ,
@inject ( "DatabaseServer" ) protected databaseServer : DatabaseServer ,
@inject ( "LocaleService" ) protected localeService : LocaleService ,
@inject ( "RagfairServerHelper" ) protected ragfairServerHelper : RagfairServerHelper ,
@inject ( "DialogueHelper" ) protected dialogueHelper : DialogueHelper ,
@inject ( "ProfileHelper" ) protected profileHelper : ProfileHelper ,
@inject ( "PaymentHelper" ) protected paymentHelper : PaymentHelper ,
@inject ( "LocalisationService" ) protected localisationService : LocalisationService ,
@inject ( "TraderHelper" ) protected traderHelper : TraderHelper ,
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@inject ( "PresetHelper" ) protected presetHelper : PresetHelper ,
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@inject ( "MailSendService" ) protected mailSendService : MailSendService ,
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@inject ( "ConfigServer" ) protected configServer : ConfigServer ,
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)
{
this . questConfig = this . configServer . getConfig ( ConfigTypes . QUEST ) ;
}
/ * *
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* Get status of a quest in player profile by its id
* @param pmcData Profile to search
* @param questId Quest id to look up
* @returns QuestStatus enum
* /
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public getQuestStatus ( pmcData : IPmcData , questId : string ) : QuestStatus
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{
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const quest = pmcData . Quests ? . find ( ( q ) = > q . qid === questId ) ;
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return quest ? quest.status : QuestStatus.Locked ;
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}
/ * *
* returns true is the level condition is satisfied
* @param playerLevel Players level
* @param condition Quest condition
* @returns true if player level is greater than or equal to quest
* /
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public doesPlayerLevelFulfilCondition ( playerLevel : number , condition : IQuestCondition ) : boolean
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{
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if ( condition . conditionType === "Level" )
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{
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switch ( condition . compareMethod )
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{
case ">=" :
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return playerLevel >= < number > condition . value ;
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case ">" :
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return playerLevel > < number > condition . value ;
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case "<" :
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return playerLevel < < number > condition . value ;
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case "<=" :
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return playerLevel <= < number > condition . value ;
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case "=" :
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return playerLevel === < number > condition . value ;
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default :
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this . logger . error (
this . localisationService . getText (
"quest-unable_to_find_compare_condition" ,
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condition . compareMethod ,
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) ,
) ;
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return false ;
}
}
}
/ * *
* Get the quests found in both arrays ( inner join )
* @param before Array of quests # 1
* @param after Array of quests # 2
* @returns Reduction of cartesian product between two quest arrays
* /
public getDeltaQuests ( before : IQuest [ ] , after : IQuest [ ] ) : IQuest [ ]
{
const knownQuestsIds = [ ] ;
for ( const q of before )
{
knownQuestsIds . push ( q . _id ) ;
}
if ( knownQuestsIds . length )
{
return after . filter ( ( q ) = >
{
return knownQuestsIds . indexOf ( q . _id ) === - 1 ;
} ) ;
}
return after ;
}
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/ * *
* Adjust skill experience for low skill levels , mimicing the official client
* @param profileSkill the skill experience is being added to
* @param progressAmount the amount of experience being added to the skill
* @returns the adjusted skill progress gain
* /
public adjustSkillExpForLowLevels ( profileSkill : Common , progressAmount : number ) : number
{
let currentLevel = Math . floor ( profileSkill . Progress / 100 ) ;
// Only run this if the current level is under 9
if ( currentLevel >= 9 )
{
return progressAmount ;
}
// This calculates how much progress we have in the skill's starting level
let startingLevelProgress = ( profileSkill . Progress % 100 ) * ( ( currentLevel + 1 ) / 10 ) ;
// The code below assumes a 1/10th progress skill amount
let remainingProgress = progressAmount / 10 ;
// We have to do this loop to handle edge cases where the provided XP bumps your level up
// See "CalculateExpOnFirstLevels" in client for original logic
let adjustedSkillProgress = 0 ;
while ( remainingProgress > 0 && currentLevel < 9 )
{
// Calculate how much progress to add, limiting it to the current level max progress
const currentLevelRemainingProgress = ( ( currentLevel + 1 ) * 10 ) - startingLevelProgress ;
this . logger . debug ( ` currentLevelRemainingProgress: ${ currentLevelRemainingProgress } ` ) ;
const progressToAdd = Math . min ( remainingProgress , currentLevelRemainingProgress ) ;
const adjustedProgressToAdd = ( 10 / ( currentLevel + 1 ) ) * progressToAdd ;
this . logger . debug ( ` Progress To Add: ${ progressToAdd } Adjusted for level: ${ adjustedProgressToAdd } ` ) ;
// Add the progress amount adjusted by level
adjustedSkillProgress += adjustedProgressToAdd ;
remainingProgress -= progressToAdd ;
startingLevelProgress = 0 ;
currentLevel ++ ;
}
// If there's any remaining progress, add it. This handles if you go from level 8 -> 9
if ( remainingProgress > 0 )
{
adjustedSkillProgress += remainingProgress ;
}
return adjustedSkillProgress ;
}
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/ * *
* Get quest name by quest id
* @param questId id to get
