Remove unneeded HttpBufferHandler
-----------
The old code processed each chunk of data as an entire request, which is not correct. It was observed split data after ~14600 bytes (on a 1 gig lan connection). I think it was worse on remote connections.
This was the cause of the "unknown compression method" and invalid json parse errors when saving the profile.
Co-authored-by: Decoy <redacted@example.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/162
Reviewed-by: Terkoiz <terkoiz@noreply.dev.sp-tarkov.com>
Co-authored-by: ree <ree@noreply.dev.sp-tarkov.com>
Co-committed-by: ree <ree@noreply.dev.sp-tarkov.com>
- Made it so Watermark doesn't initialize on the constructor, this makes it possible for tests to use `@spt-aki/di/Container`;
- Removed unnecessary calls to `ErrorHandler.handleCriticalError`, all you really need to do is `throw new Error()` and it'll get caught automatically.
Basically the same, except it plays nicer with Typescript and ESM.
I have it mostly working, except for a type error:
`TypeError: Int32Array is not a constructor`
But I'm too damn tired it debug it at the moment.
- Adds additional ItemHelper tests
- Attempts to bring container registration into the environment to debug how we can register everything but not actually start the server.
Only adds lower when weapon has no launcher attached
Adjust sub stock adding code to trigger when stock has a subslot that starts with `mod_stock`, this means `mod_stock_akms` and `mod_stock_000` will be included
Add a new /singleplayer/log route for logging data to the server console from the client
Supports:
- All server log levels
- `Custom` log level with text/background color
- Specifying the source of the log line (ex. Plugin name)
Example output:
![Example](https://i.imgur.com/c0XBYLm.png)
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/160
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
This commit includes a series of changes aimed at improving the logic and readability of the `payMoney` method in the PaymentService class. The method is pivotal for handling in-game payments, specifically in cases involving multiple types of currencies and barter trades. The changes resolve an issue that prevented barter payments that included both a currency and another item.
## Changes:
- Replaced `barterPrice` variable with a `currencyAmounts` mapping that efficiently tracks each type of currency involved in the trade.
- Updated how the `costOfPurchaseInCurrency` variable is calculated to factor in multiple currencies.
- Introduced a new variable `totalCurrencyAmount` to sum up the total amount of all currencies, which is checked to determine whether any (non)currency payment is necessary.
- Added some inline comments for readability.
Resolves#176
Co-authored-by: Refringe <brownelltyler@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/159
Co-authored-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
Co-committed-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
- 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 PR adds the ability to set `loadBefore` and `loadAfter` on a mod's package.json, this allows for modders to define an array of mods their current mod needs to load before or after.
Examples:
if we have <u>__MOD1__</u> that has `loadAfter` = `[ "MOD2" ]` the loading order would be:
1 - MOD2
2 - MOD1
if we have <u>__MOD2__</u> that has `loadBefore` = `[ "MOD1" ]` the loading order would also be:
1 - MOD2
2 - MOD1
Begone zzzzzz, name your mods the way you want to.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/156
Co-authored-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Co-committed-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
This PR makes it so typescript generates inline sourcemaps when transpiling mods to javascript.
This will make it so stacktraces originating in the mod source code point to the typescript files, lines and columns.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/155
Co-authored-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Co-committed-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
This PR fixes a long standing issue where stacktraces in the built executable didn't have line and column numbers, so you were left wondering where exactly in a given function an error occurred.
This also fixes source maps being generated but not actually included in the executable, this fix results in `source-map-support` actually doing it's job, so now stacktrace paths point to the typescript files, line and column number, instead of the transpiled javascript line and column number.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/153
Co-authored-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Co-committed-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Don't rely on globals event value for event check, store event bools on SeasonaleventService class construction
Remove dupe function `getSeasonalEventItemsToBlock(), rely on `getAllSeasonalEventItems()`
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>
Initially this was going to be an update to dependencies but it seems i got a little carried away!
