Server/project/src/services/FenceService.ts

1366 lines
52 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { HandbookHelper } from "@spt-aki/helpers/HandbookHelper";
import { ItemHelper } from "@spt-aki/helpers/ItemHelper";
import { PresetHelper } from "@spt-aki/helpers/PresetHelper";
import { MinMax } from "@spt-aki/models/common/MinMax";
import { IFenceLevel } from "@spt-aki/models/eft/common/IGlobals";
import { IPmcData } from "@spt-aki/models/eft/common/IPmcData";
import { Item, Repairable, Upd } from "@spt-aki/models/eft/common/tables/IItem";
import { ITemplateItem } from "@spt-aki/models/eft/common/tables/ITemplateItem";
import { IBarterScheme, ITraderAssort } from "@spt-aki/models/eft/common/tables/ITrader";
import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
import { Traders } from "@spt-aki/models/enums/Traders";
import { IItemDurabilityCurrentMax, ITraderConfig } from "@spt-aki/models/spt/config/ITraderConfig";
import {
IFenceAssortGenerationValues,
IGenerationAssortValues,
} from "@spt-aki/models/spt/fence/IFenceAssortGenerationValues";
import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
import { ConfigServer } from "@spt-aki/servers/ConfigServer";
import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
import { LocalisationService } from "@spt-aki/services/LocalisationService";
import { JsonUtil } from "@spt-aki/utils/JsonUtil";
import { RandomUtil } from "@spt-aki/utils/RandomUtil";
import { TimeUtil } from "@spt-aki/utils/TimeUtil";
/**
* Handle actions surrounding Fence
* e.g. generating or refreshing assorts / get next refresh time
*/
@injectable()
export class FenceService
{
protected traderConfig: ITraderConfig;
/** Time when some items in assort will be replaced */
protected nextPartialRefreshTimestamp: number;
/** Main assorts you see at all rep levels */
protected fenceAssort: ITraderAssort = undefined;
/** Assorts shown on a separate tab when you max out fence rep */
protected fenceDiscountAssort: ITraderAssort = undefined;
/** Hydrated on initial assort generation as part of generateFenceAssorts() */
protected desiredAssortCounts: IFenceAssortGenerationValues;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("JsonUtil") protected jsonUtil: JsonUtil,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("HandbookHelper") protected handbookHelper: HandbookHelper,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("PresetHelper") protected presetHelper: PresetHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("ConfigServer") protected configServer: ConfigServer,
)
{
this.traderConfig = this.configServer.getConfig(ConfigTypes.TRADER);
}
/**
* Replace main fence assort with new assort
* @param assort New assorts to replace old with
*/
public setFenceAssort(assort: ITraderAssort): void
{
this.fenceAssort = assort;
}
/**
* Replace high rep level fence assort with new assort
* @param discountAssort New assorts to replace old with
*/
public setFenceDiscountAssort(discountAssort: ITraderAssort): void
{
this.fenceDiscountAssort = discountAssort;
}
/**
* Get assorts player can purchase
* Adjust prices based on fence level of player
* @param pmcProfile Player profile
* @returns ITraderAssort
*/
public getFenceAssorts(pmcProfile: IPmcData): ITraderAssort
{
if (this.traderConfig.fence.regenerateAssortsOnRefresh)
{
// Using base assorts made earlier, do some alterations and store in this.fenceAssort
this.generateFenceAssorts();
}
// Clone assorts so we can adjust prices before sending to client
const assort = this.jsonUtil.clone(this.fenceAssort);
this.adjustAssortItemPricesByConfigMultiplier(assort, 1, this.traderConfig.fence.presetPriceMult);
// merge normal fence assorts + discount assorts if player standing is large enough
if (pmcProfile.TradersInfo[Traders.FENCE].standing >= 6)
{
const discountAssort = this.jsonUtil.clone(this.fenceDiscountAssort);
this.adjustAssortItemPricesByConfigMultiplier(
discountAssort,
this.traderConfig.fence.discountOptions.itemPriceMult,
this.traderConfig.fence.discountOptions.presetPriceMult,