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* @returns
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* /
public getQuestNameFromLocale ( questId : string ) : string
{
const questNameKey = ` ${ questId } name ` ;
return this . localeService . getLocaleDb ( ) [ questNameKey ] ;
}
/ * *
* Check if trader has sufficient loyalty to fulfill quest requirement
* @param questProperties Quest props
* @param profile Player profile
* @returns true if loyalty is high enough to fulfill quest requirement
* /
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public traderLoyaltyLevelRequirementCheck ( questProperties : IQuestCondition , profile : IPmcData ) : boolean
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{
const requiredLoyaltyLevel = Number ( questProperties . value ) ;
const trader = profile . TradersInfo [ < string > questProperties . target ] ;
if ( ! trader )
{
this . logger . error ( ` Unable to find trader: ${ questProperties . target } in profile ` ) ;
}
return this . compareAvailableForValues ( trader . loyaltyLevel , requiredLoyaltyLevel , questProperties . compareMethod ) ;
}
/ * *
* Check if trader has sufficient standing to fulfill quest requirement
* @param questProperties Quest props
* @param profile Player profile
* @returns true if standing is high enough to fulfill quest requirement
* /
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public traderStandingRequirementCheck ( questProperties : IQuestCondition , profile : IPmcData ) : boolean
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{
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const requiredStanding = Number ( questProperties . value ) ;
const trader = profile . TradersInfo [ < string > questProperties . target ] ;
if ( ! trader )
{
this . logger . error ( ` Unable to find trader: ${ questProperties . target } in profile ` ) ;
}
return this . compareAvailableForValues ( trader . standing , requiredStanding , questProperties . compareMethod ) ;
}
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protected compareAvailableForValues ( current : number , required : number , compareMethod : string ) : boolean
{
switch ( compareMethod )
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{
case ">=" :
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return current >= required ;
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case ">" :
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return current > required ;
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case "<=" :
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return current <= required ;
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case "<" :
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return current < required ;
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case "!=" :
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return current !== required ;
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case "==" :
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return current === required ;
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default :
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this . logger . error ( this . localisationService . getText ( "quest-compare_operator_unhandled" , compareMethod ) ) ;
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return false ;
}
}
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/ * *
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* Take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
* @param questReward Reward item to fix
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* @returns Fixed rewards
* /
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protected processReward ( questReward : IQuestReward ) : Item [ ]
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{
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/** item with mods to return */
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let rewardItems : Item [ ] = [ ] ;
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let targets : Item [ ] = [ ] ;
const mods : Item [ ] = [ ] ;
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// Is armor item that may need inserts / plates
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if ( questReward . items . length === 1 && this . itemHelper . armorItemCanHoldMods ( questReward . items [ 0 ] . _tpl ) )
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{
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// Only process items with slots
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if ( this . itemHelper . itemHasSlots ( questReward . items [ 0 ] . _tpl ) )
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{
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// Attempt to pull default preset from globals and add child items to reward (clones questReward.items)
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this . generateArmorRewardChildSlots ( questReward . items [ 0 ] , questReward ) ;
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}
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}
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for ( const item of questReward . items )
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{
if ( ! item . upd )
{
item . upd = { } ;
}
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// Reward items are granted Found in Raid status
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item . upd . SpawnedInSession = true ;
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// Is root item, fix stacks
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if ( item . _id === questReward . target )
{ // Is base reward item
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if (
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( item . parentId !== undefined ) && ( item . parentId === "hideout" ) // Has parentId of hideout
&& ( item . upd !== undefined ) && ( item . upd . StackObjectsCount !== undefined ) // Has upd with stackobject count
&& ( item . upd . StackObjectsCount > 1 ) // More than 1 item in stack
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)
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{
item . upd . StackObjectsCount = 1 ;
}
targets = this . itemHelper . splitStack ( item ) ;
// splitStack created new ids for the new stacks. This would destroy the relation to possible children.
