import { inject, injectable } from "tsyringe"; import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper"; import { ItemHelper } from "@spt-aki/helpers/ItemHelper"; import { PresetHelper } from "@spt-aki/helpers/PresetHelper"; import { ProfileHelper } from "@spt-aki/helpers/ProfileHelper"; import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper"; import { RepeatableQuestHelper } from "@spt-aki/helpers/RepeatableQuestHelper"; import { Exit, ILocationBase } from "@spt-aki/models/eft/common/ILocationBase"; import { TraderInfo } from "@spt-aki/models/eft/common/tables/IBotBase"; import { Item } from "@spt-aki/models/eft/common/tables/IItem"; import { ICompletion, ICompletionAvailableFor, IElimination, IEliminationCondition, IEquipmentConditionProps, IExploration, IExplorationCondition, IKillConditionProps, IPickup, IRepeatableQuest, IReward, IRewards, } from "@spt-aki/models/eft/common/tables/IRepeatableQuests"; import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem"; import { BaseClasses } from "@spt-aki/models/enums/BaseClasses"; import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes"; import { Money } from "@spt-aki/models/enums/Money"; import { Traders } from "@spt-aki/models/enums/Traders"; import { IBaseQuestConfig, IBossInfo, IEliminationConfig, IQuestConfig, IRepeatableQuestConfig, } from "@spt-aki/models/spt/config/IQuestConfig"; import { IQuestTypePool } from "@spt-aki/models/spt/repeatable/IQuestTypePool"; import { ILogger } from "@spt-aki/models/spt/utils/ILogger"; import { EventOutputHolder } from "@spt-aki/routers/EventOutputHolder"; 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 { PaymentService } from "@spt-aki/services/PaymentService"; import { ProfileFixerService } from "@spt-aki/services/ProfileFixerService"; import { HttpResponseUtil } from "@spt-aki/utils/HttpResponseUtil"; import { JsonUtil } from "@spt-aki/utils/JsonUtil"; import { MathUtil } from "@spt-aki/utils/MathUtil"; import { ObjectId } from "@spt-aki/utils/ObjectId"; import { ProbabilityObjectArray, RandomUtil } from "@spt-aki/utils/RandomUtil"; import { TimeUtil } from "@spt-aki/utils/TimeUtil"; @injectable() export class RepeatableQuestGenerator { protected questConfig: IQuestConfig; constructor( @inject("TimeUtil") protected timeUtil: TimeUtil, @inject("WinstonLogger") protected logger: ILogger, @inject("RandomUtil") protected randomUtil: RandomUtil, @inject("HttpResponseUtil") protected httpResponse: HttpResponseUtil, @inject("MathUtil") protected mathUtil: MathUtil, @inject("JsonUtil") protected jsonUtil: JsonUtil, @inject("DatabaseServer") protected databaseServer: DatabaseServer, @inject("ItemHelper") protected itemHelper: ItemHelper, @inject("PresetHelper") protected presetHelper: PresetHelper, @inject("ProfileHelper") protected profileHelper: ProfileHelper, @inject("ProfileFixerService") protected profileFixerService: ProfileFixerService, @inject("HandbookHelper") protected handbookHelper: HandbookHelper, @inject("RagfairServerHelper") protected ragfairServerHelper: RagfairServerHelper, @inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder, @inject("LocalisationService") protected localisationService: LocalisationService, @inject("PaymentService") protected paymentService: PaymentService, @inject("ObjectId") protected objectId: ObjectId, @inject("ItemFilterService") protected itemFilterService: ItemFilterService, @inject("RepeatableQuestHelper") protected repeatableQuestHelper: RepeatableQuestHelper, @inject("ConfigServer") protected configServer: ConfigServer, ) { this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST); } /** * This method is called by /GetClientRepeatableQuests/ and creates one element of quest type format (see assets/database/templates/repeatableQuests.json). * It randomly draws a quest type (currently Elimination, Completion or Exploration) as well as a trader who is providing the quest * @param pmcLevel Player's level for requested items and reward generation * @param pmcTraderInfo Players traper standing/rep levels * @param questTypePool Possible quest types pool * @param repeatableConfig Repeatable quest config * @returns IRepeatableQuest */ public generateRepeatableQuest( pmcLevel: number, pmcTraderInfo: Record, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig, ): IRepeatableQuest { const questType = this.randomUtil.drawRandomFromList(questTypePool.types)[0]; // get traders from whitelist and filter by quest type availability let traders = repeatableConfig.traderWhitelist.filter((x) => x.questTypes.includes(questType)).map((x) => x.traderId ); // filter out locked traders traders = traders.filter((x) => pmcTraderInfo[x].unlocked); const traderId = this.randomUtil.drawRandomFromList(traders)[0]; switch (questType) { case "Elimination": return this.generateEliminationQuest(pmcLevel, traderId, questTypePool, repeatableConfig); case "Completion": return this.generateCompletionQuest(pmcLevel, traderId, repeatableConfig); case "Exploration": return this.generateExplorationQuest(pmcLevel, traderId, questTypePool, repeatableConfig); case "Pickup": return this.generatePickupQuest(pmcLevel, traderId, questTypePool, repeatableConfig); default: throw new Error(`Unknown mission type ${questType}. Should never be here!