Reworked fence assort generation and partial refresh
Split item generation values up, separate value for item/equipment/weapon Fixed more assorts being generated than were being deleted each partial refresh Added assort item options to discount assort config
This commit is contained in:
parent
b7b08f99f2
commit
e915d17019
@ -49,7 +49,15 @@
|
||||
"discountOptions": {
|
||||
"assortSize": 50,
|
||||
"itemPriceMult": 0.8,
|
||||
"presetPriceMult": 1.2
|
||||
"presetPriceMult": 1.2,
|
||||
"weaponPresetMinMax": {
|
||||
"min": 12,
|
||||
"max": 19
|
||||
},
|
||||
"equipmentPresetMinMax": {
|
||||
"min": 8,
|
||||
"max": 15
|
||||
}
|
||||
},
|
||||
"partialRefreshTimeSeconds": 240,
|
||||
"partialRefreshChangePercent": 15,
|
||||
|
@ -60,4 +60,6 @@ export interface DiscountOptions
|
||||
assortSize: number;
|
||||
itemPriceMult: number;
|
||||
presetPriceMult: number;
|
||||
weaponPresetMinMax: MinMax;
|
||||
equipmentPresetMinMax: MinMax;
|
||||
}
|
||||
|
12
project/src/models/spt/fence/IFenceAssortGenerationValues.ts
Normal file
12
project/src/models/spt/fence/IFenceAssortGenerationValues.ts
Normal file
@ -0,0 +1,12 @@
|
||||
export interface IFenceAssortGenerationValues
|
||||
{
|
||||
normal: IGenerationAssortValues;
|
||||
discount: IGenerationAssortValues;
|
||||
}
|
||||
|
||||
export interface IGenerationAssortValues
|
||||
{
|
||||
item: number;
|
||||
weaponPreset: number;
|
||||
equipmentPreset: number;
|
||||
}
|
@ -13,12 +13,14 @@ import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
|
||||
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
|
||||
import { Traders } from "@spt-aki/models/enums/Traders";
|
||||
import { ITraderConfig } from "@spt-aki/models/spt/config/ITraderConfig";
|
||||
import {
|
||||
IFenceAssortGenerationValues,
|
||||
IGenerationAssortValues,
|
||||
} from "@spt-aki/models/spt/fence/IFenceAssortGenerationValues";
|
||||
import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
|
||||
import { ConfigServer } from "@spt-aki/servers/ConfigServer";
|
||||
import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
|
||||
import { ItemFilterService } from "@spt-aki/services/ItemFilterService";
|
||||
import { LocalisationService } from "@spt-aki/services/LocalisationService";
|
||||
import { HashUtil } from "@spt-aki/utils/HashUtil";
|
||||
import { JsonUtil } from "@spt-aki/utils/JsonUtil";
|
||||
import { RandomUtil } from "@spt-aki/utils/RandomUtil";
|
||||
import { TimeUtil } from "@spt-aki/utils/TimeUtil";
|
||||
@ -30,16 +32,22 @@ import { TimeUtil } from "@spt-aki/utils/TimeUtil";
|
||||
@injectable()
|
||||
export class FenceService
|
||||
{
|
||||
protected traderConfig: ITraderConfig;
|
||||
|
||||
/** Time when some items in assort will be replaced */
|
||||
protected nextPartialRefreshTimestamp: number;
|
||||
|
||||
/** Main assorts you see at all rep levels */
|
||||
protected fenceAssort: ITraderAssort = undefined;
|
||||
|
||||
/** Assorts shown on a separate tab when you max out fence rep */
|
||||
protected fenceDiscountAssort: ITraderAssort = undefined;
|
||||
protected traderConfig: ITraderConfig;
|
||||
protected nextMiniRefreshTimestamp: number;
|
||||
|
||||
/** Hydrated on initial assort generation as part of generateFenceAssorts() */
|
||||
protected desiredAssortCounts: IFenceAssortGenerationValues;
|
||||
|
||||
constructor(
|
||||
@inject("WinstonLogger") protected logger: ILogger,
|
||||
@inject("HashUtil") protected hashUtil: HashUtil,
|
||||
@inject("JsonUtil") protected jsonUtil: JsonUtil,
|
||||
@inject("TimeUtil") protected timeUtil: TimeUtil,
|
||||