Anyways this PR removes 2 unused dependencies (`jshint` and `utf-8-validate`), and 2 other, `del` and `fs-extra` that were replaced by the built-in `fs/promises`.
It also renames all `tsconfig` and `Dockerfile` files, in a way that when viewed in a file tree sorted alphabetically they will be next to each other.
It also updates the typescript target to `ES2022`, and changes moduleResolution from `Node` to `Node10` (this isn't an update, they are the same thing but `Node` is now deprecated).
It also adds the `node:` discriminator to every import from built-in modules.
It also has major changes to the build script, `del` and `fs-extra` were only being used in the build script, it's now using `fs/promises` instead, cleaned up the code from some functions, adds better documentation to a few functions, and renames some gulp tasks and npm scripts to better represent what they actually do.
And finally it updates dependencies, except for `atomically` which can't be updated unless the project switches to ESM.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/150
Co-authored-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
Co-committed-by: TheSparta <thesparta@noreply.dev.sp-tarkov.com>
That error caused game freeze because of server exception after played scav death or after successful extraction of played scav
Co-authored-by: ElRabbito <you@example.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/149
Co-authored-by: ElRabbito <elrabbito@noreply.dev.sp-tarkov.com>
Co-committed-by: ElRabbito <elrabbito@noreply.dev.sp-tarkov.com>
Added a new range for weekly elimination, intead of having two, `1-15, 16+`, we have` 1-15, 16-40, 17+`
weekly elimination kill count requirements went way up
body part targeting is lower for low level weeklies, no change at high level
disabled specific weapon requirement for all elimination quests
level 1-15 weekly quests will target scavs more
This pull request aims to refactor the InsuranceController class to improve its code quality and maintainability. The changes include restructuring methods, adding detailed comments, and enhancing the overall logic for processing insured items.
Specific changes include:
- Updating the `findItemstoDelete()` method (and the entire class, really) to keep track of which items are tagged using a Set. This *ensures* that an item can only be attempted to be deleted once, as Sets cannot contain duplicates.
- Changing the method in which we remove insurance packages from the profile. We were iterating over them using a `for` in reverse order and then removing them with a splice and the current index. On paper this should work, but funny things were happening... Sometimes. I've created a new method that removes packages from a profile by matching against the package systemData date, time, and location. This should give us a specific insurance package (as we don't have an ID to use). In addition to this we're fetching a new instance of the profile to edit, instead of modifying packages that are being iterated over as they're being iterated over.
-----
I was unable to reproduce the issue where insurance packages were not being removed from the profile, but hopefully these simplified approaches lead to less funny business.
Co-authored-by: Refringe <brownelltyler@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/148
Co-authored-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
Co-committed-by: Refringe <refringe@noreply.dev.sp-tarkov.com>
Signed-off-by: bili@育碧苏联Ubisoviet
server strings are translated. player chat message WIP
Co-authored-by: Your Name <you@example.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/131
Co-authored-by: ghost114514 <ghost114514@noreply.dev.sp-tarkov.com>
Co-committed-by: ghost114514 <ghost114514@noreply.dev.sp-tarkov.com>
The `BotEquipmentModPoolService.generatePool()` method is recursive, but it does not check if the pool it creates already contains data for sub items when it finds them and calls itself on them. This creates substantial bloat in the function that is undetectable to end users, but causes some additional delay when it is called.
I noticed this when using a server mod that allows for less restrictions on mod combinations (as it would hit the system recursion limit and error out) but the bloat still affects vanilla - it takes ~1 minute for all the recursive calls to end, whereas this fix reduces that to <10 seconds.
To fix this, I've moved a block of code into the conditional block that checks if the item we're adding (and its' sub items) are already in the pool before it calls itself.
This is my first pull request, so let me know if I've fudged up somewhere and I'll do my best to fix it.
I submitted a previous request about this, but I removed my name from the commits so I had to delete the branch.
