Merge branch 'master' of https://dev.sp-tarkov.com/SPT-AKI/Server
This commit is contained in:
commit
6f48a29713
@ -11,6 +11,13 @@
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"kit": 0.6,
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"trader": 0.6
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},
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"weaponTreatment": {
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"critSuccessChance": 0.10,
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"critSuccessAmount": 4,
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"critFailureChance": 0.10,
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"critFailureAmount": 4,
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"pointGainMultiplier": 0.6
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},
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"repairKit": {
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"armor": {
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"rarityWeight": {
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@ -8,7 +8,7 @@ import { QuestConditionHelper } from "@spt-aki/helpers/QuestConditionHelper";
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import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper";
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import { TraderHelper } from "@spt-aki/helpers/TraderHelper";
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import { IPmcData } from "@spt-aki/models/eft/common/IPmcData";
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import { IQuestStatus } from "@spt-aki/models/eft/common/tables/IBotBase";
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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 { AvailableForConditions, AvailableForProps, IQuest, Reward } from "@spt-aki/models/eft/common/tables/IQuest";
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import { IItemEventRouterResponse } from "@spt-aki/models/eft/itemEvent/IItemEventRouterResponse";
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@ -135,7 +135,7 @@ export class QuestHelper
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* @param skillName Name of skill to increase skill points of
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* @param progressAmount Amount of skill points to add to skill
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*/
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public rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number): void
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public rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number, scaleToSkillLevel: boolean = false): void
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{
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const indexOfSkillToUpdate = pmcData.Skills.Common.findIndex(s => s.Id === skillName);
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if (indexOfSkillToUpdate === -1)
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@ -153,10 +153,66 @@ export class QuestHelper
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return;
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}
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// Tarkov has special handling of skills under level 9 to scale them to the lower XP requirement
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if (scaleToSkillLevel)
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{
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progressAmount = this.adjustSkillExpForLowLevels(profileSkill, progressAmount);
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}
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profileSkill.Progress += progressAmount;
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profileSkill.LastAccess = this.timeUtil.getTimestamp();
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}
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/**
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* Adjust skill experience for low skill levels, mimicing the official client
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* @param profileSkill the skill experience is being added to
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* @param progressAmount the amount of experience being added to the skill
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* @returns the adjusted skill progress gain
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*/
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public adjustSkillExpForLowLevels(profileSkill: Common, progressAmount: number): number
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{
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let currentLevel = Math.floor(profileSkill.Progress / 100);
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// Only run this if the current level is under 9
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if (currentLevel >= 9)
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{
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return progressAmount;
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}
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// This calculates how much progress we have in the skill's starting level
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let startingLevelProgress = (profileSkill.Progress % 100) * ((currentLevel + 1) / 10);
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// The code below assumes a 1/10th progress skill amount
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let remainingProgress = progressAmount / 10;
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// We have to do this loop to handle edge cases where the provided XP bumps your level up
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// See "CalculateExpOnFirstLevels" in client for original logic
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let adjustedSkillProgress = 0;
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while (remainingProgress > 0 && currentLevel < 9)
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{
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// Calculate how much progress to add, limiting it to the current level max progress
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const currentLevelRemainingProgress = ((currentLevel + 1) * 10) - startingLevelProgress;
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this.logger.debug(`currentLevelRemainingProgress: ${currentLevelRemainingProgress}`);
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const progressToAdd = Math.min(remainingProgress, currentLevelRemainingProgress);
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const adjustedProgressToAdd = (10 / (currentLevel + 1)) * progressToAdd;
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this.logger.debug(`Progress To Add: ${progressToAdd} Adjusted for level: ${adjustedProgressToAdd}`);
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// Add the progress amount adjusted by level
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adjustedSkillProgress += adjustedProgressToAdd;
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remainingProgress -= progressToAdd;
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startingLevelProgress = 0;
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currentLevel++;
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}
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// If there's any remaining progress, add it. This handles if you go from level 8 -> 9
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if (remainingProgress > 0)
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{
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adjustedSkillProgress += remainingProgress;
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}
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return adjustedSkillProgress;
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}
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/**
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* Get quest name by quest id
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* @param questId id to get
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@ -12,6 +12,7 @@ export interface IRepairConfig extends IBaseConfig
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repairKitIntellectGainMultiplier: IIntellectGainValues
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//** How much INT can be given to player per repair action */
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maxIntellectGainPerRepair: IMaxIntellectGainValues;
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weaponTreatment: IWeaponTreatmentRepairValues;
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repairKit: RepairKit
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}
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@ -27,6 +28,18 @@ export interface IMaxIntellectGainValues
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trader: number
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}
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export interface IWeaponTreatmentRepairValues
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{
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/** The chance to gain more weapon maintenance skill */
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critSuccessChance: number
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critSuccessAmount: number
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/** The chance to gain less weapon maintenance skill */
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critFailureChance: number
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critFailureAmount: number
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/** The multiplier used for calculating weapon maintenance XP */
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pointGainMultiplier: number
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}
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export interface RepairKit
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{
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armor: BonusSettings
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@ -147,10 +147,11 @@ export class RepairService