@inject("RandomUtil") protected randomUtil: RandomUtil,
|
||||
@ -47,7 +55,6 @@ export class FenceService
|
||||
@inject("HandbookHelper") protected handbookHelper: HandbookHelper,
|
||||
@inject("ItemHelper") protected itemHelper: ItemHelper,
|
||||
@inject("PresetHelper") protected presetHelper: PresetHelper,
|
||||
@inject("ItemFilterService") protected itemFilterService: ItemFilterService,
|
||||
@inject("LocalisationService") protected localisationService: LocalisationService,
|
||||
@inject("ConfigServer") protected configServer: ConfigServer,
|
||||
)
|
||||
@ -214,7 +221,7 @@ export class FenceService
|
||||
*/
|
||||
public needsPartialRefresh(): boolean
|
||||
{
|
||||
return this.timeUtil.getTimestamp() > this.nextMiniRefreshTimestamp;
|
||||
return this.timeUtil.getTimestamp() > this.nextPartialRefreshTimestamp;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -222,40 +229,24 @@ export class FenceService
|
||||
*/
|
||||
public performPartialRefresh(): void
|
||||
{
|
||||
let itemCountToReplace = this.getCountOfItemsToReplace(this.traderConfig.fence.assortSize);
|
||||
const itemCountToReplace = this.getCountOfItemsToReplace(this.traderConfig.fence.assortSize);
|
||||
const discountItemCountToReplace = this.getCountOfItemsToReplace(
|
||||
this.traderConfig.fence.discountOptions.assortSize,
|
||||
);
|
||||
|
||||
// Iterate x times to remove items (only remove if assort has items)
|
||||
if (this.fenceAssort?.items?.length > 0)
|
||||
{
|
||||
const rootItems = this.fenceAssort.items.filter((item) => item.slotId === "hideout");
|
||||
for (let index = 0; index < itemCountToReplace; index++)
|
||||
{
|
||||
this.removeRandomItemFromAssorts(this.fenceAssort, rootItems);
|
||||
}
|
||||
}
|
||||
// Simulate players buying items
|
||||
this.deleteRandomAssorts(itemCountToReplace, this.fenceAssort);
|
||||
this.deleteRandomAssorts(discountItemCountToReplace, this.fenceDiscountAssort);
|
||||
|
||||
// Iterate x times to remove items (only remove if assort has items)
|
||||
if (this.fenceDiscountAssort?.items?.length > 0)
|
||||
{
|
||||
const rootItems = this.fenceDiscountAssort.items.filter((item) => item.slotId === "hideout");
|
||||
for (let index = 0; index < discountItemCountToReplace; index++)
|
||||
{
|
||||
this.removeRandomItemFromAssorts(this.fenceDiscountAssort, rootItems);
|
||||
}
|
||||
}
|
||||
|
||||
itemCountToReplace = this.getCountOfItemsToGenerate(itemCountToReplace);
|
||||
// Get count of what item pools need new items (item/weapon/equipment)
|
||||
const itemCountsToReplace = this.getCountOfItemsToGenerate();
|
||||
|
||||
const newItems = this.createFenceAssortSkeleton();
|
||||
const newDiscountItems = this.createFenceAssortSkeleton();
|
||||
this.createAssorts(itemCountToReplace, newItems, 1);
|
||||
this.createAssorts(discountItemCountToReplace, newDiscountItems, 2);
|
||||
|
||||
// Add new items to fence assorts
|
||||
this.createAssorts(itemCountsToReplace.normal, newItems, 2);
|
||||
this.fenceAssort.items.push(...newItems.items);
|
||||
|
||||
const newDiscountItems = this.createFenceAssortSkeleton();
|
||||
this.createAssorts(itemCountsToReplace.discount, newDiscountItems, 2);
|
||||
this.fenceDiscountAssort.items.push(...newDiscountItems.items);
|
||||
|
||||
// Add new barter items to fence barter scheme
|
||||
@ -283,6 +274,7 @@ export class FenceService
|
||||
newDiscountItems.loyal_level_items[loyaltyItemKey];
|
||||
}
|
||||
|
||||
// Reset the clock
|
||||
this.incrementPartialRefreshTime();
|
||||
}
|
||||
|
||||
@ -291,7 +283,7 @@ export class FenceService
|
||||
*/
|
||||