);
const mergedAssorts = this.mergeAssorts(assort, discountAssort);
return mergedAssorts;
}
return assort;
}
/**
* Adjust all items contained inside an assort by a multiplier
* @param assort (clone)Assort that contains items with prices to adjust
* @param itemMultipler multipler to use on items
* @param presetMultiplier preset multipler to use on presets
*/
protected adjustAssortItemPricesByConfigMultiplier(
assort: ITraderAssort,
itemMultipler: number,
presetMultiplier: number,
): void
{
for (const item of assort.items)
{
// Skip sub-items when adjusting prices
if (item.slotId !== "hideout")
{
continue;
}
this.adjustItemPriceByModifier(item, assort, itemMultipler, presetMultiplier);
}
}
/**
* Merge two trader assort files together
* @param firstAssort assort 1#
* @param secondAssort assort #2
* @returns merged assort
*/
protected mergeAssorts(firstAssort: ITraderAssort, secondAssort: ITraderAssort): ITraderAssort
{
for (const itemId in secondAssort.barter_scheme)
{
firstAssort.barter_scheme[itemId] = secondAssort.barter_scheme[itemId];
}
for (const item of secondAssort.items)
{
firstAssort.items.push(item);
}
for (const itemId in secondAssort.loyal_level_items)
{
firstAssort.loyal_level_items[itemId] = secondAssort.loyal_level_items[itemId];
}
return firstAssort;
}
/**
* Adjust assorts price by a modifier
* @param item assort item details
* @param assort assort to be modified
* @param modifier value to multiply item price by
* @param presetModifier value to multiply preset price by
*/
protected adjustItemPriceByModifier(
item: Item,
assort: ITraderAssort,
modifier: number,
presetModifier: number,
): void
{
// Is preset
if (item.upd.sptPresetId)
{
if (assort.barter_scheme[item._id])
{
assort.barter_scheme[item._id][0][0].count *= presetModifier;
}
}
else if (assort.barter_scheme[item._id])
{
assort.barter_scheme[item._id][0][0].count *= modifier;
}
else
{
this.logger.warning(`adjustItemPriceByModifier() - no action taken for item: ${item._tpl}`);
return;
}
}
/**
* Get fence assorts with no price adjustments based on fence rep
* @returns ITraderAssort
*/
public getRawFenceAssorts(): ITraderAssort
{
return this.mergeAssorts(this.jsonUtil.clone(this.fenceAssort), this.jsonUtil.clone(this.fenceDiscountAssort));
}
/**
* Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
* @returns true if it needs a partial refresh
*/
public needsPartialRefresh(): boolean
{
return this.timeUtil.getTimestamp() > this.nextPartialRefreshTimestamp;
}
/**
* Replace a percentage of fence assorts with freshly generated items
*/
public performPartialRefresh(): void
{
const itemCountToReplace = this.getCountOfItemsToReplace(this.traderConfig.fence.assortSize);
const discountItemCountToReplace = this.getCountOfItemsToReplace(
this.traderConfig.fence.discountOptions.assortSize,
);
// Simulate players buying items
this.deleteRandomAssorts(itemCountToReplace, this.fenceAssort);
this.deleteRandomAssorts(discountItemCountToReplace, this.fenceDiscountAssort);
// Get count of what item pools need new items (item/weapon/equipment)
const itemCountsToReplace = this.getCountOfItemsToGenerate();
const newItems = this.createFenceAssortSkeleton();
this.createAssorts(itemCountsToReplace.normal, newItems, 2);
this.fenceAssort.items.push(...newItems.items);
const newDiscountItems = this.createFenceAssortSkeleton();
this.createAssorts(itemCountsToReplace.discount, newDiscountItems, 2);
this.fenceDiscountAssort.items.push(...newDiscountItems.items);
// Add new barter items to fence barter scheme
for (const barterItemKey in newItems.barter_scheme)
{
this.fenceAssort.barter_scheme[barterItemKey] = newItems.barter_scheme[barterItemKey];
}
// Add loyalty items to fence assorts loyalty object
for (const loyaltyItemKey in newItems.loyal_level_items)
{
this.fenceAssort.loyal_level_items[loyaltyItemKey] = newItems.loyal_level_items[loyaltyItemKey];
}
// Add new barter items to fence assorts discounted barter scheme
for (const barterItemKey in newDiscountItems.barter_scheme)
{
