import { inject, injectable } from "tsyringe"; import { ItemHelper } from "../helpers/ItemHelper"; import { Product } from "../models/eft/common/tables/IBotBase"; import { Upd } from "../models/eft/common/tables/IItem"; import { ITemplateItem } from "../models/eft/common/tables/ITemplateItem"; import { IHideoutScavCase } from "../models/eft/hideout/IHideoutScavCase"; import { BaseClasses } from "../models/enums/BaseClasses"; import { ConfigTypes } from "../models/enums/ConfigTypes"; import { Money } from "../models/enums/Money"; import { IScavCaseConfig } from "../models/spt/config/IScavCaseConfig"; import { RewardCountAndPriceDetails, ScavCaseRewardCountsAndPrices } from "../models/spt/hideout/ScavCaseRewardCountsAndPrices"; import { ILogger } from "../models/spt/utils/ILogger"; import { ConfigServer } from "../servers/ConfigServer"; import { DatabaseServer } from "../servers/DatabaseServer"; import { ItemFilterService } from "../services/ItemFilterService"; import { RagfairPriceService } from "../services/RagfairPriceService"; import { HashUtil } from "../utils/HashUtil"; import { RandomUtil } from "../utils/RandomUtil"; /** * Handle the creation of randomised scav case rewards */ @injectable() export class ScavCaseRewardGenerator { protected scavCaseConfig: IScavCaseConfig; constructor( @inject("WinstonLogger") protected logger: ILogger, @inject("RandomUtil") protected randomUtil: RandomUtil, @inject("HashUtil") protected hashUtil: HashUtil, @inject("ItemHelper") protected itemHelper: ItemHelper, @inject("DatabaseServer") protected databaseServer: DatabaseServer, @inject("RagfairPriceService") protected ragfairPriceService: RagfairPriceService, @inject("ItemFilterService") protected itemFilterService: ItemFilterService, @inject("ConfigServer") protected configServer: ConfigServer ) { this.scavCaseConfig = this.configServer.getConfig(ConfigTypes.SCAVCASE); } /** * Create an array of rewards that will be given to the player upon completing their scav case build * @param recipeId recipe of the scav case craft * @returns Product array */ public generate(recipeId: string): Product[] { // Get scavcase details from hideout/scavcase.json const scavCaseDetails = this.databaseServer.getTables().hideout.scavcase.find(r => r._id === recipeId); const rewardItemCounts = this.getScavCaseRewardCountsAndPrices(scavCaseDetails); const dbItems = this.getDbItems(); // Get items that fit the price criteria as set by the scavCase config const commonPricedItems = this.getFilteredItemsByPrice(dbItems, rewardItemCounts.Common); const rarePricedItems = this.getFilteredItemsByPrice(dbItems, rewardItemCounts.Rare); const superRarePricedItems = this.getFilteredItemsByPrice(dbItems, rewardItemCounts.Superrare); // Get randomly picked items from each item collction, the count range of which is defined in hideout/scavcase.json const randomlyPickedCommonRewards = this.pickRandomRewards(commonPricedItems, rewardItemCounts.Common, "common"); const randomlyPickedRareRewards = this.pickRandomRewards(rarePricedItems, rewardItemCounts.Rare, "rare"); const randomlyPickedSuperRareRewards = this.pickRandomRewards(superRarePricedItems, rewardItemCounts.Superrare, "superrare"); // Add randomised stack sizes to ammo and money rewards const commonRewards = this.randomiseContainerItemRewards(randomlyPickedCommonRewards, "common"); const rareRewards = this.randomiseContainerItemRewards(randomlyPickedRareRewards, "rare"); const superRareRewards = this.randomiseContainerItemRewards(randomlyPickedSuperRareRewards, "superrare"); return [...commonRewards, ...rareRewards, ...superRareRewards]; } /** * Get all db items that are not blacklisted in scavcase config * @returns filtered array of db items */ protected getDbItems(): ITemplateItem[] { return Object.entries(this.databaseServer.getTables().templates.items).filter((item) => { // Skip item if item id is on blacklist if ((item[1]._type !