protected incrementPartialRefreshTime(): void
|
||||
{
|
||||
this.nextMiniRefreshTimestamp = this.timeUtil.getTimestamp()
|
||||
this.nextPartialRefreshTimestamp = this.timeUtil.getTimestamp()
|
||||
+ this.traderConfig.fence.partialRefreshTimeSeconds;
|
||||
}
|
||||
|
||||
@ -301,17 +293,97 @@ export class FenceService
|
||||
* @param existingItemCountToReplace count of items to generate
|
||||
* @returns number of items to generate
|
||||
*/
|
||||
protected getCountOfItemsToGenerate(existingItemCountToReplace: number): number
|
||||
protected getCountOfItemsToGenerate(): IFenceAssortGenerationValues
|
||||
{
|
||||
const desiredTotalCount = this.traderConfig.fence.assortSize;
|
||||
const actualTotalCount = this.fenceAssort.items.reduce((count, item) =>
|
||||
const currentItemAssortCount = Object.keys(this.fenceAssort.loyal_level_items).length;
|
||||
|
||||
const rootPresetItems = this.fenceAssort.items.filter((item) =>
|
||||
item.slotId === "hideout" && item.upd.sptPresetId
|
||||
);
|
||||
|
||||
// Get count of weapons
|
||||
const currentWeaponPresetCount = rootPresetItems.reduce((count, item) =>
|
||||
{
|
||||
return item.slotId === "hideout" ? count + 1 : count;
|
||||
return this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON) ? count + 1 : count;
|
||||
}, 0);
|
||||
|
||||
return actualTotalCount < desiredTotalCount
|
||||
? (desiredTotalCount - actualTotalCount) + existingItemCountToReplace
|
||||
: existingItemCountToReplace;
|
||||
// Get count of equipment
|
||||
const currentEquipmentPresetCount = rootPresetItems.reduce((count, item) =>
|
||||
{
|
||||
return this.itemHelper.armorItemCanHoldMods(item._tpl) ? count + 1 : count;
|
||||
}, 0);
|
||||
|
||||
const itemCountToGenerate = Math.max(this.desiredAssortCounts.normal.item - currentItemAssortCount, 0);
|
||||
const weaponCountToGenerate = Math.max(
|
||||
this.desiredAssortCounts.normal.weaponPreset - currentWeaponPresetCount,
|
||||
0,
|
||||
);
|
||||
const equipmentCountToGenerate = Math.max(
|
||||
this.desiredAssortCounts.normal.equipmentPreset - currentEquipmentPresetCount,
|
||||
0,
|
||||
);
|
||||
|
||||
const normalValues: IGenerationAssortValues = {
|
||||
item: itemCountToGenerate,
|
||||
weaponPreset: weaponCountToGenerate,
|
||||
equipmentPreset: equipmentCountToGenerate,
|
||||
};
|
||||
|
||||
// Discount tab handling
|
||||
const currentDiscountItemAssortCount = Object.keys(this.fenceDiscountAssort.loyal_level_items).length;
|
||||
const rootDiscountPresetItems = this.fenceDiscountAssort.items.filter((item) =>
|
||||
item.slotId === "hideout" && item.upd.sptPresetId
|
||||
);
|
||||
|
||||
// Get count of weapons
|
||||
const currentDiscountWeaponPresetCount = rootDiscountPresetItems.reduce((count, item) =>
|
||||
{
|
||||
return this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON) ? count + 1 : count;
|
||||
}, 0);
|
||||
|
||||
// Get count of equipment
|
||||
const currentDiscountEquipmentPresetCount = rootDiscountPresetItems.reduce((count, item) =>
|
||||
{
|
||||
return this.itemHelper.armorItemCanHoldMods(item._tpl) ? count + 1 : count;
|
||||
}, 0);
|
||||
|
||||
const itemDiscountCountToGenerate = Math.max(
|
||||
this.desiredAssortCounts.discount.item - currentDiscountItemAssortCount,
|
||||
0,
|
||||
);
|
||||
const weaponDiscountCountToGenerate = Math.max(
|
||||
this.desiredAssortCounts.discount.weaponPreset - currentDiscountWeaponPresetCount,
|
||||
0,
|
||||
);
|
||||
const equipmentDiscountCountToGenerate = Math.max(
|
||||
this.desiredAssortCounts.discount.equipmentPreset - currentDiscountEquipmentPresetCount,
|
||||
