Server/project/src/controllers/RepeatableQuestController.ts

494 lines
22 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { RepeatableQuestGenerator } from "@spt-aki/generators/RepeatableQuestGenerator";
import { ProfileHelper } from "@spt-aki/helpers/ProfileHelper";
import { QuestHelper } from "@spt-aki/helpers/QuestHelper";
import { RagfairServerHelper } from "@spt-aki/helpers/RagfairServerHelper";
import { RepeatableQuestHelper } from "@spt-aki/helpers/RepeatableQuestHelper";
import { IEmptyRequestData } from "@spt-aki/models/eft/common/IEmptyRequestData";
import { IPmcData } from "@spt-aki/models/eft/common/IPmcData";
import {
IChangeRequirement,
IPmcDataRepeatableQuest,
IRepeatableQuest,
} from "@spt-aki/models/eft/common/tables/IRepeatableQuests";
import { IItemEventRouterResponse } from "@spt-aki/models/eft/itemEvent/IItemEventRouterResponse";
import { IRepeatableQuestChangeRequest } from "@spt-aki/models/eft/quests/IRepeatableQuestChangeRequest";
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
import { ELocationName } from "@spt-aki/models/enums/ELocationName";
import { HideoutAreas } from "@spt-aki/models/enums/HideoutAreas";
import { QuestStatus } from "@spt-aki/models/enums/QuestStatus";
import { SkillTypes } from "@spt-aki/models/enums/SkillTypes";
import { 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 { 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 { ObjectId } from "@spt-aki/utils/ObjectId";
import { RandomUtil } from "@spt-aki/utils/RandomUtil";
import { TimeUtil } from "@spt-aki/utils/TimeUtil";
@injectable()
export class RepeatableQuestController
{
protected questConfig: IQuestConfig;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("HttpResponseUtil") protected httpResponse: HttpResponseUtil,
@inject("JsonUtil") protected jsonUtil: JsonUtil,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("ProfileFixerService") protected profileFixerService: ProfileFixerService,
@inject("RagfairServerHelper") protected ragfairServerHelper: RagfairServerHelper,
@inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder,
@inject("PaymentService") protected paymentService: PaymentService,
@inject("ObjectId") protected objectId: ObjectId,
@inject("RepeatableQuestGenerator") protected repeatableQuestGenerator: RepeatableQuestGenerator,
@inject("RepeatableQuestHelper") protected repeatableQuestHelper: RepeatableQuestHelper,
@inject("QuestHelper") protected questHelper: QuestHelper,
@inject("ConfigServer") protected configServer: ConfigServer,
)
{
this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
}
/**
* Handle client/repeatalbeQuests/activityPeriods
* Returns an array of objects in the format of repeatable quests to the client.
* repeatableQuestObject = {
* id: Unique Id,
* name: "Daily",
* endTime: the time when the quests expire
* activeQuests: currently available quests in an array. Each element of quest type format (see assets/database/templates/repeatableQuests.json).
* inactiveQuests: the quests which were previously active (required by client to fail them if they are not completed)
* }
*
* The method checks if the player level requirement for repeatable quests (e.g. daily lvl5, weekly lvl15) is met and if the previously active quests
* are still valid. This ischecked by endTime persisted in profile accordning to the resetTime configured for each repeatable kind (daily, weekly)
* in QuestCondig.js
*
* If the condition is met, new repeatableQuests are created, old quests (which are persisted in the profile.RepeatableQuests[i].activeQuests) are
* moved to profile.RepeatableQuests[i].inactiveQuests. This memory is required to get rid of old repeatable quest data in the profile, otherwise
* they'll litter the profile's Quests field.