== "Item") || this.scavCaseConfig.rewardItemBlacklist.includes(item[1]._id) || this.itemFilterService.isItemBlacklisted(item[1]._id)) { return false; } // Skip item if parent id is blacklisted if (this.itemHelper.isOfBaseclasses(item[1]._id, this.scavCaseConfig.rewardItemParentBlacklist)) { return false; } return true; }).map(x => x[1]); } /** * Pick a number of items to be rewards, the count is defined by the values in * @param items item pool to pick rewards from * @param itemFilters how the rewards should be filtered down (by item count) * @returns */ protected pickRandomRewards(items: ITemplateItem[], itemFilters: RewardCountAndPriceDetails, rarity: string): ITemplateItem[] { const result: ITemplateItem[] = []; const randomCount = this.randomUtil.getInt(itemFilters.minCount, itemFilters.maxCount); for (let i = 0; i < randomCount; i++) { if (this.rewardShouldBeMoney()) { result.push(this.getRandomMoney()); } else if (this.rewardShouldBeAmmo()) { result.push(this.getRandomAmmo(rarity)); } else { result.push(this.randomUtil.getArrayValue(items)); } } return result; } /** * Choose if money should be a reward based on the moneyRewardChancePercent config chance in scavCaseConfig * @returns true if reward should be money */ protected rewardShouldBeMoney(): boolean { return this.randomUtil.getChance100(this.scavCaseConfig.moneyRewards.moneyRewardChancePercent); } /** * Choose if ammo should be a reward based on the ammoRewardChancePercent config chance in scavCaseConfig * @returns true if reward should be ammo */ protected rewardShouldBeAmmo(): boolean { return this.randomUtil.getChance100(this.scavCaseConfig.ammoRewards.ammoRewardChancePercent); } /** * Choose from rouble/dollar/euro at random */ protected getRandomMoney(): ITemplateItem { const money: ITemplateItem[] = []; money.push(this.databaseServer.getTables().templates.items["5449016a4bdc2d6f028b456f"]); //rub money.push(this.databaseServer.getTables().templates.items["569668774bdc2da2298b4568"]); //euro money.push(this.databaseServer.getTables().templates.items["5696686a4bdc2da3298b456a"]); // dollar return this.randomUtil.getArrayValue(money); } /** * Get a random ammo from items.json that is not in the ammo blacklist AND inside the price rage defined in scavcase.json config * @param rarity The rarity this ammo reward is for * @returns random ammo item from items.json */ protected getRandomAmmo(rarity: string): ITemplateItem { // Get ammo from items.json not in the blacklist const ammoItems = Object.entries(this.databaseServer.getTables().templates.items).filter((item) => { // Not ammo, skip if (!this.itemHelper.isOfBaseclass(item[1]._id, BaseClasses.AMMO)) { return false; } // Fail if on blacklist if (this.scavCaseConfig.ammoRewards.ammoRewardBlacklist[rarity].includes(item[1]._id)) { return false; } // Skip ammo that doesn't stack as high as value in config if (item[1]._props.StackMaxSize < this.scavCaseConfig.ammoRewards.minStackSize) { return false; } // Is ammo handbook price between desired range const handbookPrice = this.ragfairPriceService.getStaticPriceForItem(item[1]._id); if (handbookPrice >= this.scavCaseConfig.ammoRewards.ammoRewardValueRangeRub[rarity].min && handbookPrice <= this.scavCaseConfig.ammoRewards.ammoRewardValueRangeRub[rarity].max) { return true; } return false; }).map(x => x[1]); // Get a random ammo and return it return this.randomUtil.getArrayValue(ammoItems); } /** * Take all the rewards picked create the Product object array ready to return to