- Updated to safely access a deeply nested property.
- Updated to safely access the item `_id` and `_name` properties in the warning log.
- Updated to use the `RandomUtil.getArrayValue()` method to select a random ammo item template ID.
- Finished up some tests.
- Implement formula based on 30 weapon repairs done on live
- Return the repair amount as `repairAmount` from `repairItemByKit`
- Add an additional `repairPoints` to `RepairDetails` to return the repair points used
- Update `repairAmount` references to `repairPoints` to keep old behavior
- Add new parameter to rewardSkillPoints that applies live-like level scaling
- Only give weapon maintenance XP when using a repair kit
This implementation comes with a "Crit Fail" and "Crit Success" mechanic to account for live sometimes randomly being -4 or +4 off from my estimated values. By default the chance of each is 10%, and they can overlap and cancel each other out
Spreadsheet of live repair data:
https://docs.google.com/spreadsheets/d/1-tR4WYelhZfKZ3ZDbxr3nd73Y60E1wQRjDWONpMVSew/edit?usp=sharing
Useful columns:
C: The amount of dura attempted to be repaired, this is used in the estimated skill calculated
G: Hand entered value of how much skill gain I actually saw on live (Multiplied by 10 for readability. So "3.2" would be "32")
J: The estimated skill gain, based on the calculation included in this merge request
K: How far off the estimated skill gain was (Negative implies we guessed high and the actual result was lower)
One thing of note:
I've modified all the existing references to `repairAmount` to be the new `repairPoints` when a repair kit is used. This is to keep the existing behaviour outside of my direct changes as much as possible.
However, this seems to be incorrect in some cases (For example, buff chance is repairPoints/maxDura, but repairPoints will go down the higher your int. I'm assuming this is meant to be repairedDura/maxDura). May want to update these references to use `repairAmount` once they've been confirmed to expect the repair amount instead of repair points used.
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/164
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
- Created profileInsurance test fixture.
- Created ProfileInsurance test factory class.
- Improved many of the InsuranceController method tests by utilizing the factory and fixture. Still some left to do here.
- Adds the `date-fns` package as a development dependancy for easy date manipulation.
- Cleaned up some comments.
Bug Fixes 🐞
- Resolved an issue where `ItemHelper.getAttachmentMainParent()` was not returning null when it should have.
- Resolved an issue where `InsuranceController.populateParentAttachmentsMap()` would continue to process when the parent could not be found.
- Ability to use @spt-aki path alias on the whole project.
- Swapped all imports from relative paths, for imports using the path alias.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/157
Co-authored-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Co-committed-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
This commit is my second go-around at refactoring the `InsuranceController`, attempting to improving the code's modularity, maintainability, and efficiency while squashing a few bugs along the way.
1. **InsuranceController.ts**
- Removed `ITemplateItem` import, as it is no longer used.
- Introduced the `adoptOrphanedItems` method to manage orphaned items in the insurance list.
- Since "normal" items are individually rolled for deletion, and can be nested within one another, there are situations where a parent item is deleted, leaving its children orphaned. This method moves those orphaned children from their missing parent into the root of the insurance container.
- Overhauled `findItemsToDelete` method to improve its efficiency and readability:
- Divided the original monolithic method into smaller, specialized methods like `populateItemsMap`, `populateParentAttachmentsMap`, `processRegularItems`, and `processAttachments`.
- Changed the return type to `Set<string>` for better performance.
- Introduced `EnrichedItem` interface (a simple extension of the `Item` interface) to add additional item data, like `name` and `maxPrice` to `Item` objects as they're processed throughout the class. This is done in place of repeatedly querying for this data, or complicating return types.
- Enhanced logging capabilities to debug the item deletion process. Due to the *current* lack of testing available I've stepped up the amount of debug logging that is done. This will hopefully help us find issues in the future.
- Modified the `rollForItemDelete` method, now renamed to `rollForDelete`, to include more detailed logging, return a boolean directly, and changed the `insuredItem` parameter to be optional.
- Added new methods for dealing with some of the particulars that arise from item adoption and creating item maps.
- Improved inline comments and documentation for better code maintainability.
2. **ItemHelper.ts**
- Added the `isRaidModdable` method to check if an item is *actually* modifiable in-raid, which takes into account not just the item, but the item that it's attached to.
- Added the `getAttachmentMainParent` method to fetch the main parent item of a given attachment, useful for item hierarchy traversal. For example, if you pass it an item ID of a suppressor, it will traverse up the muzzle brake, barrel, upper receiver, and return the gun that the suppressor is ultimately attached to, even if that gun is located within other multiple containers.
- Added the `isAttachmentAttached` method to check if an item is an attachment that is currently attached to its parent.
**Fixes:**
- Resolved an issue that caused item attachments from being property grouped together for deletion rolls. This issue prevented valuable attachments from being taken first.
- Resolved an issue that caused child items being orphaned when their parent was removed due to an insurance roll. Probable cause of the bug that made the client spaz out and send repeated insurance packages to the profile---Though I'm still unable to reproduce.
- Probably more...
Co-authored-by: Refringe <brownelltyler@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/151
Co-authored-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
Co-committed-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
Replaced calls (where possible) to JSON.parse/stringify with use of `jsonUtil` functions
`VFS.ts` was tricky, it can't be updated as it'd create a circular dependency
Also add json5 to package.json for modders to have access to
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/112
Add new function in dialog helper for getting dialogs frm profile - creates empty object if none found
Set gift collection time to 48 hours if none supplied
Slight weapon variety improvement for PMCs
Only generate backpack loot if bot has backpack - reduces warnings during botgen
Move warning mesage to debug
Add sanitar medkit to pmc blacklist
Pass ur to warning message when endpoint body fails json validation
Pass sessionId into `locationController.generateAll()` to help modders when overriding function
Test - Added grizzly x5 to PMC secure containers to see if they heal more when damaged
Also allow money from sold flea offers to enter sorting table
Remove unused addItem() from InventoryController
Add optional param to inventoryHelper.addItem() to allow use of sorting table, default = off
Add two methods to item helper, `getStaticItemPrice()` + `getFleaItemPrice()`
Changed how getItemPrice() works to return handbook price if its 1 rouble, not if its over 1
Pass full request object generateDialogueView instead of just id
Handle case when getting dialogue from profile that does not exist
Improve `getMessagePreview()` nullguard properties that may be missing
Item crafting:
HideoutManagement skillpoints give
Intellect skillpoints given
Examining item:
Intellect given
Repairing weapon/armor
Intellect given
Cleanup of hideouthelper + reordering of functions
Flagged rewardSkillPoints() as dupe of PlayerService.incrementSkillLevel()
Flagged incrementSkillLevel() as dupe of QuestHelper.rewardsSkillPoints()
Need to decide which one wins
Added nullguards to incrementSkillLevel() + added optional multiplication by global skillprogression rate
Made it update last access timestamp
Adjusted function to allow for parts of an offer to succeed or fail instead of a binary sell/fail outcome
optimisation: Only calculate selltime if item will be sold
Added additional debug logging
Refactor updateProductionProgress() to get seconds between `sptUpdateLastRunTimestamp` and now instead of crafts `StartTimestamp` and now
Store hideout craft progress as decimal for better accuracy when crafting without generator
Added code to EventOutputHolder to ensure we continue to return progress as an int