// Instead, we reset the id to preserve relations and generate a new id in the downstream loop, where we are also reparenting if required
for ( const target of targets )
{
target . _id = item . _id ;
}
}
else
{
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// Is child mod
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if ( questReward . items [ 0 ] . upd . SpawnedInSession )
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{
// Propigate FiR status into child items
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item . upd . SpawnedInSession = questReward . items [ 0 ] . upd . SpawnedInSession ;
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}
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mods . push ( item ) ;
}
}
// Add mods to the base items, fix ids
for ( const target of targets )
{
// This has all the original id relations since we reset the id to the original after the splitStack
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const itemsClone = [ this . jsonUtil . clone ( target ) ] ;
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// Here we generate a new id for the root item
target . _id = this . hashUtil . generate ( ) ;
for ( const mod of mods )
{
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itemsClone . push ( this . jsonUtil . clone ( mod ) ) ;
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}
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rewardItems = rewardItems . concat ( this . itemHelper . reparentItemAndChildren ( target , itemsClone ) ) ;
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}
return rewardItems ;
}
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/ * *
* Add missing mod items to a quest armor reward
* @param originalRewardRootItem Original armor reward item from IQuestReward . items object
* @param questReward Armor reward from quest
* /
protected generateArmorRewardChildSlots ( originalRewardRootItem : Item , questReward : IQuestReward ) : void
{
// Look for a default preset from globals for armor
const defaultPreset = this . presetHelper . getDefaultPreset ( originalRewardRootItem . _tpl ) ;
if ( defaultPreset )
{
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// Found preset, use mods to hydrate reward item
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const presetAndMods : Item [ ] = this . itemHelper . replaceIDs ( defaultPreset . _items ) ;
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const newRootId = this . itemHelper . remapRootItemId ( presetAndMods ) ;
questReward . items = presetAndMods ;
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// Find root item and set its stack count
const rootItem = questReward . items . find ( ( item ) = > item . _id === newRootId ) ;
// Remap target id to the new presets root id
questReward . target = rootItem . _id ;
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// Copy over stack count otherwise reward shows as missing in client
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if ( ! rootItem . upd )
{
rootItem . upd = { } ;
}
rootItem . upd . StackObjectsCount = originalRewardRootItem . upd . StackObjectsCount ;
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return ;
}
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this . logger . warning (
` Unable to find default preset for armor ${ originalRewardRootItem . _tpl } , adding mods manually ` ,
) ;
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const itemDbData = this . itemHelper . getItem ( originalRewardRootItem . _tpl ) [ 1 ] ;
// Hydrate reward with only 'required' mods - necessary for things like helmets otherwise you end up with nvgs/visors etc
questReward . items = this . itemHelper . addChildSlotItems ( questReward . items , itemDbData , null , true ) ;
}
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/ * *
* Gets a flat list of reward items for the given quest at a specific state ( e . g . Fail / Success )
* @param quest quest to get rewards for
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* @param status Quest status that holds the items ( Started , Success , Fail )
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* @returns array of items with the correct maxStack
* /
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public getQuestRewardItems ( quest : IQuest , status : QuestStatus ) : Item [ ]
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{
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// Iterate over all rewards with the desired status, flatten out items that have a type of Item
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const questRewards = quest . rewards [ QuestStatus [ status ] ] . flatMap ( ( reward : IQuestReward ) = >
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reward . type === "Item" ? this . processReward ( reward ) : [ ]
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) ;
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return questRewards ;
}
/ * *
* Look up quest in db by accepted quest id and construct a profile - ready object ready to store in profile
* @param pmcData Player profile
* @param newState State the new quest should be in when returned
* @param acceptedQuest Details of accepted quest from client
* /
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public getQuestReadyForProfile (
pmcData : IPmcData ,
newState : QuestStatus ,
acceptedQuest : IAcceptQuestRequestData ,
) : IQuestStatus
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{
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const currentTimestamp = this . timeUtil . getTimestamp ( ) ;
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const existingQuest = pmcData . Quests . find ( ( q ) = > q . qid === acceptedQuest . qid ) ;
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if ( existingQuest )
{
// Quest exists, update its status
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existingQuest . startTime = currentTimestamp ;
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existingQuest . status = newState ;
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existingQuest . statusTimers [ newState ] = currentTimestamp ;
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existingQuest . completedConditions = [ ] ;
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if ( existingQuest . availableAfter )
{
delete existingQuest . availableAfter ;
}
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return existingQuest ;
}
// Quest doesn't exists, add it
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const newQuest : IQuestStatus = {