* (if the are on "Succeed" but not "Completed" we keep them, to allow the player to complete them and get the rewards)
* The new quests generated are again persisted in profile.RepeatableQuests
*
* @param {string} sessionId Player's session id
* @returns {array} array of "repeatableQuestObjects" as descibed above
*/
public getClientRepeatableQuests(_info: IEmptyRequestData, sessionID: string): IPmcDataRepeatableQuest[]
{
const returnData: Array<IPmcDataRepeatableQuest> = [];
const pmcData = this.profileHelper.getPmcProfile(sessionID);
const time = this.timeUtil.getTimestamp();
const scavQuestUnlocked =
pmcData?.Hideout?.Areas?.find((hideoutArea) => hideoutArea.type === HideoutAreas.INTEL_CENTER)?.level >= 1;
// Daily / weekly / Daily_Savage
for (const repeatableConfig of this.questConfig.repeatableQuests)
{
// get daily/weekly data from profile, add empty object if missing
const currentRepeatableQuestType = this.getRepeatableQuestSubTypeFromProfile(repeatableConfig, pmcData);
if (
repeatableConfig.side === "Pmc" && pmcData.Info.Level >= repeatableConfig.minPlayerLevel
|| repeatableConfig.side === "Scav" && scavQuestUnlocked
)
{
if (time > currentRepeatableQuestType.endTime - 1)
{
currentRepeatableQuestType.endTime = time + repeatableConfig.resetTime;
currentRepeatableQuestType.inactiveQuests = [];
this.logger.debug(`Generating new ${repeatableConfig.name}`);
// put old quests to inactive (this is required since only then the client makes them fail due to non-completion)
// we also need to push them to the "inactiveQuests" list since we need to remove them from offraidData.profile.Quests
// after a raid (the client seems to keep quests internally and we want to get rid of old repeatable quests)
// and remove them from the PMC's Quests and RepeatableQuests[i].activeQuests
const questsToKeep = [];
// for (let i = 0; i < currentRepeatable.activeQuests.length; i++)
for (const activeQuest of currentRepeatableQuestType.activeQuests)
{
// Keep finished quests in list so player can hand in
const quest = pmcData.Quests.find(quest => quest.qid === activeQuest._id);
if (quest)
{
if (quest.status === QuestStatus.AvailableForFinish)
{
questsToKeep.push(activeQuest);
this.logger.debug(
`Keeping repeatable quest ${activeQuest._id} in activeQuests since it is available to hand in`,
);
continue;
}
}
this.profileFixerService.removeDanglingConditionCounters(pmcData);
// Remove expired quest from pmc.quest array
pmcData.Quests = pmcData.Quests.filter(quest => quest.qid !== activeQuest._id);
currentRepeatableQuestType.inactiveQuests.push(activeQuest);
}
currentRepeatableQuestType.activeQuests = questsToKeep;
// introduce a dynamic quest pool to avoid duplicates
const questTypePool = this.generateQuestPool(repeatableConfig, pmcData.Info.Level);
// Add daily quests
for (let i = 0; i < this.getQuestCount(repeatableConfig, pmcData); i++)
{
let quest = null;
let lifeline = 0;
while (!quest && questTypePool.types.length > 0)
{
quest = this.repeatableQuestGenerator.generateRepeatableQuest(
pmcData.Info.Level,
pmcData.TradersInfo,
questTypePool,
repeatableConfig,
);
lifeline++;
if (lifeline > 10)
{
this.logger.debug(
"We were stuck in repeatable quest generation. This should never happen. Please report",
);
break;
}
}
// check if there are no more quest types available
if (questTypePool.types.length === 0)
{
break;
}
quest.side = repeatableConfig.side;
currentRepeatableQuestType.activeQuests.push(quest);
}
}
else
{
this.logger.debug(`[Quest Check] ${repeatableConfig.name} quests are still valid.`);
}
}
// create stupid redundant change requirements from quest data
for (const quest of currentRepeatableQuestType.activeQuests)
{
currentRepeatableQuestType.changeRequirement[quest._id] = {
changeCost: quest.changeCost,
changeStandingCost: this.randomUtil.getArrayValue([0, 0.01]),
};
}
returnData.push({
id: repeatableConfig.id,
name: currentRepeatableQuestType.name,
endTime: currentRepeatableQuestType.endTime,
activeQuests: currentRepeatableQuestType.activeQuests,
inactiveQuests: currentRepeatableQuestType.inactiveQuests,
changeRequirement: currentRepeatableQuestType.changeRequirement,
});
}
return returnData;
}
/**
* Get the number of quests to generate - takes into account charisma state of player