`); } } /** * Generate a randomised Elimination quest * @param pmcLevel Player's level for requested items and reward generation * @param traderId Trader from which the quest will be provided * @param questTypePool Pools for quests (used to avoid redundant quests) * @param repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest * @returns Object of quest type format for "Elimination" (see assets/database/templates/repeatableQuests.json) */ protected generateEliminationQuest( pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig, ): IElimination { const eliminationConfig = this.repeatableQuestHelper.getEliminationConfigByPmcLevel(pmcLevel, repeatableConfig); const locationsConfig = repeatableConfig.locations; let targetsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.targets); const bodypartsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.bodyParts); const weaponCategoryRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray( eliminationConfig.weaponCategoryRequirements, ); const weaponRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray( eliminationConfig.weaponRequirements, ); // the difficulty of the quest varies in difficulty depending on the condition // possible conditions are // - amount of npcs to kill // - type of npc to kill (scav, boss, pmc) // - with hit to what body part they should be killed // - from what distance they should be killed // a random combination of listed conditions can be required // possible conditions elements and their relative probability can be defined in QuestConfig.js // We use ProbabilityObjectArray to draw by relative probability. e.g. for targets: // "targets": { // "Savage": 7, // "AnyPmc": 2, // "bossBully": 0.5 // } // higher is more likely. We define the difficulty to be the inverse of the relative probability. // We want to generate a reward which is scaled by the difficulty of this mission. To get a upper bound with which we scale // the actual difficulty we calculate the minimum and maximum difficulty (max being the sum of max of each condition type // times the number of kills we have to perform): // the minumum difficulty is the difficulty for the most probable (= easiest target) with no additional conditions const minDifficulty = 1 / targetsConfig.maxProbability(); // min difficulty is lowest amount of scavs without any constraints // Target on bodyPart max. difficulty is that of the least probable element const maxTargetDifficulty = 1 / targetsConfig.minProbability(); const maxBodyPartsDifficulty = eliminationConfig.minKills / bodypartsConfig.minProbability(); // maxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation const maxDistDifficulty = 2; const maxKillDifficulty = eliminationConfig.maxKills; function difficultyWeighing( target: number, bodyPart: number, dist: number, kill: number, weaponRequirement: number, ): number { return Math.sqrt(Math.sqrt(target) + bodyPart + dist + weaponRequirement) * kill; } targetsConfig = targetsConfig.filter((x) => Object.keys(questTypePool.pool.Elimination.targets).includes(x.key) ); if (targetsConfig.length === 0 || targetsConfig.every((x) => x.data.isBoss)) { // There are no more targets left for elimination; delete it as a possible quest type // also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination // -> then it would not be a quest with low probability anymore questTypePool.types = questTypePool.types.filter((t) => t !== "Elimination"); return null; } const targetKey = targetsConfig.draw()[0]; const targetDifficulty = 1 / targetsConfig.probability(targetKey); let locations: string[] = questTypePool.pool.Elimination.targets[targetKey].locations; // we use any as location if "any" is in the pool and we do not hit the specific location random // we use any also if the random condition is not met in case only "any" was in the pool let locationKey = "any"; if ( locations.includes("any") && (eliminationConfig.specificLocationProb < Math.random() || locations.length <= 1) ) { locationKey = "any"; delete questTypePool.pool.Elimination.targets[targetKey]; } else { locations = locations.filter((l) => l !== "any"); if (locations.length > 0) { locationKey = this.randomUtil.drawRandomFromList(locations)[0]; questTypePool.pool.Elimination.targets[targetKey].locations = locations.filter((l) => l !== locationKey ); if (questTypePool.pool.Elimination.targets[targetKey].locations.length === 0) { delete questTypePool.pool.Elimination.targets[targetKey]; } } else { // never should reach this if everything works out this.logger.debug("Ecountered issue when creating Elimination quest. Please report."); } } // draw the target body part and calculate the difficulty factor let bodyPartsToClient = null; let bodyPartDifficulty = 0; if (eliminationConfig.bodyPartProb > Math.random()) { // if we add a bodyPart condition, we draw randomly one or two parts // each bodyPart of the BODYPARTS ProbabilityObjectArray includes the string(s) which need to be presented to the client in ProbabilityObjectArray.data // e.g. we draw "Arms" from the probability array but must present ["LeftArm", "RightArm"] to the client bodyPartsToClient = []; const bodyParts = bodypartsConfig.draw(this.randomUtil.randInt(1, 3), false); let probability = 0; for (const bi of bodyParts) { // more than one part lead to an "OR" condition hence more parts reduce the difficulty probability += bodypartsConfig.probability(bi); for (const biClient of bodypartsConfig.data(bi)) { bodyPartsToClient.push(biClient); } } bodyPartDifficulty = 1 / probability; } // draw a distance condition let distance = null; let distanceDifficulty = 0; let isDistanceRequirementAllowed = !eliminationConfig.distLocationBlacklist.includes(locationKey); if (targetsConfig.data(targetKey).isBoss) { // get all boss spawn information const bossSpawns = Object.values(this.databaseServer.getTables().locations).filter((x) => "base" in