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qid : acceptedQuest.qid ,
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startTime : currentTimestamp ,
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status : newState ,
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statusTimers : { } ,
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} ;
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// Check if quest has a prereq to be placed in a 'pending' state, otherwise set status timers value
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const questDbData = this . getQuestFromDb ( acceptedQuest . qid , pmcData ) ;
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if ( ! questDbData )
{
this . logger . error ( ` Quest: ${ acceptedQuest . qid } of type: ${ acceptedQuest . type } not found ` ) ;
}
const waitTime = questDbData ? . conditions . AvailableForStart . find ( ( x ) = > x . availableAfter > 0 ) ;
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if ( waitTime && acceptedQuest . type !== "repeatable" )
{
// Quest should be put into 'pending' state
newQuest . startTime = 0 ;
newQuest . status = QuestStatus . AvailableAfter ; // 9
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newQuest . availableAfter = currentTimestamp + waitTime . availableAfter ;
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}
else
{
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newQuest . statusTimers [ newState . toString ( ) ] = currentTimestamp ;
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newQuest . completedConditions = [ ] ;
}
return newQuest ;
}
/ * *
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* Get quests that can be shown to player after starting a quest
* @param startedQuestId Quest started by player
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* @param sessionID Session id
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* @returns Quests accessible to player incuding newly unlocked quests now quest ( startedQuestId ) was started
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* /
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public getNewlyAccessibleQuestsWhenStartingQuest ( startedQuestId : string , sessionID : string ) : IQuest [ ]
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{
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// Get quest acceptance data from profile
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const profile : IPmcData = this . profileHelper . getPmcProfile ( sessionID ) ;
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const startedQuestInProfile = profile . Quests . find ( ( x ) = > x . qid === startedQuestId ) ;
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// Get quests that
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const eligibleQuests = this . getQuestsFromDb ( ) . filter ( ( quest ) = >
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{
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// Quest is accessible to player when the accepted quest passed into param is started
// e.g. Quest A passed in, quest B is looped over and has requirement of A to be started, include it
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const acceptedQuestCondition = quest . conditions . AvailableForStart . find ( ( x ) = >
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{
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return x . conditionType === "Quest"
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&& x . target ? . includes ( startedQuestId )
&& x . status ? . includes ( QuestStatus . Started ) ;
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} ) ;
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// Not found, skip quest
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if ( ! acceptedQuestCondition )
{
return false ;
}
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const standingRequirements = this . questConditionHelper . getStandingConditions (
quest . conditions . AvailableForStart ,
) ;
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for ( const condition of standingRequirements )
{
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if ( ! this . traderStandingRequirementCheck ( condition , profile ) )
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{
return false ;
}
}
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const loyaltyRequirements = this . questConditionHelper . getLoyaltyConditions (
quest . conditions . AvailableForStart ,
) ;
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for ( const condition of loyaltyRequirements )
{
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if ( ! this . traderLoyaltyLevelRequirementCheck ( condition , profile ) )
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{
return false ;
}
}
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// Include if quest found in profile and is started or ready to hand in
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return startedQuestInProfile
&& ( [ QuestStatus . Started , QuestStatus . AvailableForFinish ] . includes ( startedQuestInProfile . status ) ) ;
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} ) ;
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return this . getQuestsWithOnlyLevelRequirementStartCondition ( eligibleQuests ) ;
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}
/ * *
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* Get quests that can be shown to player after failing a quest
* @param failedQuestId Id of the quest failed by player
* @param sessionId Session id
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* @returns IQuest array
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* /
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public failedUnlocked ( failedQuestId : string , sessionId : string ) : IQuest [ ]
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{
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const profile = this . profileHelper . getPmcProfile ( sessionId ) ;
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const profileQuest = profile . Quests . find ( ( x ) = > x . qid === failedQuestId ) ;
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const quests = this . getQuestsFromDb ( ) . filter ( ( q ) = >
{
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const acceptedQuestCondition = q . conditions . AvailableForStart . find ( ( c ) = >
{
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return c . conditionType === "Quest"
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&& c . target . includes ( failedQuestId )
