1239 lines
55 KiB
TypeScript
1239 lines
55 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper";
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import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
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import { PresetHelper } from "@spt-aki/helpers/PresetHelper";
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import { ProfileHelper } from "@spt-aki/helpers/ProfileHelper";
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import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper";
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import { RepeatableQuestHelper } from "@spt-aki/helpers/RepeatableQuestHelper";
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import { Exit, ILocationBase } from "@spt-aki/models/eft/common/ILocationBase";
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import { TraderInfo } from "@spt-aki/models/eft/common/tables/IBotBase";
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import { Item } from "@spt-aki/models/eft/common/tables/IItem";
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import {
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ICompletion,
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ICompletionAvailableFor,
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IElimination,
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IEliminationCondition,
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IEquipmentConditionProps,
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IExploration,
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IExplorationCondition,
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IKillConditionProps,
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IPickup,
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IRepeatableQuest,
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IReward,
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IRewards,
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} from "@spt-aki/models/eft/common/tables/IRepeatableQuests";
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import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem";
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import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
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import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
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import { Money } from "@spt-aki/models/enums/Money";
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import { Traders } from "@spt-aki/models/enums/Traders";
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import {
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IBaseQuestConfig,
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IBossInfo,
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IEliminationConfig,
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IQuestConfig,
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IRepeatableQuestConfig,
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} from "@spt-aki/models/spt/config/IQuestConfig";
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import { IQuestTypePool } from "@spt-aki/models/spt/repeatable/IQuestTypePool";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { EventOutputHolder } from "@spt-aki/routers/EventOutputHolder";
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import { ConfigServer } from "@spt-aki/servers/ConfigServer";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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import { ItemFilterService } from "@spt-aki/services/ItemFilterService";
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import { LocalisationService } from "@spt-aki/services/LocalisationService";
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import { PaymentService } from "@spt-aki/services/PaymentService";
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import { ProfileFixerService } from "@spt-aki/services/ProfileFixerService";
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import { HttpResponseUtil } from "@spt-aki/utils/HttpResponseUtil";
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import { JsonUtil } from "@spt-aki/utils/JsonUtil";
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import { MathUtil } from "@spt-aki/utils/MathUtil";
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import { ObjectId } from "@spt-aki/utils/ObjectId";
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import { ProbabilityObjectArray, RandomUtil } from "@spt-aki/utils/RandomUtil";
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import { TimeUtil } from "@spt-aki/utils/TimeUtil";
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@injectable()
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export class RepeatableQuestGenerator
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{
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protected questConfig: IQuestConfig;
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constructor(
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@inject("TimeUtil") protected timeUtil: TimeUtil,
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("HttpResponseUtil") protected httpResponse: HttpResponseUtil,
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@inject("MathUtil") protected mathUtil: MathUtil,
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@inject("JsonUtil") protected jsonUtil: JsonUtil,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ItemHelper") protected itemHelper: ItemHelper,
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@inject("PresetHelper") protected presetHelper: PresetHelper,
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@inject("ProfileHelper") protected profileHelper: ProfileHelper,
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@inject("ProfileFixerService") protected profileFixerService: ProfileFixerService,
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@inject("HandbookHelper") protected handbookHelper: HandbookHelper,
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@inject("RagfairServerHelper") protected ragfairServerHelper: RagfairServerHelper,
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@inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder,
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@inject("LocalisationService") protected localisationService: LocalisationService,
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@inject("PaymentService") protected paymentService: PaymentService,
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@inject("ObjectId") protected objectId: ObjectId,
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@inject("ItemFilterService") protected itemFilterService: ItemFilterService,
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@inject("RepeatableQuestHelper") protected repeatableQuestHelper: RepeatableQuestHelper,
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@inject("ConfigServer") protected configServer: ConfigServer,
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)
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{
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this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
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}
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/**
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* This method is called by /GetClientRepeatableQuests/ and creates one element of quest type format (see assets/database/templates/repeatableQuests.json).