x && "Id" in x.base ).map((x) => ({ Id: x.base.Id, BossSpawn: x.base.BossLocationSpawn })); // filter for the current boss to spawn on map const thisBossSpawns = bossSpawns.map((x) => ({ Id: x.Id, BossSpawn: x.BossSpawn.filter((e) => e.BossName === targetKey), })).filter((x) => x.BossSpawn.length > 0); // remove blacklisted locations const allowedSpawns = thisBossSpawns.filter((x) => !eliminationConfig.distLocationBlacklist.includes(x.Id)); // if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement isDistanceRequirementAllowed = isDistanceRequirementAllowed && (allowedSpawns.length > 0); } if (eliminationConfig.distProb > Math.random() && isDistanceRequirementAllowed) { // random distance with lower values more likely; simple distribution for starters... distance = Math.floor( Math.abs(Math.random() - Math.random()) * (1 + eliminationConfig.maxDist - eliminationConfig.minDist) + eliminationConfig.minDist, ); distance = Math.ceil(distance / 5) * 5; distanceDifficulty = maxDistDifficulty * distance / eliminationConfig.maxDist; } let allowedWeaponsCategory: string = undefined; if (eliminationConfig.weaponCategoryRequirementProb > Math.random()) { // Pick a weighted weapon categroy const weaponRequirement = weaponCategoryRequirementConfig.draw(1, false); // Get the hideout id value stored in the .data array allowedWeaponsCategory = weaponCategoryRequirementConfig.data(weaponRequirement[0])[0]; } // Only allow a specific weapon requirement if a weapon category was not chosen let allowedWeapon: string = undefined; if (!allowedWeaponsCategory && eliminationConfig.weaponRequirementProb > Math.random()) { const weaponRequirement = weaponRequirementConfig.draw(1, false); const allowedWeaponsCategory = weaponRequirementConfig.data(weaponRequirement[0])[0]; const allowedWeapons = this.itemHelper.getItemTplsOfBaseType(allowedWeaponsCategory); allowedWeapon = this.randomUtil.getArrayValue(allowedWeapons); } // Draw how many npm kills are required const desiredKillCount = this.getEliminationKillCount(targetKey, targetsConfig, eliminationConfig); const killDifficulty = desiredKillCount; // not perfectly happy here; we give difficulty = 1 to the quest reward generation when we have the most diffucult mission // e.g. killing reshala 5 times from a distance of 200m with a headshot. const maxDifficulty = difficultyWeighing(1, 1, 1, 1, 1); const curDifficulty = difficultyWeighing( targetDifficulty / maxTargetDifficulty, bodyPartDifficulty / maxBodyPartsDifficulty, distanceDifficulty / maxDistDifficulty, killDifficulty / maxKillDifficulty, (allowedWeaponsCategory || allowedWeapon) ? 1 : 0, ); // Aforementioned issue makes it a bit crazy since now all easier quests give significantly lower rewards than Completion / Exploration // I therefore moved the mapping a bit up (from 0.2...1 to 0.5...2) so that normal difficulty still gives good reward and having the // crazy maximum difficulty will lead to a higher difficulty reward gain factor than 1 const difficulty = this.mathUtil.mapToRange(curDifficulty, minDifficulty, maxDifficulty, 0.5, 2); const quest = this.generateRepeatableTemplate("Elimination", traderId, repeatableConfig.side) as IElimination; // ASSUMPTION: All fence quests are for scavs if (traderId === Traders.FENCE) { quest.side = "Scav"; } const availableForFinishCondition = quest.conditions.AvailableForFinish[0]; availableForFinishCondition._props.counter.id = this.objectId.generate(); availableForFinishCondition._props.counter.conditions = []; // Only add specific location condition if specific map selected if (locationKey !== "any") { availableForFinishCondition._props.counter.conditions.push( this.generateEliminationLocation(locationsConfig[locationKey]), ); } availableForFinishCondition._props.counter.conditions.push( this.generateEliminationCondition( targetKey, bodyPartsToClient, distance, allowedWeapon, allowedWeaponsCategory, ), ); availableForFinishCondition._props.value = desiredKillCount; availableForFinishCondition._props.id = this.objectId.generate(); quest.location = this.getQuestLocationByMapId(locationKey); quest.rewards = this.generateReward( pmcLevel, Math.min(difficulty, 1), traderId, repeatableConfig, eliminationConfig, ); return quest; } /** * Get a number of kills neded to complete elimination quest * @param targetKey Target type desired e.g. anyPmc/bossBully/Savage * @param targetsConfig Config * @param eliminationConfig Config * @returns Number of AI to kill */ protected getEliminationKillCount( targetKey: string, targetsConfig: ProbabilityObjectArray, eliminationConfig: IEliminationConfig, ): number { if (targetsConfig.data(targetKey).isBoss) { return this.randomUtil.randInt(eliminationConfig.minBossKills, eliminationConfig.maxBossKills + 1); } if (targetsConfig.data(targetKey).isPmc) { return this.randomUtil.randInt(eliminationConfig.minPmcKills, eliminationConfig.maxPmcKills + 1); } return this.randomUtil.randInt(eliminationConfig.minKills, eliminationConfig.maxKills + 1); } /** * A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json) * This is a helper method for GenerateEliminationQuest to create a location condition. * * @param {string} location the location on which to fulfill the elimination quest * @returns {IEliminationCondition} object of "Elimination"-location-subcondition */ protected generateEliminationLocation(location: string[]): IEliminationCondition { const propsObject: IEliminationCondition = { _props: { target: location, id: this.objectId.generate(), dynamicLocale: true }, _parent: "Location", }; return