* @param repeatableConfig Config
* @param pmcData Player profile
* @returns Quest count
*/
protected getQuestCount(repeatableConfig: IRepeatableQuestConfig, pmcData: IPmcData): number
{
if (
repeatableConfig.name.toLowerCase() === "daily"
&& this.profileHelper.hasEliteSkillLevel(SkillTypes.CHARISMA, pmcData)
)
{
// Elite charisma skill gives extra daily quest(s)
return repeatableConfig.numQuests
+ this.databaseServer.getTables().globals.config.SkillsSettings.Charisma.BonusSettings
.EliteBonusSettings.RepeatableQuestExtraCount;
}
return repeatableConfig.numQuests;
}
/**
* Get repeatable quest data from profile from name (daily/weekly), creates base repeatable quest object if none exists
* @param repeatableConfig daily/weekly config
* @param pmcData Profile to search
* @returns IPmcDataRepeatableQuest
*/
protected getRepeatableQuestSubTypeFromProfile(
repeatableConfig: IRepeatableQuestConfig,
pmcData: IPmcData,
): IPmcDataRepeatableQuest
{
// Get from profile, add if missing
let repeatableQuestDetails = pmcData.RepeatableQuests.find((x) => x.name === repeatableConfig.name);
if (!repeatableQuestDetails)
{
repeatableQuestDetails = {
id: repeatableConfig.id,
name: repeatableConfig.name,
activeQuests: [],
inactiveQuests: [],
endTime: 0,
changeRequirement: {},
};
// Add base object that holds repeatable data to profile
pmcData.RepeatableQuests.push(repeatableQuestDetails);
}
return repeatableQuestDetails;
}
/**
* Just for debug reasons. Draws dailies a random assort of dailies extracted from dumps
*/
public generateDebugDailies(dailiesPool: any, factory: any, number: number): any
{
let randomQuests = [];
if (factory)
{
// First is factory extract always add for debugging
randomQuests.push(dailiesPool[0]);
number -= 1;
}
randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, number, false));
for (const element of randomQuests)
{
element._id = this.objectId.generate();
const conditions = element.conditions.AvailableForFinish;
for (const element of conditions)
{
if ("counter" in element._props)
{
element._props.counter.id = this.objectId.generate();
}
}
}
return randomQuests;
}
/**
* Used to create a quest pool during each cycle of repeatable quest generation. The pool will be subsequently
* narrowed down during quest generation to avoid duplicate quests. Like duplicate extractions or elimination quests
* where you have to e.g. kill scavs in same locations.
* @param repeatableConfig main repeatable quest config
* @param pmcLevel level of pmc generating quest pool
* @returns IQuestTypePool
*/
protected generateQuestPool(repeatableConfig: IRepeatableQuestConfig, pmcLevel: number): IQuestTypePool
{
const questPool = this.createBaseQuestPool(repeatableConfig);
for (const location in repeatableConfig.locations)
{
if (location !== ELocationName.ANY)
{
questPool.pool.Exploration.locations[location] = repeatableConfig.locations[location];
questPool.pool.Pickup.locations[location] = repeatableConfig.locations[location];
}
}
// Add "any" to pickup quest pool
questPool.pool.Pickup.locations.any = ["any"];
const eliminationConfig = this.repeatableQuestHelper.getEliminationConfigByPmcLevel(pmcLevel, repeatableConfig);
const targetsConfig = this.repeatableQuestHelper.probabilityObjectArray(eliminationConfig.targets);
for (const probabilityObject of targetsConfig)
{
// Target is boss
if (probabilityObject.data.isBoss)
{
questPool.pool.Elimination.targets[probabilityObject.key] = { locations: ["any"] };
}
else
{
const possibleLocations = Object.keys(repeatableConfig.locations);
// Set possible locations for elimination task, ift arget is savage, exclude labs from locations
questPool.pool.Elimination.targets[probabilityObject.key] = (probabilityObject.key === "Savage")
? { locations: possibleLocations.filter((x) => x !== "laboratory") }
: { locations: possibleLocations };
}
}
return questPool;
}
protected createBaseQuestPool(repeatableConfig: IRepeatableQuestConfig): IQuestTypePool
{
return {
types: repeatableConfig.types.slice(),
pool: { Exploration: { locations: {} }, Elimination: { targets: {} }, Pickup: { locations: {} } },
};
}
public debugLogRepeatableQuestIds(pmcData: IPmcData): void
{
for (const repeatable of pmcData.RepeatableQuests)
{
const activeQuestsIds = [];
const inactiveQuestsIds = [];