0,
|
||||
);
|
||||
|
||||
const discountValues: IGenerationAssortValues = {
|
||||
item: itemDiscountCountToGenerate,
|
||||
weaponPreset: weaponDiscountCountToGenerate,
|
||||
equipmentPreset: equipmentDiscountCountToGenerate,
|
||||
};
|
||||
|
||||
return { normal: normalValues, discount: discountValues };
|
||||
}
|
||||
|
||||
/**
|
||||
* Delete desired number of items from assort (including children)
|
||||
* @param itemCountToReplace
|
||||
* @param discountItemCountToReplace
|
||||
*/
|
||||
protected deleteRandomAssorts(itemCountToReplace: number, assort: ITraderAssort): void
|
||||
{
|
||||
if (assort?.items?.length > 0)
|
||||
{
|
||||
const rootItems = assort.items.filter((item) => item.slotId === "hideout");
|
||||
for (let index = 0; index < itemCountToReplace; index++)
|
||||
{
|
||||
this.removeRandomItemFromAssorts(assort, rootItems);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -368,19 +440,60 @@ export class FenceService
|
||||
// Reset refresh time now assorts are being generated
|
||||
this.incrementPartialRefreshTime();
|
||||
|
||||
// Choose assort counts using config
|
||||
this.createInitialFenceAssortGenerationValues();
|
||||
|
||||
// Create basic fence assort
|
||||
const assorts = this.createFenceAssortSkeleton();
|
||||
this.createAssorts(this.traderConfig.fence.assortSize, assorts, 1);
|
||||
this.createAssorts(this.desiredAssortCounts.normal, assorts, 1);
|
||||
// Store in this.fenceAssort
|
||||
this.setFenceAssort(assorts);
|
||||
|
||||
// Create level 2 assorts accessible at rep level 6
|
||||
const discountAssorts = this.createFenceAssortSkeleton();
|
||||
this.createAssorts(this.traderConfig.fence.discountOptions.assortSize, discountAssorts, 2);
|
||||
this.createAssorts(this.desiredAssortCounts.discount, discountAssorts, 2);
|
||||
// Store in this.fenceDiscountAssort
|
||||
this.setFenceDiscountAssort(discountAssorts);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create object that contains calculated fence assort item values to make based on config
|
||||
* Stored in this.desiredAssortCounts
|
||||
*/
|
||||
protected createInitialFenceAssortGenerationValues(): void
|
||||
{
|
||||
const result: IFenceAssortGenerationValues = {
|
||||
normal: { item: 0, weaponPreset: 0, equipmentPreset: 0 },
|
||||
discount: { item: 0, weaponPreset: 0, equipmentPreset: 0 },
|
||||
};
|
||||
|
||||
result.normal.item = this.traderConfig.fence.assortSize;
|
||||
|
||||
result.normal.weaponPreset = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.weaponPresetMinMax.min,
|
||||
this.traderConfig.fence.weaponPresetMinMax.max,
|
||||
);
|
||||
|
||||
result.normal.equipmentPreset = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.equipmentPresetMinMax.min,
|
||||
this.traderConfig.fence.equipmentPresetMinMax.max,
|
||||
);
|
||||
|
||||
result.discount.item = this.traderConfig.fence.discountOptions.assortSize;
|
||||
|
||||
result.discount.weaponPreset = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.discountOptions.weaponPresetMinMax.min,
|
||||
this.traderConfig.fence.discountOptions.weaponPresetMinMax.max,
|
||||
);
|
||||
|
||||
result.discount.equipmentPreset = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.discountOptions.equipmentPresetMinMax.min,
|
||||
this.traderConfig.fence.discountOptions.equipmentPresetMinMax.max,
|
||||
);
|
||||
|
||||
this.desiredAssortCounts = result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create skeleton to hold assort items
|
||||
* @returns ITraderAssort object
|
||||
@ -400,25 +513,37 @@ export class FenceService
|
||||