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&& c . status [ 0 ] === QuestStatus . Fail ;
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} ) ;
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if ( ! acceptedQuestCondition )
{
return false ;
}
return profileQuest && ( profileQuest . status === QuestStatus . Fail ) ;
} ) ;
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if ( quests . length === 0 )
{
return quests ;
}
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return this . getQuestsWithOnlyLevelRequirementStartCondition ( quests ) ;
}
/ * *
* Adjust quest money rewards by passed in multiplier
* @param quest Quest to multiple money rewards
* @param multiplier Value to adjust money rewards by
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* @param questStatus Status of quest to apply money boost to rewards of
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* @returns Updated quest
* /
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public applyMoneyBoost ( quest : IQuest , multiplier : number , questStatus : QuestStatus ) : IQuest
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{
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const rewards : IQuestReward [ ] = quest . rewards ? . [ QuestStatus [ questStatus ] ] ? ? [ ] ;
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for ( const reward of rewards )
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{
if ( reward . type === "Item" )
{
if ( this . paymentHelper . isMoneyTpl ( reward . items [ 0 ] . _tpl ) )
{
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reward . items [ 0 ] . upd . StackObjectsCount += Math . round (
reward . items [ 0 ] . upd . StackObjectsCount * multiplier / 100 ,
) ;
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}
}
}
return quest ;
}
/ * *
* Sets the item stack to new value , or delete the item if value <= 0
* // TODO maybe merge this function and the one from customization
* @param pmcData Profile
* @param itemId id of item to adjust stack size of
* @param newStackSize Stack size to adjust to
* @param sessionID Session id
* @param output ItemEvent router response
* /
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public changeItemStack (
pmcData : IPmcData ,
itemId : string ,
newStackSize : number ,
sessionID : string ,
output : IItemEventRouterResponse ,
) : void
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{
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const inventoryItemIndex = pmcData . Inventory . items . findIndex ( ( item ) = > item . _id === itemId ) ;
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if ( inventoryItemIndex < 0 )
{
this . logger . error ( this . localisationService . getText ( "quest-item_not_found_in_inventory" , itemId ) ) ;
return ;
}
if ( newStackSize > 0 )
{
const item = pmcData . Inventory . items [ inventoryItemIndex ] ;
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if ( ! item . upd )
{
item . upd = { } ;
}
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item . upd . StackObjectsCount = newStackSize ;
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this . addItemStackSizeChangeIntoEventResponse ( output , sessionID , item ) ;
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}
else
{
// this case is probably dead Code right now, since the only calling function
// checks explicitly for Value > 0.
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output . profileChanges [ sessionID ] . items . del . push ( { _id : itemId } ) ;
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pmcData . Inventory . items . splice ( inventoryItemIndex , 1 ) ;
}
}
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/ * *
* Add item stack change object into output route event response
* @param output Response to add item change event into
* @param sessionId Session id
* @param item Item that was adjusted
* /
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protected addItemStackSizeChangeIntoEventResponse (
output : IItemEventRouterResponse ,
sessionId : string ,
item : Item ,
) : void
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{
output . profileChanges [ sessionId ] . items . change . push ( {
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_id : item._id ,
_tpl : item._tpl ,
parentId : item.parentId ,
slotId : item.slotId ,
location : item.location ,
upd : { StackObjectsCount : item.upd.StackObjectsCount } ,
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} ) ;
}
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/ * *
* Get quests , strip all requirement conditions except level
* @param quests quests to process
* @returns quest array without conditions
* /
protected getQuestsWithOnlyLevelRequirementStartCondition ( quests : IQuest [ ] ) : IQuest [ ]
{
for ( const i in quests )
{
quests [ i ] = this . getQuestWithOnlyLevelRequirementStartCondition ( quests [ i ] ) ;
}
return quests ;
}
/ * *
* Remove all quest conditions except for level requirement
* @param quest quest to clean
* @returns reset IQuest object
* /
public getQuestWithOnlyLevelRequirementStartCondition ( quest : IQuest ) : IQuest
{
quest = this . jsonUtil . clone ( quest ) ;
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quest . conditions . AvailableForStart = quest . conditions . AvailableForStart . filter ( ( q ) = >
q . conditionType === "Level"
) ;
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return quest ;
}
/ * *
* Fail a quest in a player profile
* @param pmcData Player profile
* @param failRequest Fail quest request data
* @param sessionID Session id
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* @param output Client output
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* @returns Item event router response
* /
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public failQuest (
pmcData : IPmcData ,
failRequest : IFailQuestRequestData ,
sessionID : string ,
output : IItemEventRouterResponse = null ,
) : IItemEventRouterResponse
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{
// Prepare response to send back client
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if ( ! output )
{
output = this . eventOutputHolder . getOutput ( sessionID ) ;
}
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this . updateQuestState ( pmcData , QuestStatus . Fail , failRequest . qid ) ;
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const questRewards = this . applyQuestReward ( pmcData , failRequest . qid , QuestStatus . Fail , sessionID , output ) ;
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// Create a dialog message for completing the quest.