Co-authored-by: gasmo <burr.cameron@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/120
Co-authored-by: gasmo <gasmo@noreply.dev.sp-tarkov.com>
Co-committed-by: gasmo <gasmo@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
Fixes insured items comin back full durability
Co-authored-by: CWX <CWX@noreply.dev.sp-tarkov.com>
Co-authored-by: Dev <dev@dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/110
Missed adding the new event bots to PMC's enemyType, and put bossZryachiy where appropriate.
Co-authored-by: Akrotluv <60285080+Akrotluv@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/109
Co-authored-by: Sister-Fister <sister-fister@noreply.dev.sp-tarkov.com>
Co-committed-by: Sister-Fister <sister-fister@noreply.dev.sp-tarkov.com>
Add crazyAssaultEvent to itemSpawnLimits, lootNValue.
Added crazyAssaultEvent bot equipment (NVGs/lasters/lights/faceshield) chances, armor & weapon durabilities and weaponModLimits, homebrewed values for what I thought would of been an okay compromise between cocaine huffing scav and a cocaine hugging Rogue.
Added crazyAssaultEvent bot (min:5/max:10), and arenaFighter & arenaFighterEvent (min:0/max:0) into convertIntoPmcChance.
Added (but disabled) arenaFighter, arenaFighterEvent and crazyAssaultEvent bot types to the pmcType.
Notes:
Dunno what other files I'll need to edit, but this was mostly to fix error spam I encountered on Shoreline in response to crazyAssaultEvent bots not having equipment and NLoot values. Seemed like it killed the population to, but could be unrelated.
I have NO clue how cracked the Bloodhounds/Arena and Crazy Assault AI would be in the hands of the PMC bots, although anything funny, I need to know and witness it with the Deer God, lol.
Values are obviously temporary, just things that kinda made sense to me at the time. No idea what the Crazy Assault Event was like, so...
Co-authored-by: Akrotluv <60285080+Akrotluv@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/108
Co-authored-by: Sister-Fister <sister-fister@noreply.dev.sp-tarkov.com>
Co-committed-by: Sister-Fister <sister-fister@noreply.dev.sp-tarkov.com>
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
Added fail state to colleagues p3
Reworked loop inside `getQuestsFailedByCompletingQuest()` to use .some() instead
Reworked `failQuests()` to check all fail conditions instead of just the first one
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
Added flag to enable deletion of modded items from profile - default is off
Fixed issue where loop would stop checking for modded items after finding the first item
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
Its missing minor characters that display an error in the console for the latest 3.6.0 BE version.
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/104
Co-authored-by: props <props@noreply.dev.sp-tarkov.com>
Co-committed-by: props <props@noreply.dev.sp-tarkov.com>
Rework season service to use enum instead of magic strings for event names
Add config property to control showing/hiding non-seasonal event quests from player
Also re-ordered some of the lines to match EN locales.
Co-authored-by: harmony <hattrix@yandex.ru>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/102
Co-authored-by: Andrew <hrm@noreply.dev.sp-tarkov.com>
Co-committed-by: Andrew <hrm@noreply.dev.sp-tarkov.com>
Including a bit of typo fixes
Co-authored-by: chomp <chomp@noreply.dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/100
Co-authored-by: Andrew <hrm@noreply.dev.sp-tarkov.com>
Co-committed-by: Andrew <hrm@noreply.dev.sp-tarkov.com>
"Ton stuff etait tellement claqué au sol je l'ai vendu a Fence"
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/99
Co-authored-by: BALIST0N <balist0n@noreply.dev.sp-tarkov.com>
Co-committed-by: BALIST0N <balist0n@noreply.dev.sp-tarkov.com>
Add 2x event quests - Bloodhounds + hint (start at level 25 - not same as live)
Add arean fighters to woods/customs/shoreline
Adjust reseve bot chances
Add arean fighyer bot json data
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
Re-generate quests.json using a dump containing a hand written 'Green Corridor' and 'Special Equipment' quest, and my latest changes to the quest generator
There are a few cases where an 'index' was updated, this is due to my prior changes now depending on the last index in the list, and my previous changes removing some requirements. The 'index' changes should be minimal after this commit though
Custom modified quest dump:
1f7ebc2ced/0000000000resp.client.quest.list_2023-02-26_14-26-26_newquests.json
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/94
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
This is a quests.json generated using my latest changes to the Quest Generator, along with some hand changed reward values (Since those are pulled from the dump). Sorry about Gitea's web interface freaking out around the Collector part of the diff.