* @param assortCount Number of assorts to generate
|
||||
* @param assorts object to add created assorts to
|
||||
*/
|
||||
protected createAssorts(assortCount: number, assorts: ITraderAssort, loyaltyLevel: number): void
|
||||
protected createAssorts(itemCounts: IGenerationAssortValues, assorts: ITraderAssort, loyaltyLevel: number): void
|
||||
{
|
||||
const baseFenceAssortClone = this.jsonUtil.clone(this.databaseServer.getTables().traders[Traders.FENCE].assort);
|
||||
const itemTypeCounts = this.initItemLimitCounter(this.traderConfig.fence.itemTypeLimits);
|
||||
const itemTypeLimitCounts = this.initItemLimitCounter(this.traderConfig.fence.itemTypeLimits);
|
||||
|
||||
this.addItemAssorts(assortCount, assorts, baseFenceAssortClone, itemTypeCounts, loyaltyLevel);
|
||||
if (itemCounts.item > 0)
|
||||
{
|
||||
this.addItemAssorts(itemCounts.item, assorts, baseFenceAssortClone, itemTypeLimitCounts, loyaltyLevel);
|
||||
}
|
||||
|
||||
// Add presets
|
||||
const weaponPresetCount = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.weaponPresetMinMax.min,
|
||||
this.traderConfig.fence.weaponPresetMinMax.max,
|
||||
);
|
||||
const equipmentPresetCount = this.randomUtil.getInt(
|
||||
this.traderConfig.fence.equipmentPresetMinMax.min,
|
||||
this.traderConfig.fence.equipmentPresetMinMax.max,
|
||||
);
|
||||
this.addPresetsToAssort(weaponPresetCount, equipmentPresetCount, assorts, baseFenceAssortClone, loyaltyLevel);
|
||||
if (itemCounts.weaponPreset > 0 || itemCounts.equipmentPreset > 0)
|
||||
{
|
||||
// Add presets
|
||||
this.addPresetsToAssort(
|
||||
itemCounts.weaponPreset,
|
||||
itemCounts.equipmentPreset,
|
||||
assorts,
|
||||
baseFenceAssortClone,
|
||||
loyaltyLevel,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add item assorts to existing assort data
|
||||
* @param assortCount Number to add
|
||||
* @param assorts Assorts data to add to
|
||||
* @param baseFenceAssort Base data to draw from
|
||||
* @param itemTypeCounts
|
||||
* @param loyaltyLevel Loyalty level to set new item to
|
||||
*/
|
||||
protected addItemAssorts(
|
||||
assortCount: number,
|
||||
assorts: ITraderAssort,
|
||||
@ -502,8 +627,8 @@ export class FenceService
|
||||
/**
|
||||
* Find presets in base fence assort and add desired number to 'assorts' parameter
|
||||
* @param desiredWeaponPresetsCount
|
||||
* @param assorts
|
||||
* @param baseFenceAssort
|
||||
* @param assorts Assorts to add preset to
|
||||
* @param baseFenceAssort Base data to draw from
|
||||
* @param loyaltyLevel Which loyalty level is required to see/buy item
|
||||
*/
|
||||
protected addPresetsToAssort(
|
||||
@ -515,63 +640,61 @@ export class FenceService
|
||||
): void
|
||||
{
|
||||
let weaponPresetsAddedCount = 0;
|
||||
if (desiredWeaponPresetsCount <= 0)
|
||||
if (desiredWeaponPresetsCount > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const weaponPresetRootItems = baseFenceAssort.items.filter((item) =>
|
||||
item.upd?.sptPresetId && this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON)
|
||||
);
|
||||
while (weaponPresetsAddedCount < desiredWeaponPresetsCount)
|
||||
{
|
||||
const randomPresetRoot = this.randomUtil.getArrayValue(weaponPresetRootItems);
|
||||
if (this.traderConfig.fence.blacklist.includes(randomPresetRoot._tpl))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const rootItemDb = this.itemHelper.getItem(randomPresetRoot._tpl)[1];
|
||||
|
||||
const presetWithChildrenClone = this.jsonUtil.clone(
|
||||
this.itemHelper.findAndReturnChildrenAsItems(baseFenceAssort.items, randomPresetRoot._id),
|
||||