this.fenceDiscountAssort.barter_scheme[barterItemKey] = newDiscountItems.barter_scheme[barterItemKey];
}
// Add loyalty items to fence discount assorts loyalty object
for (const loyaltyItemKey in newDiscountItems.loyal_level_items)
{
this.fenceDiscountAssort.loyal_level_items[loyaltyItemKey] =
newDiscountItems.loyal_level_items[loyaltyItemKey];
}
// Reset the clock
this.incrementPartialRefreshTime();
}
/**
* Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
*/
protected incrementPartialRefreshTime(): void
{
this.nextPartialRefreshTimestamp = this.timeUtil.getTimestamp()
+ this.traderConfig.fence.partialRefreshTimeSeconds;
}
/**
* Compare the current fence offer count to what the config wants it to be,
* If value is lower add extra count to value to generate more items to fill gap
* @param existingItemCountToReplace count of items to generate
* @returns number of items to generate
*/
protected getCountOfItemsToGenerate(): IFenceAssortGenerationValues
{
const currentItemAssortCount = Object.keys(this.fenceAssort.loyal_level_items).length;
const rootPresetItems = this.fenceAssort.items.filter((item) =>
item.slotId === "hideout" && item.upd.sptPresetId
);
// Get count of weapons
const currentWeaponPresetCount = rootPresetItems.reduce((count, item) =>
{
return this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON) ? count + 1 : count;
}, 0);
// Get count of equipment
const currentEquipmentPresetCount = rootPresetItems.reduce((count, item) =>
{
return this.itemHelper.armorItemCanHoldMods(item._tpl) ? count + 1 : count;
}, 0);
const itemCountToGenerate = Math.max(this.desiredAssortCounts.normal.item - currentItemAssortCount, 0);
const weaponCountToGenerate = Math.max(
this.desiredAssortCounts.normal.weaponPreset - currentWeaponPresetCount,
0,
);
const equipmentCountToGenerate = Math.max(
this.desiredAssortCounts.normal.equipmentPreset - currentEquipmentPresetCount,
0,
);
const normalValues: IGenerationAssortValues = {
item: itemCountToGenerate,
weaponPreset: weaponCountToGenerate,
equipmentPreset: equipmentCountToGenerate,
};
// Discount tab handling
const currentDiscountItemAssortCount = Object.keys(this.fenceDiscountAssort.loyal_level_items).length;
const rootDiscountPresetItems = this.fenceDiscountAssort.items.filter((item) =>
item.slotId === "hideout" && item.upd.sptPresetId
);
// Get count of weapons
const currentDiscountWeaponPresetCount = rootDiscountPresetItems.reduce((count, item) =>
{
return this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON) ? count + 1 : count;
}, 0);
// Get count of equipment
const currentDiscountEquipmentPresetCount = rootDiscountPresetItems.reduce((count, item) =>
{
return this.itemHelper.armorItemCanHoldMods(item._tpl) ? count + 1 : count;
}, 0);
const itemDiscountCountToGenerate = Math.max(
this.desiredAssortCounts.discount.item - currentDiscountItemAssortCount,
0,
);
const weaponDiscountCountToGenerate = Math.max(
this.desiredAssortCounts.discount.weaponPreset - currentDiscountWeaponPresetCount,
0,
);
const equipmentDiscountCountToGenerate = Math.max(
this.desiredAssortCounts.discount.equipmentPreset - currentDiscountEquipmentPresetCount,
0,
);
const discountValues: IGenerationAssortValues = {
item: itemDiscountCountToGenerate,
weaponPreset: weaponDiscountCountToGenerate,
equipmentPreset: equipmentDiscountCountToGenerate,
};
return { normal: normalValues, discount: discountValues };
}
/**
* Delete desired number of items from assort (including children)
* @param itemCountToReplace
* @param discountItemCountToReplace
*/
protected deleteRandomAssorts(itemCountToReplace: number, assort: ITraderAssort): void
{
if (assort?.items?.length > 0)
{
const rootItems = assort.items.filter((item) => item.slotId === "hideout");
for (let index = 0; index < itemCountToReplace; index++)
{
this.removeRandomItemFromAssorts(assort, rootItems);
}
}
}
/**
* Choose an item at random and remove it + mods from assorts
* @param assort Items to remove from
* @param rootItems Assort root items to pick from to remove
*/
protected removeRandomItemFromAssorts(assort: ITraderAssort, rootItems: Item[]): void