for (const active of repeatable.activeQuests)
{
activeQuestsIds.push(active._id);
}
for (const inactive of repeatable.inactiveQuests)
{
inactiveQuestsIds.push(inactive._id);
}
this.logger.debug(`${repeatable.name} activeIds ${activeQuestsIds}`);
this.logger.debug(`${repeatable.name} inactiveIds ${inactiveQuestsIds}`);
}
}
/**
* Handle RepeatableQuestChange event
*/
public changeRepeatableQuest(
pmcData: IPmcData,
changeRequest: IRepeatableQuestChangeRequest,
sessionID: string,
): IItemEventRouterResponse
{
let repeatableToChange: IPmcDataRepeatableQuest;
let changeRequirement: IChangeRequirement;
// Trader existing quest is linked to
let replacedQuestTraderId: string;
// Daily,weekly or scav daily
for (const currentRepeatablePool of pmcData.RepeatableQuests)
{
// Check for existing quest in (daily/weekly/scav arrays)
const questToReplace = currentRepeatablePool.activeQuests.find((x) => x._id === changeRequest.qid);
if (!questToReplace)
{
continue;
}
// Save for later standing loss calculation
replacedQuestTraderId = questToReplace.traderId;
// Update active quests to exclude the quest we're replacing
currentRepeatablePool.activeQuests = currentRepeatablePool.activeQuests.filter((x) =>
x._id !== changeRequest.qid
);
// Get cost to replace existing quest
changeRequirement = this.jsonUtil.clone(currentRepeatablePool.changeRequirement[changeRequest.qid]);
delete currentRepeatablePool.changeRequirement[changeRequest.qid];
// TODO: somehow we need to reduce the questPool by the currently active quests (for all repeatables)
const repeatableConfig = this.questConfig.repeatableQuests.find((x) =>
x.name === currentRepeatablePool.name
);
const questTypePool = this.generateQuestPool(repeatableConfig, pmcData.Info.Level);
const newRepeatableQuest = this.attemptToGenerateRepeatableQuest(pmcData, questTypePool, repeatableConfig);
if (newRepeatableQuest)
{
// Add newly generated quest to daily/weekly array
newRepeatableQuest.side = repeatableConfig.side;
currentRepeatablePool.activeQuests.push(newRepeatableQuest);
currentRepeatablePool.changeRequirement[newRepeatableQuest._id] = {
changeCost: newRepeatableQuest.changeCost,
changeStandingCost: this.randomUtil.getArrayValue([0, 0.01]),
};
const fullProfile = this.profileHelper.getFullProfile(sessionID);
// Find quest we're replacing in pmc profile quests array and remove it
this.questHelper.findAndRemoveQuestFromArrayIfExists(questToReplace._id, pmcData.Quests);
// Find quest we're replacing in scav profile quests array and remove it
this.questHelper.findAndRemoveQuestFromArrayIfExists(
questToReplace._id,
fullProfile.characters.scav?.Quests ?? [],
);
}
// Found and replaced the quest in current repeatable
repeatableToChange = this.jsonUtil.clone(currentRepeatablePool);
delete repeatableToChange.inactiveQuests;
break;
}
let output = this.eventOutputHolder.getOutput(sessionID);
if (!repeatableToChange)
{
const message = "Unable to find repeatable quest to replace";
this.logger.error(message);
return this.httpResponse.appendErrorToOutput(output, message);
}
// Charge player money for replacing quest
for (const cost of changeRequirement.changeCost)
{
output = this.paymentService.addPaymentToOutput(pmcData, cost.templateId, cost.count, sessionID, output);
if (output.warnings.length > 0)
{
return output;
}
}
// Reduce standing with trader for not doing their quest
const droppedQuestTrader = pmcData.TradersInfo[replacedQuestTraderId];
droppedQuestTrader.standing -= changeRequirement.changeStandingCost;
// Update client output with new repeatable
output.profileChanges[sessionID].repeatableQuests = [repeatableToChange];
return output;
}
protected attemptToGenerateRepeatableQuest(
pmcData: IPmcData,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest
{
let newRepeatableQuest: IRepeatableQuest = null;
let attemptsToGenerateQuest = 0;
while (!newRepeatableQuest && questTypePool.types.length > 0)
{
newRepeatableQuest = this.repeatableQuestGenerator.generateRepeatableQuest(
pmcData.Info.Level,
pmcData.TradersInfo,
questTypePool,
repeatableConfig,
);
attemptsToGenerateQuest++;
if (attemptsToGenerateQuest > 10)
{
this.logger.debug(
"We were stuck in repeatable quest generation. This should never happen. Please report",
);
break;
}
}
return newRepeatableQuest;
}
}