propsObject; } /** * Create kill condition for an elimination quest * @param target Bot type target of elimination quest e.g. "AnyPmc", "Savage" * @param targetedBodyParts Body parts player must hit * @param distance Distance from which to kill (currently only >= supported * @param allowedWeapon What weapon must be used - undefined = any * @param allowedWeaponCategory What category of weapon must be used - undefined = any * @returns IEliminationCondition object */ protected generateEliminationCondition( target: string, targetedBodyParts: string[], distance: number, allowedWeapon: string, allowedWeaponCategory: string, ): IEliminationCondition { const killConditionProps: IKillConditionProps = { target: target, value: 1, id: this.objectId.generate(), dynamicLocale: true, }; if (target.startsWith("boss")) { killConditionProps.target = "Savage"; killConditionProps.savageRole = [target]; } // Has specific body part hit condition if (targetedBodyParts) { killConditionProps.bodyPart = targetedBodyParts; } // Dont allow distance + melee requirement if (distance && allowedWeaponCategory !== "5b5f7a0886f77409407a7f96") { killConditionProps.distance = { compareMethod: ">=", value: distance }; } // Has specific weapon requirement if (allowedWeapon) { killConditionProps.weapon = [allowedWeapon]; } // Has specific weapon category requirement if (allowedWeaponCategory?.length > 0) { killConditionProps.weaponCategories = [allowedWeaponCategory]; } return { _props: killConditionProps, _parent: "Kills" }; } /** * Generates a valid Completion quest * * @param {integer} pmcLevel player's level for requested items and reward generation * @param {string} traderId trader from which the quest will be provided * @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest * @returns {object} object of quest type format for "Completion" (see assets/database/templates/repeatableQuests.json) */ protected generateCompletionQuest( pmcLevel: number, traderId: string, repeatableConfig: IRepeatableQuestConfig, ): ICompletion { const completionConfig = repeatableConfig.questConfig.Completion; const levelsConfig = repeatableConfig.rewardScaling.levels; const roublesConfig = repeatableConfig.rewardScaling.roubles; const distinctItemsToRetrieveCount = this.randomUtil.getInt(1, completionConfig.uniqueItemCount); const quest = this.generateRepeatableTemplate("Completion", traderId, repeatableConfig.side) as ICompletion; // Filter the items.json items to items the player must retrieve to complete quest: shouldn't be a quest item or "non-existant" const possibleItemsToRetrievePool = this.getRewardableItems(repeatableConfig, traderId); // Be fair, don't let the items be more expensive than the reward let roublesBudget = Math.floor( this.mathUtil.interp1(pmcLevel, levelsConfig, roublesConfig) * this.randomUtil.getFloat(0.5, 1), ); roublesBudget = Math.max(roublesBudget, 5000); let itemSelection = possibleItemsToRetrievePool.filter((x) => this.itemHelper.getItemPrice(x[0]) < roublesBudget ); // We also have the option to use whitelist and/or blacklist which is defined in repeatableQuests.json as // [{"minPlayerLevel": 1, "itemIds": ["id1",...]}, {"minPlayerLevel": 15, "itemIds": ["id3",...]}] if (repeatableConfig.questConfig.Completion.useWhitelist) { const itemWhitelist = this.databaseServer.getTables().templates.repeatableQuests.data.Completion.itemsWhitelist; // Filter and concatenate the arrays according to current player level const itemIdsWhitelisted = itemWhitelist.filter((p) => p.minPlayerLevel <= pmcLevel).reduce( (a, p) => a.concat(p.itemIds), [], ); itemSelection = itemSelection.filter((x) => { // Whitelist can contain item tpls and item base type ids return (itemIdsWhitelisted.some((v) => this.itemHelper.isOfBaseclass(x[0], v)) || itemIdsWhitelisted.includes(x[0])); }); // check if items are missing // const flatList = itemSelection.reduce((a, il) => a.concat(il[0]), []); // const missing = itemIdsWhitelisted.filter(l => !flatList.includes(l)); } if (repeatableConfig.questConfig.Completion.useBlacklist) { const itemBlacklist = this.databaseServer.getTables().templates.repeatableQuests.data.Completion.itemsBlacklist; // we filter and concatenate the arrays according to current player level const itemIdsBlacklisted = itemBlacklist.filter((p) => p.minPlayerLevel <= pmcLevel).reduce( (a, p) => a.concat(p.itemIds), [], ); itemSelection = itemSelection.filter((x) => { return itemIdsBlacklisted.every((v) => !this.itemHelper.isOfBaseclass(x[0], v)) || !itemIdsBlacklisted.includes(x[0]); }); } if (itemSelection.length === 0) { this.logger.error( this.localisationService.getText( "repeatable-completion_quest_whitelist_too_small_or_blacklist_too_restrictive", ), ); return null; } // Draw items to ask player to retrieve let isAmmo = 0 for (let i = 0; i < distinctItemsToRetrieveCount; i++) { const itemSelected = itemSelection[this.randomUtil.randInt(itemSelection.length)]; const itemUnitPrice = this.itemHelper.getItemPrice(itemSelected[0]); let minValue = completionConfig.minRequestedAmount; let maxValue = completionConfig.maxRequestedAmount; if (this.itemHelper.isOfBaseclass(itemSelected[0], BaseClasses.AMMO)) { // Prevent multiple ammo requirements from being picked, stop after 6 attempts if (isAmmo > 0 && isAmmo < 6) { isAmmo++; i--; continue; } isAmmo++; minValue = completionConfig.minRequestedBulletAmount; maxValue = completionConfig.maxRequestedBulletAmount; } let value = minValue; // get the value range within budget maxValue = Math.min(maxValue, Math.floor(roublesBudget / itemUnitPrice)); if (maxValue > minValue) { // if