Merge branch 'master' of https://dev.sp-tarkov.com/SPT-AKI/Server
This commit is contained in:
commit
6f48a29713
@ -11,6 +11,13 @@
|
||||
"kit": 0.6,
|
||||
"trader": 0.6
|
||||
},
|
||||
"weaponTreatment": {
|
||||
"critSuccessChance": 0.10,
|
||||
"critSuccessAmount": 4,
|
||||
"critFailureChance": 0.10,
|
||||
"critFailureAmount": 4,
|
||||
"pointGainMultiplier": 0.6
|
||||
},
|
||||
"repairKit": {
|
||||
"armor": {
|
||||
"rarityWeight": {
|
||||
|
@ -8,7 +8,7 @@ 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";
|
||||
import { IQuestStatus } from "@spt-aki/models/eft/common/tables/IBotBase";
|
||||
import { Common, IQuestStatus } from "@spt-aki/models/eft/common/tables/IBotBase";
|
||||
import { Item } from "@spt-aki/models/eft/common/tables/IItem";
|
||||
import { AvailableForConditions, AvailableForProps, IQuest, Reward } from "@spt-aki/models/eft/common/tables/IQuest";
|
||||
import { IItemEventRouterResponse } from "@spt-aki/models/eft/itemEvent/IItemEventRouterResponse";
|
||||
@ -135,7 +135,7 @@ export class QuestHelper
|
||||
* @param skillName Name of skill to increase skill points of
|
||||
* @param progressAmount Amount of skill points to add to skill
|
||||
*/
|
||||
public rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number): void
|
||||
public rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number, scaleToSkillLevel: boolean = false): void
|
||||
{
|
||||
const indexOfSkillToUpdate = pmcData.Skills.Common.findIndex(s => s.Id === skillName);
|
||||
if (indexOfSkillToUpdate === -1)
|
||||
@ -153,10 +153,66 @@ export class QuestHelper
|
||||
return;
|
||||
}
|
||||
|
||||
// Tarkov has special handling of skills under level 9 to scale them to the lower XP requirement
|
||||
if (scaleToSkillLevel)
|
||||
{
|
||||
progressAmount = this.adjustSkillExpForLowLevels(profileSkill, progressAmount);
|
||||
}
|
||||
|
||||
profileSkill.Progress += progressAmount;
|
||||
profileSkill.LastAccess = this.timeUtil.getTimestamp();
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get quest name by quest id
|
||||
* @param questId id to get
|
||||
|
@ -12,6 +12,7 @@ export interface IRepairConfig extends IBaseConfig
|
||||
repairKitIntellectGainMultiplier: IIntellectGainValues
|
||||
//** How much INT can be given to player per repair action */
|
||||
maxIntellectGainPerRepair: IMaxIntellectGainValues;
|
||||
weaponTreatment: IWeaponTreatmentRepairValues;
|
||||
repairKit: RepairKit
|
||||
}
|
||||
|
||||
@ -27,6 +28,18 @@ export interface IMaxIntellectGainValues
|
||||
trader: number
|
||||
}
|
||||
|
||||
export interface IWeaponTreatmentRepairValues
|
||||
{
|
||||
/** The chance to gain more weapon maintenance skill */
|
||||
critSuccessChance: number
|
||||
critSuccessAmount: number
|
||||
/** The chance to gain less weapon maintenance skill */
|
||||
critFailureChance: number
|
||||
critFailureAmount: number
|
||||
/** The multiplier used for calculating weapon maintenance XP */
|
||||
pointGainMultiplier: number
|
||||
}
|
||||
|
||||
export interface RepairKit
|
||||
{
|
||||
armor: BonusSettings
|
||||
|
@ -147,10 +147,11 @@ export class RepairService
|
||||
repairDetails: RepairDetails,
|
||||
pmcData: IPmcData): void
|
||||
{
|
||||
if (this.itemHelper.isOfBaseclass(repairDetails.repairedItem._tpl, BaseClasses.WEAPON))
|
||||
if (repairDetails.repairedByKit && this.itemHelper.isOfBaseclass(repairDetails.repairedItem._tpl, BaseClasses.WEAPON))
|
||||
{
|
||||
const progress = this.databaseServer.getTables().globals.config.SkillsSettings.WeaponTreatment.SkillPointsPerRepair;
|
||||
this.questHelper.rewardSkillPoints(sessionId, pmcData, "WeaponTreatment", progress);
|
||||
const skillPoints = this.getWeaponRepairSkillPoints(repairDetails);
|
||||
|
||||
this.questHelper.rewardSkillPoints(sessionId, pmcData, "WeaponTreatment", skillPoints, true);
|
||||
}
|
||||
|
||||
// Handle kit repairs of armor
|
||||
@ -167,7 +168,7 @@ export class RepairService
|
||||
|
||||
const isHeavyArmor = itemDetails[1]._props.ArmorType === "Heavy";
|
||||
const vestSkillToLevel = (isHeavyArmor) ? "HeavyVests" : "LightVests";
|
||||
const pointsToAddToVestSkill = repairDetails.repairAmount * this.repairConfig.armorKitSkillPointGainPerRepairPointMultiplier;
|
||||
const pointsToAddToVestSkill = repairDetails.repairPoints * this.repairConfig.armorKitSkillPointGainPerRepairPointMultiplier;
|
||||
|
||||
this.questHelper.rewardSkillPoints(sessionId, pmcData, vestSkillToLevel, pointsToAddToVestSkill);