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repairDetails: RepairDetails,
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pmcData: IPmcData): void
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{
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if (this.itemHelper.isOfBaseclass(repairDetails.repairedItem._tpl, BaseClasses.WEAPON))
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if (repairDetails.repairedByKit && this.itemHelper.isOfBaseclass(repairDetails.repairedItem._tpl, BaseClasses.WEAPON))
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{
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const progress = this.databaseServer.getTables().globals.config.SkillsSettings.WeaponTreatment.SkillPointsPerRepair;
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this.questHelper.rewardSkillPoints(sessionId, pmcData, "WeaponTreatment", progress);
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const skillPoints = this.getWeaponRepairSkillPoints(repairDetails);
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this.questHelper.rewardSkillPoints(sessionId, pmcData, "WeaponTreatment", skillPoints, true);
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}
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// Handle kit repairs of armor
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@ -167,7 +168,7 @@ export class RepairService
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const isHeavyArmor = itemDetails[1]._props.ArmorType === "Heavy";
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const vestSkillToLevel = (isHeavyArmor) ? "HeavyVests" : "LightVests";
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const pointsToAddToVestSkill = repairDetails.repairAmount * this.repairConfig.armorKitSkillPointGainPerRepairPointMultiplier;
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const pointsToAddToVestSkill = repairDetails.repairPoints * this.repairConfig.armorKitSkillPointGainPerRepairPointMultiplier;
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this.questHelper.rewardSkillPoints(sessionId, pmcData, vestSkillToLevel, pointsToAddToVestSkill);
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}
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@ -181,7 +182,7 @@ export class RepairService
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: this.repairConfig.repairKitIntellectGainMultiplier.armor;
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// limit gain to a max value defined in config.maxIntellectGainPerRepair
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intellectGainedFromRepair = Math.min(repairDetails.repairAmount * intRepairMultiplier, this.repairConfig.maxIntellectGainPerRepair.kit);
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intellectGainedFromRepair = Math.min(repairDetails.repairPoints * intRepairMultiplier, this.repairConfig.maxIntellectGainPerRepair.kit);
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}
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else
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{
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@ -192,6 +193,43 @@ export class RepairService
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this.questHelper.rewardSkillPoints(sessionId, pmcData, SkillTypes.INTELLECT, intellectGainedFromRepair);
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}
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/**
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* Return an appromixation of the amount of skill points live would return for the given repairDetails
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* @param repairDetails the repair details to calculate skill points for
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* @returns the number of skill points to reward the user
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*/
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protected getWeaponRepairSkillPoints(
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repairDetails: RepairDetails): number
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{
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// This formula and associated configs is calculated based on 30 repairs done on live
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// The points always came out 2-aligned, which is why there's a divide/multiply by 2 with ceil calls
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const gainMult = this.repairConfig.weaponTreatment.pointGainMultiplier;
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// First we get a baseline based on our repair amount, and gain multiplier with a bit of rounding
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const step1 = Math.ceil(repairDetails.repairAmount / 2) * gainMult;
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// Then we have to get the next even number
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const step2 = Math.ceil(step1 / 2) * 2;
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// Then multiply by 2 again to hopefully get to what live would give us
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let skillPoints = step2 * 2;
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// You can both crit fail and succeed at the same time, for fun (Balances out to 0 with default settings)
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// Add a random chance to crit-fail
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if (Math.random() <= this.repairConfig.weaponTreatment.critFailureChance)
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{
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skillPoints -= this.repairConfig.weaponTreatment.critFailureAmount;
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}
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// Add a random chance to crit-succeed
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if (Math.random() <= this.repairConfig.weaponTreatment.critSuccessChance)
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{
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skillPoints += this.repairConfig.weaponTreatment.critSuccessAmount;
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}
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return skillPoints;
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}
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/**
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*
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* @param sessionId Session id
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@ -218,12 +256,13 @@ export class RepairService
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const itemsDb = this.databaseServer.getTables().templates.items;
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const itemToRepairDetails = itemsDb[itemToRepair._tpl];
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const repairItemIsArmor = (!!itemToRepairDetails._props.ArmorMaterial);
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const repairAmount = repairKits[0].count / this.getKitDivisor(itemToRepairDetails, repairItemIsArmor, pmcData);
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this.repairHelper.updateItemDurability(
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itemToRepair,
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itemToRepairDetails,
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repairItemIsArmor,
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repairKits[0].count / this.getKitDivisor(itemToRepairDetails, repairItemIsArmor, pmcData),
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repairAmount,
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true,
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1,
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this.repairConfig.applyRandomizeDurabilityLoss);
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@ -244,9 +283,10 @@ export class RepairService
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}
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return {
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repairPoints: repairKits[0].count,
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repairedItem: itemToRepair,
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repairedItemIsArmor: repairItemIsArmor,
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repairAmount: repairKits[0].count,
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repairAmount: repairAmount,
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repairedByKit: true
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};
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}
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@ -414,7 +454,7 @@ export class RepairService
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const skillLevel = Math.trunc((pmcData?.Skills?.Common?.find(s => s.Id === itemSkillType)?.Progress ?? 0) / 100);
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const durabilityToRestorePercent = repairDetails.repairAmount / template._props.MaxDurability;
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const durabilityToRestorePercent = repairDetails.repairPoints / template._props.MaxDurability;
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const durabilityMultiplier = this.getDurabilityMultiplier(receivedDurabilityMaxPercent, durabilityToRestorePercent);
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const doBuff = commonBuffMinChanceValue + commonBuffChanceLevelBonus * skillLevel * durabilityMultiplier;
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@ -483,6 +523,7 @@ export class RepairService
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export class RepairDetails
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{
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repairCost?: number;
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repairPoints?: number;
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repairedItem: Item;
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repairedItemIsArmor: boolean;
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repairAmount: number;
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