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* It randomly draws a quest type (currently Elimination, Completion or Exploration) as well as a trader who is providing the quest
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* @param pmcLevel Player's level for requested items and reward generation
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* @param pmcTraderInfo Players traper standing/rep levels
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* @param questTypePool Possible quest types pool
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* @param repeatableConfig Repeatable quest config
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* @returns IRepeatableQuest
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*/
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public generateRepeatableQuest(
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pmcLevel: number,
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pmcTraderInfo: Record<string, TraderInfo>,
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questTypePool: IQuestTypePool,
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repeatableConfig: IRepeatableQuestConfig,
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): IRepeatableQuest
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{
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const questType = this.randomUtil.drawRandomFromList<string>(questTypePool.types)[0];
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// get traders from whitelist and filter by quest type availability
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let traders = repeatableConfig.traderWhitelist.filter((x) => x.questTypes.includes(questType)).map((x) =>
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x.traderId
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);
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// filter out locked traders
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traders = traders.filter((x) => pmcTraderInfo[x].unlocked);
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const traderId = this.randomUtil.drawRandomFromList(traders)[0];
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switch (questType)
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{
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case "Elimination":
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return this.generateEliminationQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
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case "Completion":
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return this.generateCompletionQuest(pmcLevel, traderId, repeatableConfig);
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case "Exploration":
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return this.generateExplorationQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
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case "Pickup":
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return this.generatePickupQuest(pmcLevel, traderId, questTypePool, repeatableConfig);
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default:
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throw new Error(`Unknown mission type ${questType}. Should never be here!`);
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}
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}
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/**
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* Generate a randomised Elimination quest
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* @param pmcLevel Player's level for requested items and reward generation
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* @param traderId Trader from which the quest will be provided
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* @param questTypePool Pools for quests (used to avoid redundant quests)
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* @param repeatableConfig The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
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* @returns Object of quest type format for "Elimination" (see assets/database/templates/repeatableQuests.json)
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*/
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protected generateEliminationQuest(
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pmcLevel: number,
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traderId: string,
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questTypePool: IQuestTypePool,
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repeatableConfig: IRepeatableQuestConfig,
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): IElimination
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{
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const eliminationConfig = this.repeatableQuestHelper.getEliminationConfigByPmcLevel(pmcLevel, repeatableConfig);
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const locationsConfig = repeatableConfig.locations;
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let targetsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.targets);
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const bodypartsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.bodyParts);
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const weaponCategoryRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray(
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eliminationConfig.weaponCategoryRequirements,
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);
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const weaponRequirementConfig = this.repeatableQuestHelper.probabilityObjectArray(
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eliminationConfig.weaponRequirements,
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);
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// the difficulty of the quest varies in difficulty depending on the condition
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// possible conditions are
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// - amount of npcs to kill
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// - type of npc to kill (scav, boss, pmc)
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// - with hit to what body part they should be killed
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// - from what distance they should be killed
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// a random combination of listed conditions can be required
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// possible conditions elements and their relative probability can be defined in QuestConfig.js
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// We use ProbabilityObjectArray to draw by relative probability. e.g. for targets:
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// "targets": {
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// "Savage": 7,
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// "AnyPmc": 2,
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// "bossBully": 0.5
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// }
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// higher is more likely. We define the difficulty to be the inverse of the relative probability.
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// We want to generate a reward which is scaled by the difficulty of this mission. To get a upper bound with which we scale
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// the actual difficulty we calculate the minimum and maximum difficulty (max being the sum of max of each condition type
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// times the number of kills we have to perform):
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// the minumum difficulty is the difficulty for the most probable (= easiest target) with no additional conditions
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const minDifficulty = 1 / targetsConfig.maxProbability(); // min difficulty is lowest amount of scavs without any constraints
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// Target on bodyPart max. difficulty is that of the least probable element
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const maxTargetDifficulty = 1 / targetsConfig.minProbability();
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const maxBodyPartsDifficulty = eliminationConfig.minKills / bodypartsConfig.minProbability();
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// maxDistDifficulty is defined by 2, this could be a tuning parameter if we don't like the reward generation
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const maxDistDifficulty = 2;
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const maxKillDifficulty = eliminationConfig.maxKills;
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function difficultyWeighing(
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target: number,
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bodyPart: number,
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dist: number,
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kill: number,
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weaponRequirement: number,
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): number
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{
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return Math.sqrt(Math.sqrt(target) + bodyPart + dist + weaponRequirement) * kill;
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}
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targetsConfig = targetsConfig.filter((x) =>
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Object.keys(questTypePool.pool.Elimination.targets).includes(x.key)
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);
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if (targetsConfig.length === 0 || targetsConfig.every((x) => x.data.isBoss))
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{
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// There are no more targets left for elimination; delete it as a possible quest type
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// also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination
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// -> then it would not be a quest with low probability anymore
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questTypePool.types = questTypePool.types.filter((t) => t !== "Elimination");