{
const rootItemToRemove = this.randomUtil.getArrayValue(rootItems);
// Clean up any mods if item had them
const itemWithChildren = this.itemHelper.findAndReturnChildrenAsItems(assort.items, rootItemToRemove._id);
for (const itemToDelete of itemWithChildren)
{
// Delete item from assort items array
assort.items.splice(assort.items.indexOf(itemToDelete), 1);
}
delete assort.barter_scheme[rootItemToRemove._id];
delete assort.loyal_level_items[rootItemToRemove._id];
}
/**
* Get an integer rounded count of items to replace based on percentrage from traderConfig value
* @param totalItemCount total item count
* @returns rounded int of items to replace
*/
protected getCountOfItemsToReplace(totalItemCount: number): number
{
return Math.round(totalItemCount * (this.traderConfig.fence.partialRefreshChangePercent / 100));
}
/**
* Get the count of items fence offers
* @returns number
*/
public getOfferCount(): number
{
if (!this.fenceAssort?.items?.length)
{
return 0;
}
return this.fenceAssort.items.length;
}
/**
* Create trader assorts for fence and store in fenceService cache
* Uses fence base cache generatedon server start as a base
*/
public generateFenceAssorts(): void
{
// Reset refresh time now assorts are being generated
this.incrementPartialRefreshTime();
// Choose assort counts using config
this.createInitialFenceAssortGenerationValues();
// Create basic fence assort
const assorts = this.createFenceAssortSkeleton();
this.createAssorts(this.desiredAssortCounts.normal, assorts, 1);
// Store in this.fenceAssort
this.setFenceAssort(assorts);
// Create level 2 assorts accessible at rep level 6
const discountAssorts = this.createFenceAssortSkeleton();
this.createAssorts(this.desiredAssortCounts.discount, discountAssorts, 2);
// Store in this.fenceDiscountAssort
this.setFenceDiscountAssort(discountAssorts);
}
/**
* Create object that contains calculated fence assort item values to make based on config
* Stored in this.desiredAssortCounts
*/
protected createInitialFenceAssortGenerationValues(): void
{
const result: IFenceAssortGenerationValues = {
normal: { item: 0, weaponPreset: 0, equipmentPreset: 0 },
discount: { item: 0, weaponPreset: 0, equipmentPreset: 0 },
};
result.normal.item = this.traderConfig.fence.assortSize;
result.normal.weaponPreset = this.randomUtil.getInt(
this.traderConfig.fence.weaponPresetMinMax.min,
this.traderConfig.fence.weaponPresetMinMax.max,
);
result.normal.equipmentPreset = this.randomUtil.getInt(
this.traderConfig.fence.equipmentPresetMinMax.min,
this.traderConfig.fence.equipmentPresetMinMax.max,
);
result.discount.item = this.traderConfig.fence.discountOptions.assortSize;
result.discount.weaponPreset = this.randomUtil.getInt(
this.traderConfig.fence.discountOptions.weaponPresetMinMax.min,
this.traderConfig.fence.discountOptions.weaponPresetMinMax.max,
);
result.discount.equipmentPreset = this.randomUtil.getInt(
this.traderConfig.fence.discountOptions.equipmentPresetMinMax.min,
this.traderConfig.fence.discountOptions.equipmentPresetMinMax.max,
);
this.desiredAssortCounts = result;
}
/**
* Create skeleton to hold assort items
* @returns ITraderAssort object
*/
protected createFenceAssortSkeleton(): ITraderAssort
{
return {
items: [],
barter_scheme: {},
loyal_level_items: {},
nextResupply: this.getNextFenceUpdateTimestamp(),
};
}
/**
* Hydrate assorts parameter object with generated assorts
* @param assortCount Number of assorts to generate
* @param assorts object to add created assorts to
*/
protected createAssorts(itemCounts: IGenerationAssortValues, assorts: ITraderAssort, loyaltyLevel: number): void
{
const baseFenceAssortClone = this.jsonUtil.clone(this.databaseServer.getTables().traders[Traders.FENCE].assort);
const itemTypeLimitCounts = this.initItemLimitCounter(this.traderConfig.fence.itemTypeLimits);
if (itemCounts.item > 0)
{
this.addItemAssorts(itemCounts.item, assorts, baseFenceAssortClone, itemTypeLimitCounts, loyaltyLevel);
}
if (itemCounts.weaponPreset > 0 || itemCounts.equipmentPreset > 0)
{
// Add presets