const quest = this . getQuestFromDb ( failRequest . qid , pmcData ) ;
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const matchingRepeatable = pmcData . RepeatableQuests . flatMap ( ( repeatableType ) = > repeatableType . activeQuests )
. find ( ( activeQuest ) = > activeQuest . _id === failRequest . qid ) ;
if ( ! ( matchingRepeatable || quest ) )
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{
this . mailSendService . sendLocalisedNpcMessageToPlayer (
sessionID ,
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this . traderHelper . getTraderById ( quest ? . traderId ? ? matchingRepeatable . traderId ) , // can be null when repeatable quest has been moved to inactiveQuests
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MessageType . QUEST_FAIL ,
quest . failMessageText ,
questRewards ,
this . timeUtil . getHoursAsSeconds ( this . questConfig . redeemTime ) ,
) ;
}
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output . profileChanges [ sessionID ] . quests . push ( . . . this . failedUnlocked ( failRequest . qid , sessionID ) ) ;
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return output ;
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}
/ * *
* Get List of All Quests from db
* NOT CLONED
* @returns Array of IQuest objects
* /
public getQuestsFromDb ( ) : IQuest [ ]
{
return Object . values ( this . databaseServer . getTables ( ) . templates . quests ) ;
}
/ * *
* Get quest by id from database ( repeatables are stored in profile , check there if questId not found )
* @param questId Id of quest to find
* @param pmcData Player profile
* @returns IQuest object
* /
public getQuestFromDb ( questId : string , pmcData : IPmcData ) : IQuest
{
let quest = this . databaseServer . getTables ( ) . templates . quests [ questId ] ;
// May be a repeatable quest
if ( ! quest )
{
// Check daily/weekly objects
for ( const repeatableType of pmcData . RepeatableQuests )
{
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quest = < IQuest > < unknown > repeatableType . activeQuests . find ( ( x ) = > x . _id === questId ) ;
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if ( quest )
{
break ;
}
}
}
return quest ;
}
/ * *
* Get a quests startedMessageText key from db , if no startedMessageText key found , use description key instead
* @param startedMessageTextId startedMessageText property from IQuest
* @param questDescriptionId description property from IQuest
* @returns message id
* /
public getMessageIdForQuestStart ( startedMessageTextId : string , questDescriptionId : string ) : string
{
// blank or is a guid, use description instead
const startedMessageText = this . getQuestLocaleIdFromDb ( startedMessageTextId ) ;
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if (
! startedMessageText || startedMessageText . trim ( ) === "" || startedMessageText . toLowerCase ( ) === "test"
|| startedMessageText . length === 24
)
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{
return questDescriptionId ;
}
return startedMessageTextId ;
}
/ * *
* Get the locale Id from locale db for a quest message
* @param questMessageId Quest message id to look up
* @returns Locale Id from locale db
* /
public getQuestLocaleIdFromDb ( questMessageId : string ) : string
{
const locale = this . localeService . getLocaleDb ( ) ;
return locale [ questMessageId ] ;
}
/ * *
* Alter a quests state + Add a record to its status timers object
* @param pmcData Profile to update
* @param newQuestState New state the quest should be in
* @param questId Id of the quest to alter the status of
* /
public updateQuestState ( pmcData : IPmcData , newQuestState : QuestStatus , questId : string ) : void
{
// Find quest in profile, update status to desired status
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const questToUpdate = pmcData . Quests . find ( ( quest ) = > quest . qid === questId ) ;
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if ( questToUpdate )
{
questToUpdate . status = newQuestState ;
questToUpdate . statusTimers [ newQuestState ] = this . timeUtil . getTimestamp ( ) ;
}
}
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/ * *
* Resets a quests values back to its chosen state
* @param pmcData Profile to update
* @param newQuestState New state the quest should be in
* @param questId Id of the quest to alter the status of
* /
public resetQuestState ( pmcData : IPmcData , newQuestState : QuestStatus , questId : string ) : void
{
const questToUpdate = pmcData . Quests . find ( ( quest ) = > quest . qid === questId ) ;
if ( questToUpdate )
{
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const currentTimestamp = this . timeUtil . getTimestamp ( ) ;
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questToUpdate . status = newQuestState ;
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// Only set start time when quest is being started
if ( newQuestState === QuestStatus . Started )
{
questToUpdate . startTime = currentTimestamp ;
}
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questToUpdate . statusTimers [ newQuestState ] = currentTimestamp ;
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// Delete all status timers after applying new status
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for ( const statusKey in questToUpdate . statusTimers )
{
if ( Number . parseInt ( statusKey ) > newQuestState )
{
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delete questToUpdate . statusTimers [ statusKey ] ;
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}
}
// Remove all completed conditions
questToUpdate . completedConditions = [ ] ;
}
}
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/ * *
* Give player quest rewards - Skills / exp / trader standing / items / assort unlocks - Returns reward items player earned
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* @param profileData Player profile ( scav or pmc )
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* @param questId questId of quest to get rewards for
* @param state State of the quest to get rewards for
* @param sessionId Session id
* @param questResponse Response to send back to client
* @returns Array of reward objects
* /
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public applyQuestReward (
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profileData : IPmcData ,
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questId : string ,
state : QuestStatus ,
sessionId : string ,
questResponse : IItemEventRouterResponse ,