it doesn't blow the budget we have for the request, draw a random amount of the selected // item type to be requested value = this.randomUtil.randInt(minValue, maxValue + 1); } roublesBudget -= value * itemUnitPrice; // push a CompletionCondition with the item and the amount of the item quest.conditions.AvailableForFinish.push(this.generateCompletionAvailableForFinish(itemSelected[0], value)); if (roublesBudget > 0) { // reduce the list possible items to fulfill the new budget constraint itemSelection = itemSelection.filter((x) => this.itemHelper.getItemPrice(x[0]) < roublesBudget); if (itemSelection.length === 0) { break; } } else { break; } } quest.rewards = this.generateReward(pmcLevel, 1, traderId, repeatableConfig, completionConfig); return quest; } /** * A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json) * This is a helper method for GenerateCompletionQuest to create a completion condition (of which a completion quest theoretically can have many) * * @param {string} itemTpl id of the item to request * @param {integer} value amount of items of this specific type to request * @returns {object} object of "Completion"-condition */ protected generateCompletionAvailableForFinish(itemTpl: string, value: number): ICompletionAvailableFor { let minDurability = 0; let onlyFoundInRaid = true; if ( this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.WEAPON) || this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.ARMOR) ) { minDurability = this.randomUtil.getArrayValue([60, 80]); } // By default all collected items must be FiR, except dog tags if ( this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_USEC) || this.itemHelper.isOfBaseclass(itemTpl, BaseClasses.DOG_TAG_BEAR) ) { onlyFoundInRaid = false; } return { _props: { id: this.objectId.generate(), parentId: "", dynamicLocale: true, index: 0, visibilityConditions: [], target: [itemTpl], value: value, minDurability: minDurability, maxDurability: 100, dogtagLevel: 0, onlyFoundInRaid: onlyFoundInRaid, }, _parent: "HandoverItem", dynamicLocale: true, }; } /** * Generates a valid Exploration quest * * @param {integer} pmcLevel player's level for reward generation * @param {string} traderId trader from which the quest will be provided * @param {object} questTypePool Pools for quests (used to avoid redundant quests) * @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest * @returns {object} object of quest type format for "Exploration" (see assets/database/templates/repeatableQuests.json) */ protected generateExplorationQuest( pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig, ): IExploration { const explorationConfig = repeatableConfig.questConfig.Exploration; const requiresSpecificExtract = Math.random() < repeatableConfig.questConfig.Exploration.specificExits.probability; if (Object.keys(questTypePool.pool.Exploration.locations).length === 0) { // there are no more locations left for exploration; delete it as a possible quest type questTypePool.types = questTypePool.types.filter((t) => t !== "Exploration"); return null; } // if the location we draw is factory, it's possible to either get factory4_day and factory4_night or only one // of the both const locationKey: string = this.randomUtil.drawRandomFromDict(questTypePool.pool.Exploration.locations)[0]; const locationTarget = questTypePool.pool.Exploration.locations[locationKey]; // remove the location from the available pool delete questTypePool.pool.Exploration.locations[locationKey]; // Different max extract count when specific extract needed const numExtracts = this.randomUtil.randInt(1, requiresSpecificExtract ? explorationConfig.maxExtractsWithSpecificExit : explorationConfig.maxExtracts + 1); const quest = this.generateRepeatableTemplate("Exploration", traderId, repeatableConfig.side) as IExploration; const exitStatusCondition: IExplorationCondition = { _parent: "ExitStatus", _props: { id: this.objectId.generate(), dynamicLocale: true, status: ["Survived"] }, }; const locationCondition: IExplorationCondition = { _parent: "Location", _props: { id: this.objectId.generate(), dynamicLocale: true, target: locationTarget }, }; quest.conditions.AvailableForFinish[0]._props.counter.id = this.objectId.generate(); quest.conditions.AvailableForFinish[0]._props.counter.conditions = [exitStatusCondition, locationCondition]; quest.conditions.AvailableForFinish[0]._props.value = numExtracts; quest.conditions.AvailableForFinish[0]._props.id = this.objectId.generate(); quest.location = this.getQuestLocationByMapId(locationKey); if (requiresSpecificExtract) { // Filter by whitelist, it's also possible that the field "PassageRequirement" does not exist (e.g. Shoreline) // Scav exits are not listed at all in locations.base currently. If that changes at some point, additional filtering will be required const mapExits = (this.databaseServer.getTables().locations[locationKey.toLowerCase()].base as ILocationBase).exits; const possibleExists = mapExits.filter((x) => (!