const weaponPresetRootItems = baseFenceAssort.items.filter((item) =>
|
||||
item.upd?.sptPresetId && this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON)
|
||||
);
|
||||
|
||||
this.randomiseItemUpdProperties(rootItemDb, presetWithChildrenClone[0]);
|
||||
|
||||
this.removeRandomModsOfItem(presetWithChildrenClone);
|
||||
|
||||
// Check chosen item is below price cap
|
||||
const priceLimitRouble = this.traderConfig.fence.itemCategoryRoublePriceLimit[rootItemDb._parent];
|
||||
const itemPrice = this.handbookHelper.getTemplatePriceForItems(presetWithChildrenClone)
|
||||
* this.itemHelper.getItemQualityModifierForOfferItems(presetWithChildrenClone);
|
||||
if (priceLimitRouble)
|
||||
while (weaponPresetsAddedCount < desiredWeaponPresetsCount)
|
||||
{
|
||||
if (itemPrice > priceLimitRouble)
|
||||
const randomPresetRoot = this.randomUtil.getArrayValue(weaponPresetRootItems);
|
||||
if (this.traderConfig.fence.blacklist.includes(randomPresetRoot._tpl))
|
||||
{
|
||||
// Too expensive, try again
|
||||
continue;
|
||||
}
|
||||
|
||||
const rootItemDb = this.itemHelper.getItem(randomPresetRoot._tpl)[1];
|
||||
|
||||
const presetWithChildrenClone = this.jsonUtil.clone(
|
||||
this.itemHelper.findAndReturnChildrenAsItems(baseFenceAssort.items, randomPresetRoot._id),
|
||||
);
|
||||
|
||||
this.randomiseItemUpdProperties(rootItemDb, presetWithChildrenClone[0]);
|
||||
|
||||
this.removeRandomModsOfItem(presetWithChildrenClone);
|
||||
|
||||
// Check chosen item is below price cap
|
||||
const priceLimitRouble = this.traderConfig.fence.itemCategoryRoublePriceLimit[rootItemDb._parent];
|
||||
const itemPrice = this.handbookHelper.getTemplatePriceForItems(presetWithChildrenClone)
|
||||
* this.itemHelper.getItemQualityModifierForOfferItems(presetWithChildrenClone);
|
||||
if (priceLimitRouble)
|
||||
{
|
||||
if (itemPrice > priceLimitRouble)
|
||||
{
|
||||
// Too expensive, try again
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
|
||||
this.itemHelper.reparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
|
||||
this.itemHelper.remapRootItemId(presetWithChildrenClone);
|
||||
|
||||
// Remapping IDs causes parentid to be altered
|
||||
presetWithChildrenClone[0].parentId = "hideout";
|
||||
|
||||
assorts.items.push(...presetWithChildrenClone);
|
||||
|
||||
// Set assort price
|
||||
// Must be careful to use correct id as the item has had its IDs regenerated
|
||||
assorts.barter_scheme[presetWithChildrenClone[0]._id] = [[{
|
||||
_tpl: "5449016a4bdc2d6f028b456f",
|
||||
count: Math.round(itemPrice),
|
||||
}]];
|
||||
assorts.loyal_level_items[presetWithChildrenClone[0]._id] = loyaltyLevel;
|
||||
|
||||
weaponPresetsAddedCount++;
|
||||
}
|
||||
|
||||
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
|
||||
this.itemHelper.reparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
|
||||
this.itemHelper.remapRootItemId(presetWithChildrenClone);
|
||||
|
||||
// Remapping IDs causes parentid to be altered
|
||||
presetWithChildrenClone[0].parentId = "hideout";
|
||||
|
||||
assorts.items.push(...presetWithChildrenClone);
|
||||
|
||||
// Set assort price
|
||||
// Must be careful to use correct id as the item has had its IDs regenerated
|
||||
assorts.barter_scheme[presetWithChildrenClone[0]._id] = [[{
|
||||
_tpl: "5449016a4bdc2d6f028b456f",
|
||||
count: Math.round(itemPrice),
|
||||
}]];
|
||||
assorts.loyal_level_items[presetWithChildrenClone[0]._id] = loyaltyLevel;
|
||||
|
||||
weaponPresetsAddedCount++;
|
||||
}
|
||||
|
||||
let equipmentPresetsAddedCount = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user