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) : Item [ ]
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{
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// Repeatable quest base data is always in PMCProfile, `profileData` may be scav profile
// TODO: consider moving repeatable quest data to profile-agnostic location
const pmcProfile = this . profileHelper . getPmcProfile ( sessionId ) ;
let questDetails = this . getQuestFromDb ( questId , pmcProfile ) ;
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if ( ! questDetails )
{
this . logger . warning ( ` Unable to find quest: ${ questId } from db, unable to give quest rewards ` ) ;
return [ ] ;
}
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// Check for and apply intel center money bonus if it exists
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const questMoneyRewardBonus = this . getQuestMoneyRewardBonus ( pmcProfile ) ;
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if ( questMoneyRewardBonus > 0 )
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{
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// Apply additional bonus from hideout skill
questDetails = this . applyMoneyBoost ( questDetails , questMoneyRewardBonus , state ) ; // money = money + (money * intelCenterBonus / 100)
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}
// e.g. 'Success' or 'AvailableForFinish'
const questStateAsString = QuestStatus [ state ] ;
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for ( const reward of < IQuestReward [ ] > questDetails . rewards [ questStateAsString ] )
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{
switch ( reward . type )
{
case QuestRewardType . SKILL :
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this . profileHelper . addSkillPointsToPlayer (
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profileData ,
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reward . target as SkillTypes ,
Number ( reward . value ) ,
) ;
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break ;
case QuestRewardType . EXPERIENCE :
this . profileHelper . addExperienceToPmc ( sessionId , parseInt ( < string > reward . value ) ) ; // this must occur first as the output object needs to take the modified profile exp value
break ;
case QuestRewardType . TRADER_STANDING :
this . traderHelper . addStandingToTrader ( sessionId , reward . target , parseFloat ( < string > reward . value ) ) ;
break ;
case QuestRewardType . TRADER_UNLOCK :
this . traderHelper . setTraderUnlockedState ( reward . target , true , sessionId ) ;
break ;
case QuestRewardType . ITEM :
// Handled by getQuestRewardItems() below
break ;
case QuestRewardType . ASSORTMENT_UNLOCK :
// Handled elsewhere, TODO: find and say here
break ;
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case QuestRewardType . STASH_ROWS :
this . logger . debug ( "Not implemented stash rows reward yet" ) ;
break ;
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case QuestRewardType . PRODUCTIONS_SCHEME :
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this . findAndAddHideoutProductionIdToProfile (
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pmcProfile ,
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reward ,
questDetails ,
sessionId ,
questResponse ,
) ;
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break ;
default :
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this . logger . error (
this . localisationService . getText ( "quest-reward_type_not_handled" , {
rewardType : reward.type ,
questId : questId ,
questName : questDetails.QuestName ,
} ) ,
) ;
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break ;
}
}
return this . getQuestRewardItems ( questDetails , state ) ;
}
/ * *
* WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
* also update client response recipeUnlocked array with craft id
* @param pmcData Player profile
* @param craftUnlockReward Reward item from quest with craft unlock details
* @param questDetails Quest with craft unlock reward
* @param sessionID Session id
* @param response Response to send back to client
* /
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protected findAndAddHideoutProductionIdToProfile (
pmcData : IPmcData ,
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craftUnlockReward : IQuestReward ,
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questDetails : IQuest ,
sessionID : string ,
response : IItemEventRouterResponse ,
) : void
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{
// Get hideout crafts and find those that match by areatype/required level/end product tpl - hope for just one match
const hideoutProductions = this . databaseServer . getTables ( ) . hideout . production ;
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const matchingProductions = hideoutProductions . filter ( ( x ) = >
x . areaType === Number . parseInt ( craftUnlockReward . traderId )
&& x . requirements . some ( ( x ) = > x . requiredLevel === craftUnlockReward . loyaltyLevel )
&& x . endProduct === craftUnlockReward . items [ 0 ] . _tpl
) ;
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// More/less than 1 match, above filtering wasn't strict enough
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if ( matchingProductions . length !== 1 )
{
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this . logger . error (
this . localisationService . getText ( "quest-unable_to_find_matching_hideout_production" , {
questName : questDetails.QuestName ,
matchCount : matchingProductions.length ,
} ) ,
) ;
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return ;
}
// Add above match to pmc profile + client response
const matchingCraftId = matchingProductions [ 0 ] . _id ;
pmcData . UnlockedInfo . unlockedProductionRecipe . push ( matchingCraftId ) ;
response . profileChanges [ sessionID ] . recipeUnlocked [ matchingCraftId ] = true ;
}
/ * *
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* Get players money reward bonus from profile
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* @param pmcData player profile
* @returns bonus as a percent
* /
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protected getQuestMoneyRewardBonus ( pmcData : IPmcData ) : number
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{
// Check player has intel center
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const moneyRewardBonuses = pmcData . Bonuses . filter ( ( x ) = > x . type === "QuestMoneyReward" ) ;