("PassageRequirement" in x) || repeatableConfig.questConfig.Exploration.specificExits.passageRequirementWhitelist.includes( x.PassageRequirement, )) && x.Chance > 0 ); const exit = this.randomUtil.drawRandomFromList(possibleExists, 1)[0]; const exitCondition = this.generateExplorationExitCondition(exit); quest.conditions.AvailableForFinish[0]._props.counter.conditions.push(exitCondition); } // Difficulty for exploration goes from 1 extract to maxExtracts // Difficulty for reward goes from 0.2...1 -> map const difficulty = this.mathUtil.mapToRange(numExtracts, 1, explorationConfig.maxExtracts, 0.2, 1); quest.rewards = this.generateReward(pmcLevel, difficulty, traderId, repeatableConfig, explorationConfig); return quest; } protected generatePickupQuest( pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig, ): IPickup { const pickupConfig = repeatableConfig.questConfig.Pickup; const quest = this.generateRepeatableTemplate("Pickup", traderId, repeatableConfig.side) as IPickup; const itemTypeToFetchWithCount = this.randomUtil.getArrayValue(pickupConfig.ItemTypeToFetchWithMaxCount); const itemCountToFetch = this.randomUtil.randInt( itemTypeToFetchWithCount.minPickupCount, itemTypeToFetchWithCount.maxPickupCount + 1, ); // Choose location - doesnt seem to work for anything other than 'any' // const locationKey: string = this.randomUtil.drawRandomFromDict(questTypePool.pool.Pickup.locations)[0]; // const locationTarget = questTypePool.pool.Pickup.locations[locationKey]; const findCondition = quest.conditions.AvailableForFinish.find((x) => x._parent === "FindItem"); findCondition._props.target = [itemTypeToFetchWithCount.itemType]; findCondition._props.value = itemCountToFetch; const counterCreatorCondition = quest.conditions.AvailableForFinish.find((x) => x._parent === "CounterCreator"); // const locationCondition = counterCreatorCondition._props.counter.conditions.find(x => x._parent === "Location"); // (locationCondition._props as ILocationConditionProps).target = [...locationTarget]; const equipmentCondition = counterCreatorCondition._props.counter.conditions.find((x) => x._parent === "Equipment" ); (equipmentCondition._props as IEquipmentConditionProps).equipmentInclusive = [[ itemTypeToFetchWithCount.itemType, ]]; // Add rewards quest.rewards = this.generateReward(pmcLevel, 1, traderId, repeatableConfig, pickupConfig); return quest; } /** * Convert a location into an quest code can read (e.g. factory4_day into 55f2d3fd4bdc2d5f408b4567) * @param locationKey e.g factory4_day * @returns guid */ protected getQuestLocationByMapId(locationKey: string): string { return this.questConfig.locationIdMap[locationKey]; } /** * Exploration repeatable quests can specify a required extraction point. * This method creates the according object which will be appended to the conditions array * * @param {string} exit The exit name to generate the condition for * @returns {object} Exit condition */ protected generateExplorationExitCondition(exit: Exit): IExplorationCondition { return { _parent: "ExitName", _props: { exitName: exit.Name, id: this.objectId.generate(), dynamicLocale: true }, }; } /** * Generate the reward for a mission. A reward can consist of * - Experience * - Money * - Items * - Trader Reputation * * The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to * experience / money / items / trader reputation can be defined in QuestConfig.js * * There's also a random variation of the reward the spread of which can be also defined in the config. * * Additonaly, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used * * @param {integer} pmcLevel player's level * @param {number} difficulty a reward scaling factor goint from 0.2 to 1 * @param {string} traderId the trader for reputation gain (and possible in the future filtering of reward item type based on trader) * @param {object} repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest * @returns {object} object of "Reward"-type that can be given for a repeatable mission */ protected generateReward( pmcLevel: number, difficulty: number, traderId: string, repeatableConfig: IRepeatableQuestConfig, questConfig: IBaseQuestConfig, ): IRewards { // difficulty could go from 0.2 ... -> for lowest diffuculty receive 0.2*nominal reward const levelsConfig = repeatableConfig.rewardScaling.levels; const roublesConfig = repeatableConfig.rewardScaling.roubles; const xpConfig = repeatableConfig.rewardScaling.experience; const itemsConfig = repeatableConfig.rewardScaling.items; const rewardSpreadConfig = repeatableConfig.rewardScaling.rewardSpread; const skillRewardChanceConfig = repeatableConfig.rewardScaling.skillRewardChance; const skillPointRewardConfig = repeatableConfig.rewardScaling.skillPointReward; const reputationConfig = repeatableConfig.rewardScaling.reputation; if (Number.isNaN(difficulty)) { difficulty = 1; this.logger.warning(this.localisationService.getText("repeatable-difficulty_was_nan")); } // rewards are generated based on pmcLevel, difficulty and a random spread const rewardXP = Math.floor( difficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, xpConfig) * this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig), ); const rewardRoubles = Math.floor( difficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, roublesConfig) * this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig), ); const rewardNumItems = this.randomUtil.randInt( 1, Math.round(this.mathUtil.interp1(pmcLevel, levelsConfig, itemsConfig)) + 1, ); const rewardReputation = Math.round( 100 * difficulty * this.mathUtil.interp1(pmcLevel, levelsConfig, reputationConfig) * this.randomUtil.getFloat(1 - rewardSpreadConfig, 1 + rewardSpreadConfig), ) / 100; const skillRewardChance = this.mathUtil.interp1(pmcLevel, levelsConfig, skillRewardChanceConfig); const skillPointReward = this.mathUtil.interp1(pmcLevel, levelsConfig, skillPointRewardConfig); // Possible improvement -> draw trader-specific items e.g. with this.itemHelper.isOfBaseclass(val._id, ItemHelper.BASECLASS.FoodDrink) let roublesBudget = rewardRoubles; let rewardItemPool = this.chooseRewardItemsWithinBudget(repeatableConfig, roublesBudget, traderId); const rewards: IRewards = { Started: [], Success: [], Fail: [], }; let rewardIndex = 0; // Add xp reward if (rewardXP > 0) { rewards.Success.push({ value: rewardXP, type: "Experience", index: rewardIndex }); rewardIndex++; } // Add money reward if (traderId === Traders.PEACEKEEPER || traderId === Traders.FENCE) { // convert to equivalent dollars rewards.Success.push( this.generateRewardItem(Money.EUROS, this.handbookHelper.fromRUB(rewardRoubles, Money.EUROS), rewardIndex), ); } else { rewards.Success.push(this.generateRewardItem(Money.ROUBLES, rewardRoubles, rewardIndex)); } rewardIndex++; const traderWhitelistDetails = repeatableConfig.traderWhitelist.find((x) => x.traderId === traderId); if (traderWhitelistDetails.rewardCanBeWeapon && this.randomUtil.getChance100(traderWhitelistDetails.weaponRewardChancePercent)) { // Add a random default preset weapon as reward const defaultPresets = Object.values(this.presetHelper.getDefaultPresets()); const defaultPreset = this.randomUtil.getArrayValue(defaultPresets); // use _encyclopedia as its always the base items _tpl, items[0] isnt guaranteed to be base item rewards.Success.push(this.generateRewardItem(defaultPreset._encyclopedia, 1, rewardIndex, defaultPreset._items)); rewardIndex++; } if (rewardItemPool.length > 0) { for (let i = 0; i < rewardNumItems; i++) { let rewardItemStackCount = 1; const itemSelected = rewardItemPool[this.randomUtil.randInt(rewardItemPool.length)]; if (this.itemHelper.isOfBaseclass(itemSelected._id, BaseClasses.AMMO)) { // Dont reward ammo that stacks to less than what's defined in config if (itemSelected._props.StackMaxSize < repeatableConfig.rewardAmmoStackMinSize) { continue; } // Randomise the cartridge count returned rewardItemStackCount = this.randomUtil.randInt( repeatableConfig.rewardAmmoStackMinSize, itemSelected._props.StackMaxSize, ); } // 25% chance to double reward stack (item should be stackable and not weapon) if (this.canIncreaseRewardItemStackSize(itemSelected, 70000)) { rewardItemStackCount = this.getRandomisedRewardItemStackSizeByPrice(itemSelected); } rewards.Success.push(this.generateRewardItem(itemSelected._id, rewardItemStackCount, rewardIndex)); rewardIndex++; const itemCost = this.itemHelper.getStaticItemPrice(itemSelected._id); roublesBudget -= rewardItemStackCount * itemCost; // If we still have budget narrow down possible items if (roublesBudget > 0) { // Filter possible reward items to only items with a price below the remaining budget rewardItemPool = rewardItemPool.filter((x) => this.itemHelper.getStaticItemPrice(x._id) < roublesBudget ); if (rewardItemPool.length === 0) { break; // No reward items left, exit } } else { break; } } } // Add rep reward to rewards array if (rewardReputation > 0) { const reward: IReward = { target: traderId, value: rewardReputation, type: "TraderStanding", index: rewardIndex }; rewards.Success.push(reward); rewardIndex++; } // Chance of adding skill reward if (this.randomUtil.getChance100(skillRewardChance * 100)) { const reward: IReward = { target: this.randomUtil.getArrayValue(questConfig.possibleSkillRewards), value: skillPointReward, type: "Skill", index: rewardIndex, }; rewards.Success.push(reward); } return rewards; } /** * Should reward item have stack size increased (25% chance) * @param item Item to possibly increase stack size of * @param maxRoublePriceToStack Maximum rouble price an item can be to still be chosen for stacking * @returns True if it should */ protected canIncreaseRewardItemStackSize(item: ITemplateItem, maxRoublePriceToStack: number): boolean { return this.itemHelper.getStaticItemPrice(item._id) < maxRoublePriceToStack && !this.itemHelper.isOfBaseclasses(item._id, [BaseClasses.WEAPON, BaseClasses.AMMO]) && this.randomUtil.getChance100(25); } /** * Get a randomised number a reward items stack size should be based on its handbook price * @param item Reward item to get stack size for * @returns Stack size value */ protected getRandomisedRewardItemStackSizeByPrice(item: ITemplateItem): number { const rewardItemPrice = this.itemHelper.getStaticItemPrice(item._id); if (rewardItemPrice < 3000) { return this.randomUtil.getArrayValue([2, 3, 4]); } else if (rewardItemPrice < 10000) { return this.randomUtil.getArrayValue([2, 3]); } return 2; } /** * Select a number of items that have a colelctive value of the passed in parameter * @param repeatableConfig Config * @param roublesBudget Total value of items to return * @returns Array of reward items that fit budget */ protected chooseRewardItemsWithinBudget( repeatableConfig: IRepeatableQuestConfig, roublesBudget: number, traderId: string, ): ITemplateItem[] { // First filter for type and baseclass to avoid lookup in handbook for non-available items const rewardableItemPool = this.getRewardableItems(repeatableConfig, traderId); const minPrice = Math.min(25000, 0.5 * roublesBudget); let rewardableItemPoolWithinBudget = rewardableItemPool.filter((x) => this.itemHelper.getItemPrice(x[0]) < roublesBudget && this.itemHelper.getItemPrice(x[0]) > minPrice ).map((x) => x[1]); if (rewardableItemPoolWithinBudget.length === 0) { this.logger.warning( this.localisationService.getText("repeatable-no_reward_item_found_in_price_range", { minPrice: minPrice, roublesBudget: roublesBudget, }), ); // In case we don't find any items in the price range rewardableItemPoolWithinBudget = rewardableItemPool.filter((x) => this.itemHelper.getItemPrice(x[0]) < roublesBudget ).map((x) => x[1]); } return rewardableItemPoolWithinBudget; } /** * Helper to create a reward item structured as required by the client * * @param {string} tpl ItemId of the rewarded item * @param {integer} value Amount of items to give * @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index * @returns {object} Object of "Reward"-item-type */ protected generateRewardItem(tpl: string, value: number, index: number, preset: Item[] = null): IReward { const id = this.objectId.generate(); const rewardItem: IReward = { target: id, value: value, type: "Item", index: index }; if (preset) { const rootItem = preset.find(x => x._tpl === tpl); rewardItem.target = rootItem._id; // Target property and root items id must match rewardItem.items = this.ragfairServerHelper.reparentPresets(rootItem, preset); } else { const rootItem = { _id: id, _tpl: tpl, upd: { StackObjectsCount: value, SpawnedInSession: true } }; rewardItem.items = [rootItem]; } return rewardItem; } /** * Picks rewardable items from items.json. This means they need to fit into the inventory and they shouldn't be keys (debatable) * @param repeatableQuestConfig Config file * @returns List of rewardable items [[_tpl, itemTemplate],...] */ protected getRewardableItems( repeatableQuestConfig: IRepeatableQuestConfig, traderId: string, ): [string, ITemplateItem][] { // check for specific baseclasses which don't make sense as reward item // also check if the price is greater than 0; there are some items whose price can not be found // those are not in the game yet (e.g. AGS grenade launcher) return Object.entries(this.databaseServer.getTables().templates.items).filter( // eslint-disable-next-line @typescript-eslint/no-unused-vars ([tpl, itemTemplate]) => { // Base "Item" item has no parent, ignore it if (itemTemplate._parent === "") { return false; } const traderWhitelist = repeatableQuestConfig.traderWhitelist.find((x) => x.traderId === traderId); return this.isValidRewardItem(tpl, repeatableQuestConfig, traderWhitelist?.rewardBaseWhitelist); }, ); } /** * Checks if an id is a valid item. Valid meaning that it's an item that may be a reward * or content of bot loot. Items that are tested as valid may be in a player backpack or stash. * @param {string} tpl template id of item to check * @returns True if item is valid reward */ protected isValidRewardItem( tpl: string, repeatableQuestConfig: IRepeatableQuestConfig, itemBaseWhitelist: string[], ): boolean { if (!this.itemHelper.isValidItem(tpl)) { return false; } // Check global blacklist if (this.itemFilterService.isItemBlacklisted(tpl)) { return false; } // Item is on repeatable or global blacklist if (repeatableQuestConfig.rewardBlacklist.includes(tpl) || this.itemFilterService.isItemBlacklisted(tpl)) { return false; } // Item has blacklisted base type if (this.itemHelper.isOfBaseclasses(tpl, [...repeatableQuestConfig.rewardBaseTypeBlacklist])) { return false; } // Skip boss items if (this.itemFilterService.isBossItem(tpl)) { return false; } // Trader has specific item base types they can give as rewards to player if (itemBaseWhitelist !== undefined) { if (!this.itemHelper.isOfBaseclasses(tpl, [...itemBaseWhitelist])) { return false; } } return true; } /** * Generates the base object of quest type format given as templates in assets/database/templates/repeatableQuests.json * The templates include Elimination, Completion and Extraction quest types * * @param {string} type Quest type: "Elimination", "Completion" or "Extraction" * @param {string} traderId Trader from which the quest will be provided * @param {string} side Scav daily or pmc daily/weekly quest * @returns {object} Object which contains the base elements for repeatable quests of the requests type * (needs to be filled with reward and conditions by called to make a valid quest) */ // @Incomplete: define Type for "type". protected generateRepeatableTemplate(type: string, traderId: string, side: string): IRepeatableQuest { const quest = this.jsonUtil.clone( this.databaseServer.getTables().templates.repeatableQuests.templates[type], ); quest._id = this.objectId.generate(); quest.traderId = traderId; /* in locale, these id correspond to the text of quests template ids -pmc : Elimination = 616052ea3054fc0e2c24ce6e / Completion = 61604635c725987e815b1a46 / Exploration = 616041eb031af660100c9967 template ids -scav : Elimination = 62825ef60e88d037dc1eb428 / Completion = 628f588ebb558574b2260fe5 / Exploration = 62825ef60e88d037dc1eb42c */ // Get template id from config based on side and type of quest quest.templateId = this.questConfig.questTemplateIds[side.toLowerCase()][type.toLowerCase()]; quest.name = quest.name.replace("{traderId}", traderId).replace("{templateId}", quest.templateId); quest.note = quest.note.replace("{traderId}", traderId).replace("{templateId}", quest.templateId); quest.description = quest.description.replace("{traderId}", traderId).replace("{templateId}", quest.templateId); quest.successMessageText = quest.successMessageText.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.failMessageText = quest.failMessageText.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.startedMessageText = quest.startedMessageText.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.changeQuestMessageText = quest.changeQuestMessageText.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.acceptPlayerMessage = quest.acceptPlayerMessage.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.declinePlayerMessage = quest.declinePlayerMessage.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); quest.completePlayerMessage = quest.completePlayerMessage.replace("{traderId}", traderId).replace( "{templateId}", quest.templateId, ); return quest; } }