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return null;
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}
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const targetKey = targetsConfig.draw()[0];
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const targetDifficulty = 1 / targetsConfig.probability(targetKey);
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let locations: string[] = questTypePool.pool.Elimination.targets[targetKey].locations;
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// we use any as location if "any" is in the pool and we do not hit the specific location random
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// we use any also if the random condition is not met in case only "any" was in the pool
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let locationKey = "any";
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if (
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locations.includes("any")
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&& (eliminationConfig.specificLocationProb < Math.random() || locations.length <= 1)
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)
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{
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locationKey = "any";
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delete questTypePool.pool.Elimination.targets[targetKey];
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}
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else
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{
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locations = locations.filter((l) => l !== "any");
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if (locations.length > 0)
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{
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locationKey = this.randomUtil.drawRandomFromList<string>(locations)[0];
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questTypePool.pool.Elimination.targets[targetKey].locations = locations.filter((l) =>
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l !== locationKey
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);
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if (questTypePool.pool.Elimination.targets[targetKey].locations.length === 0)
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{
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delete questTypePool.pool.Elimination.targets[targetKey];
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}
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}
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else
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{
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// never should reach this if everything works out
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this.logger.debug("Ecountered issue when creating Elimination quest. Please report.");
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}
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}
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// draw the target body part and calculate the difficulty factor
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let bodyPartsToClient = null;
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let bodyPartDifficulty = 0;
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if (eliminationConfig.bodyPartProb > Math.random())
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{
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// if we add a bodyPart condition, we draw randomly one or two parts
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// each bodyPart of the BODYPARTS ProbabilityObjectArray includes the string(s) which need to be presented to the client in ProbabilityObjectArray.data
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// e.g. we draw "Arms" from the probability array but must present ["LeftArm", "RightArm"] to the client
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bodyPartsToClient = [];
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const bodyParts = bodypartsConfig.draw(this.randomUtil.randInt(1, 3), false);
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let probability = 0;
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for (const bi of bodyParts)
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{
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// more than one part lead to an "OR" condition hence more parts reduce the difficulty
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probability += bodypartsConfig.probability(bi);
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for (const biClient of bodypartsConfig.data(bi))
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{
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bodyPartsToClient.push(biClient);
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}
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}
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bodyPartDifficulty = 1 / probability;
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}
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// draw a distance condition
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let distance = null;
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let distanceDifficulty = 0;
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let isDistanceRequirementAllowed = !eliminationConfig.distLocationBlacklist.includes(locationKey);
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if (targetsConfig.data(targetKey).isBoss)
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{
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// get all boss spawn information
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const bossSpawns = Object.values(this.databaseServer.getTables().locations).filter((x) =>
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"base" in x && "Id" in x.base
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).map((x) => ({ Id: x.base.Id, BossSpawn: x.base.BossLocationSpawn }));
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// filter for the current boss to spawn on map
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const thisBossSpawns = bossSpawns.map((x) => ({
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Id: x.Id,
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BossSpawn: x.BossSpawn.filter((e) => e.BossName === targetKey),
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})).filter((x) => x.BossSpawn.length > 0);
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// remove blacklisted locations
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const allowedSpawns = thisBossSpawns.filter((x) => !eliminationConfig.distLocationBlacklist.includes(x.Id));
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// if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement
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isDistanceRequirementAllowed = isDistanceRequirementAllowed && (allowedSpawns.length > 0);
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}
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if (eliminationConfig.distProb > Math.random() && isDistanceRequirementAllowed)
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{
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// random distance with lower values more likely; simple distribution for starters...
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distance = Math.floor(
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Math.abs(Math.random() - Math.random()) * (1 + eliminationConfig.maxDist - eliminationConfig.minDist)
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+ eliminationConfig.minDist,
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);
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distance = Math.ceil(distance / 5) * 5;
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distanceDifficulty = maxDistDifficulty * distance / eliminationConfig.maxDist;
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}
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let allowedWeaponsCategory: string = undefined;
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if (eliminationConfig.weaponCategoryRequirementProb > Math.random())
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{
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// Pick a weighted weapon categroy
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const weaponRequirement = weaponCategoryRequirementConfig.draw(1, false);
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// Get the hideout id value stored in the .data array
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allowedWeaponsCategory = weaponCategoryRequirementConfig.data(weaponRequirement[0])[0];
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}
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// Only allow a specific weapon requirement if a weapon category was not chosen
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let allowedWeapon: string = undefined;
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if (!allowedWeaponsCategory && eliminationConfig.weaponRequirementProb > Math.random())
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{
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const weaponRequirement = weaponRequirementConfig.draw(1, false);
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const allowedWeaponsCategory = weaponRequirementConfig.data(weaponRequirement[0])[0];
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const allowedWeapons = this.itemHelper.getItemTplsOfBaseType(allowedWeaponsCategory);
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allowedWeapon = this.randomUtil.getArrayValue(allowedWeapons);
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}
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// Draw how many npm kills are required
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const desiredKillCount = this.getEliminationKillCount(targetKey, targetsConfig, eliminationConfig);
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const killDifficulty = desiredKillCount;
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// not perfectly happy here; we give difficulty = 1 to the quest reward generation when we have the most diffucult mission
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// e.g. killing reshala 5 times from a distance of 200m with a headshot.
