Tie random weapon reward to rouble reward
Prevents daily quests from choosing high-level weapons as a reward for low level dailies
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@ -1,11 +1,13 @@
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import { inject, injectable } from "tsyringe";
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import { ExhaustableArray } from "@spt-aki/helpers/BotGeneratorHelper";
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import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper";
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import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
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import { PresetHelper } from "@spt-aki/helpers/PresetHelper";
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import { ProfileHelper } from "@spt-aki/helpers/ProfileHelper";
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import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper";
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import { RepeatableQuestHelper } from "@spt-aki/helpers/RepeatableQuestHelper";
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import { IPreset } from "@spt-aki/models/eft/common/IGlobals";
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import { Exit, ILocationBase } from "@spt-aki/models/eft/common/ILocationBase";
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import { TraderInfo } 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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@ -981,14 +983,32 @@ export class RepeatableQuestGenerator
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)
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{
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// Add a random default preset weapon as reward
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const defaultPresets = Object.values(this.presetHelper.getDefaultWeaponPresets());
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const defaultPresetClone = this.jsonUtil.clone(this.randomUtil.getArrayValue(defaultPresets));
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// use _encyclopedia as its always the base items _tpl, items[0] isn't guaranteed to be base item
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rewards.Success.push(
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this.generateRewardItem(defaultPresetClone._encyclopedia, 1, rewardIndex, defaultPresetClone._items),
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const defaultPresetPool = new ExhaustableArray(
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Object.values(this.presetHelper.getDefaultWeaponPresets()),
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this.randomUtil,
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this.jsonUtil,
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);
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rewardIndex++;
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let chosenPreset: IPreset;
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while (defaultPresetPool.hasValues())
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{
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const randomPreset = defaultPresetPool.getRandomValue();
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const tpls = randomPreset._items.map((item) => item._tpl);
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const presetPrice = this.itemHelper.getItemAndChildrenPrice(tpls);
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if (presetPrice <= roublesBudget)
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{
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chosenPreset = this.jsonUtil.clone(randomPreset);
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break;
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}
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}
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if (chosenPreset)
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{
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// use _encyclopedia as its always the base items _tpl, items[0] isn't guaranteed to be base item
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rewards.Success.push(
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this.generateRewardItem(chosenPreset._encyclopedia, 1, rewardIndex, chosenPreset._items),
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);
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rewardIndex++;
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}
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}
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if (rewardItemPool.length > 0)
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