this.addPresetsToAssort(
itemCounts.weaponPreset,
itemCounts.equipmentPreset,
assorts,
baseFenceAssortClone,
loyaltyLevel,
);
}
}
/**
* Add item assorts to existing assort data
* @param assortCount Number to add
* @param assorts Assorts data to add to
* @param baseFenceAssortClone Base data to draw from
* @param itemTypeLimits
* @param loyaltyLevel Loyalty level to set new item to
*/
protected addItemAssorts(
assortCount: number,
assorts: ITraderAssort,
baseFenceAssortClone: ITraderAssort,
itemTypeLimits: Record<string, { current: number; max: number; }>,
loyaltyLevel: number,
): void
{
const priceLimits = this.traderConfig.fence.itemCategoryRoublePriceLimit;
const assortRootItems = baseFenceAssortClone.items.filter((x) =>
x.parentId === "hideout" && !x.upd?.sptPresetId
);
for (let i = 0; i < assortCount; i++)
{
const chosenBaseAssortRoot = this.randomUtil.getArrayValue(assortRootItems);
if (!chosenBaseAssortRoot)
{
this.logger.error(
this.localisationService.getText("fence-unable_to_find_assort_by_id", chosenBaseAssortRoot._id),
);
continue;
}
let desiredAssortItemAndChildrenClone = this.jsonUtil.clone(
this.itemHelper.findAndReturnChildrenAsItems(baseFenceAssortClone.items, chosenBaseAssortRoot._id),
);
const itemDbDetails = this.itemHelper.getItem(chosenBaseAssortRoot._tpl)[1];
const itemLimitCount = this.getMatchingItemLimit(itemTypeLimits, itemDbDetails._id);
if (itemLimitCount?.current >= itemLimitCount?.max)
{
// Skip adding item as assort as limit reached, decrement i counter so we still get another item
i--;
continue;
}
const itemIsPreset = this.presetHelper.isPreset(chosenBaseAssortRoot._id);
const price = baseFenceAssortClone.barter_scheme[chosenBaseAssortRoot._id][0][0].count;
if (price === 0 || (price === 1 && !itemIsPreset) || price === 100)
{
// Don't allow "special" items / presets
i--;
continue;
}
if (price > priceLimits[itemDbDetails._parent])
{
// Too expensive for fence, try another item
i--;
continue;
}
// Increment count as item is being added
if (itemLimitCount)
{
itemLimitCount.current++;
}
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
desiredAssortItemAndChildrenClone = this.itemHelper.replaceIDs(desiredAssortItemAndChildrenClone);
this.itemHelper.remapRootItemId(desiredAssortItemAndChildrenClone);
const rootItemBeingAdded = desiredAssortItemAndChildrenClone[0];
// Set stack size based on possible overrides, e.g. ammos, otherwise set to 1
rootItemBeingAdded.upd.StackObjectsCount = this.getSingleItemStackCount(itemDbDetails);
// Only randomise upd values for single
const isSingleStack = rootItemBeingAdded.upd.StackObjectsCount === 1;
if (isSingleStack)
{
this.randomiseItemUpdProperties(itemDbDetails, rootItemBeingAdded);
}
// Skip items already in the assort if it exists in the prevent duplicate list
const existingItemThatMatches = this.getMatchingItem(rootItemBeingAdded, itemDbDetails, assorts.items);
const shouldBeStacked = this.itemShouldBeForceStacked(existingItemThatMatches, itemDbDetails);
if (shouldBeStacked && existingItemThatMatches)
{ // Decrement loop counter so another items gets added
i--;
existingItemThatMatches.upd.StackObjectsCount++;
continue;
}
// Add mods to armors so they dont show as red in the trade screen
if (this.itemHelper.itemRequiresSoftInserts(rootItemBeingAdded._tpl))
{
this.randomiseArmorModDurability(desiredAssortItemAndChildrenClone, itemDbDetails);
}
assorts.items.push(...desiredAssortItemAndChildrenClone);
assorts.barter_scheme[rootItemBeingAdded._id] = this.jsonUtil.clone(
baseFenceAssortClone.barter_scheme[chosenBaseAssortRoot._id],
);
// Only adjust item price by quality for solo items, never multi-stack
if (isSingleStack)
{
this.adjustItemPriceByQuality(assorts.barter_scheme, rootItemBeingAdded, itemDbDetails);
}
assorts.loyal_level_items[rootItemBeingAdded._id] = loyaltyLevel;
}
}
/**
* Find an assort item that matches the first parameter, also matches based on upd properties
* e.g. salewa hp resource units left
* @param rootItemBeingAdded item to look for a match against