calling code * Also add a stack count to ammo and money * @param rewardItems items to convert * @returns Product array */ protected randomiseContainerItemRewards(rewardItems: ITemplateItem[], rarity: string): Product[] { const result: Product[] = []; for (const item of rewardItems) { const resultItem = { _id: this.hashUtil.generate(), _tpl: item._id, upd: undefined }; this.addStackCountToAmmoAndMoney(item, resultItem, rarity); // Clean up upd object if it wasn't used if (!resultItem.upd) { delete resultItem.upd; } result.push(resultItem); } return result; } /** * Add a randomised stack count to ammo or money items * @param item money or ammo item * @param resultItem money or ammo item with a randomise stack size */ protected addStackCountToAmmoAndMoney(item: ITemplateItem, resultItem: { _id: string; _tpl: string; upd: Upd; }, rarity: string): void { if (item._parent === BaseClasses.AMMO || item._parent === BaseClasses.MONEY) { resultItem.upd = { StackObjectsCount: this.getRandomAmountRewardForScavCase(item, rarity) }; } } /** * * @param dbItems all items from the items.json * @param itemFilters controls how the dbItems will be filtered and returned (handbook price) * @returns filtered dbItems array */ protected getFilteredItemsByPrice(dbItems: ITemplateItem[], itemFilters: RewardCountAndPriceDetails): ITemplateItem[] { return dbItems.filter((item) => { const handbookPrice = this.ragfairPriceService.getStaticPriceForItem(item._id); if (handbookPrice >= itemFilters.minPriceRub && handbookPrice <= itemFilters.maxPriceRub) { return true; } }); } /** * Gathers the reward min and max count params for each reward quality level from config and scavcase.json into a single object * @param scavCaseDetails scavcase.json values * @returns ScavCaseRewardCountsAndPrices object */ protected getScavCaseRewardCountsAndPrices(scavCaseDetails: IHideoutScavCase): ScavCaseRewardCountsAndPrices { const rewardTypes = Object.keys(scavCaseDetails.EndProducts) as Array; // Default is ["Common", "Rare", "Superrare"]; const result: Partial = {}; // Make partial object as we're going to add all the data immediately after // Create reward min/max counts for each type for (const rewardType of rewardTypes) { result[rewardType] = { minCount: scavCaseDetails.EndProducts[rewardType].min, maxCount: scavCaseDetails.EndProducts[rewardType].max, minPriceRub: this.scavCaseConfig.rewardItemValueRangeRub[rewardType.toLowerCase()].min, maxPriceRub: this.scavCaseConfig.rewardItemValueRangeRub[rewardType.toLowerCase()].max }; } return result as ScavCaseRewardCountsAndPrices; } /** * Randomises the size of ammo and money stacks * @param itemToCalculate ammo or money item * @param rarity rarity (common/rare/superrare) * @returns value to set stack count to */ protected getRandomAmountRewardForScavCase(itemToCalculate: ITemplateItem, rarity: string): number { let amountToGive = 1; if (itemToCalculate._parent === BaseClasses.AMMO) { amountToGive = this.randomUtil.getInt(this.scavCaseConfig.ammoRewards.minStackSize, itemToCalculate._props.StackMaxSize); } else if (itemToCalculate._parent === BaseClasses.MONEY) { switch (itemToCalculate._id) { case Money.ROUBLES: amountToGive = this.randomUtil.getInt(this.scavCaseConfig.moneyRewards.rubCount[rarity].min, this.scavCaseConfig.moneyRewards.rubCount[rarity].max); break; case Money.EUROS: amountToGive = this.randomUtil.getInt(this.scavCaseConfig.moneyRewards.eurCount[rarity].min, this.scavCaseConfig.moneyRewards.eurCount[rarity].max); break; case Money.DOLLARS: amountToGive = this.randomUtil.getInt(this.scavCaseConfig.moneyRewards.usdCount[rarity].min, this.scavCaseConfig.moneyRewards.usdCount[rarity].max); break; } } return amountToGive; } }