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if ( ! moneyRewardBonuses )
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{
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return 0 ;
}
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// Get a total of the quest money rewards
let moneyRewardBonus = moneyRewardBonuses . reduce ( ( acc , cur ) = > acc + cur . value , 0 ) ;
// Apply hideout management bonus to money reward (up to 51% bonus)
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const hideoutManagementSkill = this . profileHelper . getSkillFromProfile ( pmcData , SkillTypes . HIDEOUT_MANAGEMENT ) ;
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if ( hideoutManagementSkill )
{
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moneyRewardBonus *= 1 + ( hideoutManagementSkill . Progress / 10000 ) ; // 5100 becomes 0.51, add 1 to it, 1.51, multiply the moneyreward bonus by it (e.g. 15 x 51)
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}
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return moneyRewardBonus ;
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}
/ * *
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* Find quest with 'findItem' condition that needs the item tpl be handed in
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* @param itemTpl item tpl to look for
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* @param questIds Quests to search through for the findItem condition
* @returns quest id with 'FindItem' condition id
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* /
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public getFindItemConditionByQuestItem (
itemTpl : string ,
questIds : string [ ] ,
allQuests : IQuest [ ] ,
) : Record < string , string >
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{
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const result : Record < string , string > = { } ;
for ( const questId of questIds )
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{
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const questInDb = allQuests . find ( ( x ) = > x . _id === questId ) ;
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if ( ! questInDb )
{
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this . logger . debug ( ` Unable to find quest: ${ questId } in db, cannot get 'FindItem' condition, skipping ` ) ;
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continue ;
}
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const condition = questInDb . conditions . AvailableForFinish . find ( ( c ) = >
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c . conditionType === "FindItem" && c ? . target ? . includes ( itemTpl )
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) ;
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if ( condition )
{
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result [ questId ] = condition . id ;
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break ;
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}
}
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return result ;
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}
/ * *
* Add all quests to a profile with the provided statuses
* @param pmcProfile profile to update
* @param statuses statuses quests should have
* /
public addAllQuestsToProfile ( pmcProfile : IPmcData , statuses : QuestStatus [ ] ) : void
{
// Iterate over all quests in db
const quests = this . databaseServer . getTables ( ) . templates . quests ;
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for ( const questIdKey in quests )
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{
// Quest from db matches quests in profile, skip
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const questData = quests [ questIdKey ] ;
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if ( pmcProfile . Quests . find ( ( x ) = > x . qid === questData . _id ) )
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{
continue ;
}
const statusesDict = { } ;
for ( const status of statuses )
{
statusesDict [ status ] = this . timeUtil . getTimestamp ( ) ;
}
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const questRecordToAdd : IQuestStatus = {
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qid : questIdKey ,
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startTime : this.timeUtil.getTimestamp ( ) ,
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status : statuses [ statuses . length - 1 ] ,
statusTimers : statusesDict ,
completedConditions : [ ] ,
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availableAfter : 0 ,
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} ;
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if ( pmcProfile . Quests . some ( ( x ) = > x . qid === questIdKey ) )
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{
// Update existing
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const existingQuest = pmcProfile . Quests . find ( ( x ) = > x . qid === questIdKey ) ;
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existingQuest . status = questRecordToAdd . status ;
existingQuest . statusTimers = questRecordToAdd . statusTimers ;
}
else
{
// Add new
pmcProfile . Quests . push ( questRecordToAdd ) ;
}
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}
}
public findAndRemoveQuestFromArrayIfExists ( questId : string , quests : IQuestStatus [ ] ) : void
{
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const pmcQuestToReplaceStatus = quests . find ( ( quest ) = > quest . qid === questId ) ;
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if ( pmcQuestToReplaceStatus )
{
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quests . splice ( quests . indexOf ( pmcQuestToReplaceStatus ) , 1 ) ;
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}
}
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/ * *
* Return a list of quests that would fail when supplied quest is completed
* @param completedQuestId quest completed id
* @returns array of IQuest objects
* /
public getQuestsFailedByCompletingQuest ( completedQuestId : string ) : IQuest [ ]
{
const questsInDb = this . getQuestsFromDb ( ) ;
return questsInDb . filter ( ( quest ) = >
{
// No fail conditions, exit early
if ( ! quest . conditions . Fail || quest . conditions . Fail . length === 0 )
{
return false ;
}
return quest . conditions . Fail . some ( ( condition ) = > condition . target ? . includes ( completedQuestId ) ) ;
} ) ;
}
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}