flea-sell-changes (!176)
Co-authored-by: Shibdib <shibdib@noreply.dev.sp-tarkov.com> Co-authored-by: Dev <dev@dev.sp-tarkov.com> Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/176
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@ -1,12 +1,12 @@
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{
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"runIntervalSeconds": 45,
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"sell": {
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"simulatedSellHours": 12,
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"fees": true,
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"chance": {
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"base": 50,
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"overpriced": 1.7,
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"underpriced": 2
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"sellMultiplier": 1.24,
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"maxSellChancePercent": 100,
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"minSellChancePercent": 0
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},
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"time": {
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"base": 1.5,
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@ -5,6 +5,7 @@ import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
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import { IRagfairConfig } from "@spt-aki/models/spt/config/IRagfairConfig";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt-aki/servers/ConfigServer";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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import { RandomUtil } from "@spt-aki/utils/RandomUtil";
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import { TimeUtil } from "@spt-aki/utils/TimeUtil";
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@ -17,6 +18,7 @@ export class RagfairSellHelper
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("TimeUtil") protected timeUtil: TimeUtil,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ConfigServer") protected configServer: ConfigServer,
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)
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{
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@ -36,32 +38,28 @@ export class RagfairSellHelper
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qualityMultiplier: number,
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): number
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{
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const baseSellChancePercent = this.ragfairConfig.sell.chance.base * qualityMultiplier;
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const sellConfig = this.ragfairConfig.sell.chance;
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const listedPriceAboveAverage = playerListedPriceRub > averageOfferPriceRub;
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// Get sell chance multiplier
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const multiplier = listedPriceAboveAverage
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? this.ragfairConfig.sell.chance.overpriced // Player price is over average listing price
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: this.getSellMultiplierWhenPlayerPriceIsBelowAverageListingPrice(
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averageOfferPriceRub,
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playerListedPriceRub,
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);
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// Base sell chance modified by items quality
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const baseSellChancePercent = sellConfig.base * qualityMultiplier;
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// Modfier gets applied twice to either penalize or incentivize over/under pricing (Probably a cleaner way to do this)
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const sellModifier = (averageOfferPriceRub / playerListedPriceRub) * sellConfig.sellMultiplier;
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let sellChance = Math.round((baseSellChancePercent * sellModifier) * sellModifier);
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// Adjust sell chance if below config value
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if (sellChance < sellConfig.minSellChancePercent)
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{
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sellChance = sellConfig.minSellChancePercent;
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}
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return Math.round(baseSellChancePercent * (averageOfferPriceRub / playerListedPriceRub * multiplier));
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}
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// Adjust sell chance if above config value
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if (sellChance > sellConfig.maxSellChancePercent)
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{
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sellChance = sellConfig.maxSellChancePercent;
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}
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/**
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* Get percent chance to sell an item when price is below items average listing price
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* @param playerListedPriceRub Price player listed item for in roubles
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* @param averageOfferPriceRub Price of average offer in roubles
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* @returns percent value
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*/
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protected getSellMultiplierWhenPlayerPriceIsBelowAverageListingPrice(
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averageOfferPriceRub: number,
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playerListedPriceRub: number,
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): number
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{
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return (playerListedPriceRub < averageOfferPriceRub) ? this.ragfairConfig.sell.chance.underpriced : 1;
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return sellChance;
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}
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/**
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@ -75,10 +73,7 @@ export class RagfairSellHelper
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const startTime = this.timeUtil.getTimestamp();
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// Get a time in future to stop simulating sell chances at
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const endTime = startTime + this.timeUtil.getHoursAsSeconds(this.ragfairConfig.sell.simulatedSellHours);
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// TODO - Write comment - what is going on here
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const chance = 100 - Math.min(Math.max(sellChancePercent, 0), 100);
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const endTime = startTime + this.timeUtil.getHoursAsSeconds(this.databaseServer.getTables().globals.config.RagFair.offerDurationTimeInHour);
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let sellTime = startTime;
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let remainingCount = itemSellCount;
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@ -107,10 +102,13 @@ export class RagfairSellHelper
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if (this.randomUtil.getChance100(sellChancePercent))
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{
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// Passed roll check, item will be sold
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sellTime += Math.max(
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Math.round(chance / 100 * this.ragfairConfig.sell.time.max * 60),
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this.ragfairConfig.sell.time.min * 60,
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);
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// Weight time to sell towards selling faster based on how cheap the item sold
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const weighting = (100 - sellChancePercent) / 100;
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let maximumTime = weighting * (this.ragfairConfig.sell.time.max * 60);
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const minimumTime = this.ragfairConfig.sell.time.min * 60;
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if (maximumTime < minimumTime) maximumTime = minimumTime + 5;
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// Sell time will be random between min/max
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sellTime += Math.floor(Math.random() * (maximumTime - minimumTime) + minimumTime);
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result.push({ sellTime: sellTime, amount: boughtAmount });
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@ -23,17 +23,20 @@ export interface Sell
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time: Time;
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/** Player offer reputation gain/loss settings */
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reputation: Reputation;
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/** How many hours are simulated to figure out if player offer was sold */
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simulatedSellHours: number;
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/**Seconds from clicking remove to remove offer from market */
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expireSeconds: number;
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}
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export interface Chance
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{
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/** Base chance percent to sell an item */
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base: number;
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overpriced: number;
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underpriced: number;
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/** Value to multiply the sell chance by */
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sellMultiplier: number;
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/** Max possible sell chance % for a player listed offer */
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maxSellChancePercent: number;
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/** Min possible sell chance % for a player listed offer */
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minSellChancePercent: number;
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}
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export interface Time extends MinMax
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