The following are the changes applied via the Quest Generator + manual modification:
- 'Sanitary Standards - Part 2' now also requires 'Operation Aquarius - Part 2'
- 'Stirrup' now requires 'Supplier' instead of 'The Extortionist'
- 'Loyalty Buyout' now only depends on failing 'Chemical - Part 4'
- 'The Cult Part 1' now requires 'Friend from the West - Part 2' instead of 'Eagle Eye'
- 'Gunsmith Part 8' no longer requires 'Gunsmith Part 6'
- 'Gunsmith Part 8' and 'Gunsmith Part 6' names reversed
- 'The Blood of War - Part 1' now also requires 'Make ULTRA Great Again'
- 'Database - Part 1' now also requires 'Big Sale'
- 'Lend-Lease - Part 1' now requires 'Humanitarian Supplies' instead of 'Friend from the West - Part 2'
- 'Tarkov Shooter - Part 1' now requires 'Acquaintance' instead of 'Survivalist Path - Unprotected'
- 'Decontamination Service' now also requires 'Health Care Privacy - Part 5'
- 'Huntsman Path - Woods Cleaning' renamed to 'Hunstman Path - Forest Cleaning'
- 'Nostalgia' now also requires 'Spa Tour - Part 3'
- 'Survivalist Path - Junkie' now requires 'Survivalist Path - Combat Medic' instead of 'Survivalist Path - Cold Blooded'
- 'Samples' now also requires 'Friend From the West - Part 2', and has no level requirement
- 'Chemistry Closet' now also requires 'Anesthesia'
- 'Hunter' now also depends on 'Hunstman Path - Secured Perimeter', and has no level requirement
- Fixed names of 'Revision' tasks
- 'Revision - Reserve' now depends on 'Humanitarian Supplues' and 'Friend from the West - Part 2' instead of 'Eagle Eye'
- 'Documents' no longer requires 'Ice cream cones', and has no level requirement
- 'No place for renegades' no longer requires 'Ice cream cones'
- 'Back Door' now requires 'Scout' instead of 'Surplus Goods'
- 'Pest Control' now requires 'Reserve'
- 'Trophies' now requires 'The Guide' instead of 'Hunstman Path - Forest Cleaning' and level 55
- 'Energy Crisis' no longer requires 'Postman Pat Part 2' and now requires level 25
- 'Revision - Lighthouse' no longer requires 'Eagle Eye'
- 'Cease Fire!' now requires 'The Delicious Sausage'
- 'Huntsman Path - Eraser - Part 2' no longer requires 'Huntsman path Secured perimeter'
- 'Information Source' now requires 'Getting Acquainted' instead of 'Knock Knock'
- 'Getting Acquainted' now requires 'Knock Knock'
- 'The Stylish One' now requires accepting 'The Huntsman Path - Sellout'
- 'Season Vacation' no longer requires 'Pharmacist', and now requires level 17
- 'Collector' quest is implemented with the requirements listed on the wiki
- 'Silent Caliber' now requires level 30
- 'Regulated Material' now requires level 25
- 'Anesthesia' now requires level 21
- 'Colleagues Part 1' now requires level 21
- 'Rigged Game' no longer has a level requirement
- 'Bunker Part 1' now requires level 10
- 'Bunker Part 2' now requires level 11
- 'Safe Corridor' now requires level 15
- 'Escort' now requires level 60
- 'Capturing Outposts' now requires level 42
- 'Intimidator' now requires level 45
- 'Crisis' now requires level 48
- 'The Cleaner' now requires level 45
- 'Calibration' now requires level 47
- 'The Courier' now requires level 52
- 'Long Line' now requires level 45
- 'The Choice' now requires level 50
- 'Corporate Secrets' now requires level 17
- 'Long Road' now requires level 20
- Remove level requirement from 'Textile Part 2' and 'Textile Part 1', as it's implicitly level locked via loyalty requirement from 'Textile Part 1' (As per dump)