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const maxDifficulty = difficultyWeighing(1, 1, 1, 1, 1);
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const curDifficulty = difficultyWeighing(
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targetDifficulty / maxTargetDifficulty,
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bodyPartDifficulty / maxBodyPartsDifficulty,
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distanceDifficulty / maxDistDifficulty,
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killDifficulty / maxKillDifficulty,
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(allowedWeaponsCategory || allowedWeapon) ? 1 : 0,
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);
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// Aforementioned issue makes it a bit crazy since now all easier quests give significantly lower rewards than Completion / Exploration
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// 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
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// crazy maximum difficulty will lead to a higher difficulty reward gain factor than 1
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const difficulty = this.mathUtil.mapToRange(curDifficulty, minDifficulty, maxDifficulty, 0.5, 2);
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const quest = this.generateRepeatableTemplate("Elimination", traderId, repeatableConfig.side) as IElimination;
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// ASSUMPTION: All fence quests are for scavs
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if (traderId === Traders.FENCE)
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{
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quest.side = "Scav";
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}
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const availableForFinishCondition = quest.conditions.AvailableForFinish[0];
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availableForFinishCondition._props.counter.id = this.objectId.generate();
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availableForFinishCondition._props.counter.conditions = [];
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// Only add specific location condition if specific map selected
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if (locationKey !== "any")
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{
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availableForFinishCondition._props.counter.conditions.push(
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this.generateEliminationLocation(locationsConfig[locationKey]),
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);
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}
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availableForFinishCondition._props.counter.conditions.push(
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this.generateEliminationCondition(
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targetKey,
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bodyPartsToClient,
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distance,
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allowedWeapon,
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allowedWeaponsCategory,
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),
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);
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availableForFinishCondition._props.value = desiredKillCount;
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availableForFinishCondition._props.id = this.objectId.generate();
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quest.location = this.getQuestLocationByMapId(locationKey);
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quest.rewards = this.generateReward(
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pmcLevel,
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Math.min(difficulty, 1),
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traderId,
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repeatableConfig,
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eliminationConfig,
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);
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return quest;
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}
|
|
|
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/**
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* Get a number of kills neded to complete elimination quest
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* @param targetKey Target type desired e.g. anyPmc/bossBully/Savage
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* @param targetsConfig Config
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* @param eliminationConfig Config
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* @returns Number of AI to kill
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*/
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protected getEliminationKillCount(
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targetKey: string,
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targetsConfig: ProbabilityObjectArray<string, IBossInfo>,
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eliminationConfig: IEliminationConfig,
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): number
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{
|
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if (targetsConfig.data(targetKey).isBoss)
|
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{
|
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return this.randomUtil.randInt(eliminationConfig.minBossKills, eliminationConfig.maxBossKills + 1);
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}
|
|
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if (targetsConfig.data(targetKey).isPmc)
|
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{
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return this.randomUtil.randInt(eliminationConfig.minPmcKills, eliminationConfig.maxPmcKills + 1);
|
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}
|
|
|
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return this.randomUtil.randInt(eliminationConfig.minKills, eliminationConfig.maxKills + 1);
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}
|
|
|
|
/**
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|
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
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* This is a helper method for GenerateEliminationQuest to create a location condition.
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*
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* @param {string} location the location on which to fulfill the elimination quest
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* @returns {IEliminationCondition} object of "Elimination"-location-subcondition
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*/
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protected generateEliminationLocation(location: string[]): IEliminationCondition
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{
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const propsObject: IEliminationCondition = {
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_props: { target: location, id: this.objectId.generate(), dynamicLocale: true },
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_parent: "Location",
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};
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return propsObject;
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}
|
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|
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/**
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* Create kill condition for an elimination quest
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* @param target Bot type target of elimination quest e.g. "AnyPmc", "Savage"
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* @param targetedBodyParts Body parts player must hit
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* @param distance Distance from which to kill (currently only >= supported
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* @param allowedWeapon What weapon must be used - undefined = any
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* @param allowedWeaponCategory What category of weapon must be used - undefined = any
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* @returns IEliminationCondition object
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*/
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protected generateEliminationCondition(
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target: string,
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targetedBodyParts: string[],
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distance: number,
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allowedWeapon: string,
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allowedWeaponCategory: string,
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): IEliminationCondition
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{
|
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const killConditionProps: IKillConditionProps = {
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target: target,
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value: 1,
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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<IRepeatableQuest>(
|
|
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;
|
|
}
|
|
}
|