|
||||
}
|
||||
@ -181,7 +182,7 @@ export class RepairService
|
||||
: this.repairConfig.repairKitIntellectGainMultiplier.armor;
|
||||
|
||||
// limit gain to a max value defined in config.maxIntellectGainPerRepair
|
||||
intellectGainedFromRepair = Math.min(repairDetails.repairAmount * intRepairMultiplier, this.repairConfig.maxIntellectGainPerRepair.kit);
|
||||
intellectGainedFromRepair = Math.min(repairDetails.repairPoints * intRepairMultiplier, this.repairConfig.maxIntellectGainPerRepair.kit);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -191,6 +192,43 @@ export class RepairService
|
||||
|
||||
this.questHelper.rewardSkillPoints(sessionId, pmcData, SkillTypes.INTELLECT, intellectGainedFromRepair);
|
||||
}
|
||||
|
||||
/**
|
||||
* Return an appromixation of the amount of skill points live would return for the given repairDetails
|
||||
* @param repairDetails the repair details to calculate skill points for
|
||||
* @returns the number of skill points to reward the user
|
||||
*/
|
||||
protected getWeaponRepairSkillPoints(
|
||||
repairDetails: RepairDetails): number
|
||||
{
|
||||
// This formula and associated configs is calculated based on 30 repairs done on live
|
||||
// The points always came out 2-aligned, which is why there's a divide/multiply by 2 with ceil calls
|
||||
const gainMult = this.repairConfig.weaponTreatment.pointGainMultiplier;
|
||||
|
||||
// First we get a baseline based on our repair amount, and gain multiplier with a bit of rounding
|
||||
const step1 = Math.ceil(repairDetails.repairAmount / 2) * gainMult;
|
||||
|
||||
// Then we have to get the next even number
|
||||
const step2 = Math.ceil(step1 / 2) * 2;
|
||||
|
||||
// Then multiply by 2 again to hopefully get to what live would give us
|
||||
let skillPoints = step2 * 2;
|
||||
|
||||
// You can both crit fail and succeed at the same time, for fun (Balances out to 0 with default settings)
|
||||
// Add a random chance to crit-fail
|
||||
if (Math.random() <= this.repairConfig.weaponTreatment.critFailureChance)
|
||||
{
|
||||
skillPoints -= this.repairConfig.weaponTreatment.critFailureAmount;
|
||||
}
|
||||
|
||||
// Add a random chance to crit-succeed
|
||||
if (Math.random() <= this.repairConfig.weaponTreatment.critSuccessChance)
|
||||
{
|
||||
skillPoints += this.repairConfig.weaponTreatment.critSuccessAmount;
|
||||
}
|
||||
|
||||
return skillPoints;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
@ -218,12 +256,13 @@ export class RepairService
|
||||
const itemsDb = this.databaseServer.getTables().templates.items;
|
||||
const itemToRepairDetails = itemsDb[itemToRepair._tpl];
|
||||
const repairItemIsArmor = (!!itemToRepairDetails._props.ArmorMaterial);
|
||||
const repairAmount = repairKits[0].count / this.getKitDivisor(itemToRepairDetails, repairItemIsArmor, pmcData);
|
||||
|
||||
this.repairHelper.updateItemDurability(
|
||||
itemToRepair,
|
||||
itemToRepairDetails,
|
||||
repairItemIsArmor,
|
||||
repairKits[0].count / this.getKitDivisor(itemToRepairDetails, repairItemIsArmor, pmcData),
|
||||
repairAmount,
|
||||
true,
|
||||
1,
|
||||
this.repairConfig.applyRandomizeDurabilityLoss);
|
||||
@ -244,9 +283,10 @@ export class RepairService
|
||||
}
|
||||
|
||||
return {
|
||||
repairPoints: repairKits[0].count,
|
||||
repairedItem: itemToRepair,
|
||||
repairedItemIsArmor: repairItemIsArmor,
|
||||
repairAmount: repairKits[0].count,
|
||||
repairAmount: repairAmount,
|
||||
repairedByKit: true
|
||||
};
|
||||
}
|
||||
@ -414,7 +454,7 @@ export class RepairService
|
||||
|
||||
const skillLevel = Math.trunc((pmcData?.Skills?.Common?.find(s => s.Id === itemSkillType)?.Progress ?? 0) / 100);
|
||||
|
||||
const durabilityToRestorePercent = repairDetails.repairAmount / template._props.MaxDurability;
|
||||
const durabilityToRestorePercent = repairDetails.repairPoints / template._props.MaxDurability;
|
||||
const durabilityMultiplier = this.getDurabilityMultiplier(receivedDurabilityMaxPercent, durabilityToRestorePercent);
|
||||
|
||||
const doBuff = commonBuffMinChanceValue + commonBuffChanceLevelBonus * skillLevel * durabilityMultiplier;
|
||||
@ -483,6 +523,7 @@ export class RepairService
|
||||
export class RepairDetails
|
||||
{
|
||||
repairCost?: number;
|
||||
repairPoints?: number;
|
||||
repairedItem: Item;
|
||||
repairedItemIsArmor: boolean;
|
||||
repairAmount: number;
|
||||
|
Loading…
Reference in New Issue
Block a user