- 'No offence' no longer has a fail reward
- Update 'Huntsman Path - Trophy' XP 7100 -> 15300
- Update 'Huntsman Path - Sell-out' XP 7200 -> 18000
- Update 'Huntsman Path - Woods Keeper' XP 7300 -> 18000
- Update 'Huntsman Path - Justice' XP 7200 -> 12300
- Update 'Huntsman Path - Eraser Part 1' XP 8900 -> 18300
- Update 'Textile Part 1 - Bear' XP 0 -> 32000
- Update 'Textile Part 2 - Bear' XP 0 -> 34800
- Update 'Pest Control' XP 7400 -> 15300
- Update 'The Courier' XP 115000 -> 137000
- Update 'Stray Dogs' XP 12000 -> 30500
- Update 'Road Closed' Roubles 64000 -> 62300
Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/93
Co-authored-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Co-committed-by: DrakiaXYZ <drakiaxyz@noreply.dev.sp-tarkov.com>
Correction of mistakes/typos/missing words/weird formulation without adding any new lines.
New lines probably added and translated to copycat the Eng version in next commit (PMC chat dialogues will be funny to do ^^)
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/91
Co-authored-by: Morphine <morphine@noreply.dev.sp-tarkov.com>
Co-committed-by: Morphine <morphine@noreply.dev.sp-tarkov.com>
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
I'm experimenting around with this to allow for loading bundles from ZIP files to help with texture pack distribution, wanted to get it out in front of folks for review.
Co-authored-by: Ari <a@silversupre.me>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/87
Co-authored-by: Aria Adair <gaylatea@noreply.dev.sp-tarkov.com>
Co-committed-by: Aria Adair <gaylatea@noreply.dev.sp-tarkov.com>
Fixed bug with removing offers from flee and item returning too quickly.
Fixed bug with error message that would show on removal of offers.
Expose property expireSeconds in ragfair.json.
Co-authored-by: Kaeno <>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/86
Co-authored-by: Kaeno <kaeno@noreply.dev.sp-tarkov.com>
Co-committed-by: Kaeno <kaeno@noreply.dev.sp-tarkov.com>
Store bots spawned in raid inside cache (`MatchBotDetailsCacheService`)
Clear cache after raid
Co-authored-by: Dev <dev@noreply.dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/81
+ Fixed a typo in `createRandomloot()` function name
+ Added more generically named`getWeightedValue()` function as future replacement for `getWeightedInventoryItem()`
+ Changed `LootRequest` into interface
Added:
Weapon/armor
Barter
Medical/Food
Mixed
Localise description text
Add `IConnectResponse` object for LauncherController.connect()
Move server name into core.json config
Co-authored-by: Dev <dev@noreply.dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/70
Moved some error logging in handoverQuest() to separate functions
Renamed `itemHandoverMode` to `isItemHandoverQuest`
Included some additional pmc responses
Co-authored-by: Dev <dev@noreply.dev.sp-tarkov.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/63
Bug fix in tests related to intermittent test failures. when using repair kits it is possible the amount of repair selected will be less than the max which is "randomly" calculated.
ClosesSPT-AKI/Issues#7
Co-authored-by: Dev <dev@noreply.dev.sp-tarkov.com>
Co-authored-by: snekcode <code.snakes@gmail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/35
Co-authored-by: snekcode <snekcode@noreply.dev.sp-tarkov.com>
Co-committed-by: snekcode <snekcode@noreply.dev.sp-tarkov.com>