* @param itemDbDetails Db details of matching item
* @param fenceItemAssorts Items to search through
* @returns Matching assort item
*/
protected getMatchingItem(rootItemBeingAdded: Item, itemDbDetails: ITemplateItem, fenceItemAssorts: Item[]): Item
{
const matchingItems = fenceItemAssorts.filter((item) => item._tpl === rootItemBeingAdded._tpl);
if (matchingItems.length === 0)
{
// Nothing matches by tpl, exit early
return null;
}
const isMedical = this.itemHelper.isOfBaseclasses(rootItemBeingAdded._tpl, [
BaseClasses.MEDICAL,
BaseClasses.MEDKIT,
]);
const isGearAndHasSlots =
this.itemHelper.isOfBaseclasses(rootItemBeingAdded._tpl, [
BaseClasses.ARMORED_EQUIPMENT,
BaseClasses.SEARCHABLE_ITEM,
]) && itemDbDetails._props.Slots.length > 0;
// Only one match and its not medical or armored gear
if (matchingItems.length === 1 && (!(isMedical || isGearAndHasSlots)))
{
return matchingItems[0];
}
// Items have sub properties that need to be checked against
for (const item of matchingItems)
{
if (isMedical && rootItemBeingAdded.upd.MedKit?.HpResource === item.upd.MedKit?.HpResource)
{
// e.g. bandages with multiple use
// Both null === both max resoruce left
return item;
}
// Armors/helmets etc
if (
isGearAndHasSlots
&& rootItemBeingAdded.upd.Repairable?.Durability === item.upd.Repairable?.Durability
&& rootItemBeingAdded.upd.Repairable?.MaxDurability === item.upd.Repairable?.MaxDurability
)
{
return item;
}
}
return null;
}
/**
* Should this item be forced into only 1 stack on fence
* @param existingItem Existing item from fence assort
* @param itemDbDetails Item we want to add db details
* @returns True item should be force stacked
*/
protected itemShouldBeForceStacked(existingItem: Item, itemDbDetails: ITemplateItem): boolean
{
// No existing item in assort
if (!existingItem)
{
return false;
}
// Item type in config list
return this.itemHelper.isOfBaseclasses(
itemDbDetails._id,
this.traderConfig.fence.preventDuplicateOffersOfCategory,
);
}
/**
* Adjust price of item based on what is left to buy (resource/uses left)
* @param barterSchemes All barter scheme for item having price adjusted
* @param itemRoot Root item having price adjusted
* @param itemTemplate Db template of item
*/
protected adjustItemPriceByQuality(
barterSchemes: Record<string, IBarterScheme[][]>,
itemRoot: Item,
itemTemplate: ITemplateItem,
): void
{
// Healing items
if (itemRoot.upd?.MedKit)
{
const itemTotalMax = itemTemplate._props.MaxHpResource;
const current = itemRoot.upd.MedKit.HpResource;
// Current and max match, no adjustment necessary
if (itemTotalMax === current)
{
return;
}
const multipler = current / itemTotalMax;
// Multiply item cost by desired multiplier
const basePrice = barterSchemes[itemRoot._id][0][0].count;
barterSchemes[itemRoot._id][0][0].count = Math.round(basePrice * multipler);
return;
}
// Adjust price based on durability
if (itemRoot.upd?.Repairable || this.itemHelper.isOfBaseclass(itemRoot._tpl, BaseClasses.KEY_MECHANICAL))
{
const itemQualityModifier = this.itemHelper.getItemQualityModifier(itemRoot);
const basePrice = barterSchemes[itemRoot._id][0][0].count;
barterSchemes[itemRoot._id][0][0].count = Math.round(basePrice * itemQualityModifier);
}
}
protected getMatchingItemLimit(
itemTypeLimits: Record<string, { current: number; max: number; }>,
itemTpl: string,
): { current: number; max: number; }
{
for (const baseTypeKey in itemTypeLimits)
{
if (this.itemHelper.isOfBaseclass(itemTpl, baseTypeKey))
{
return itemTypeLimits[baseTypeKey];
}
}
}
/**
* Find presets in base fence assort and add desired number to 'assorts' parameter
* @param desiredWeaponPresetsCount
* @param assorts Assorts to add preset to
* @param baseFenceAssort Base data to draw from
* @param loyaltyLevel Which loyalty level is required to see/buy item
*/
protected addPresetsToAssort(
desiredWeaponPresetsCount: number,
desiredEquipmentPresetsCount: number,
assorts: ITraderAssort,
baseFenceAssort: ITraderAssort,
loyaltyLevel: number,
): void
{
let weaponPresetsAddedCount = 0;
if (desiredWeaponPresetsCount > 0)
{
const weaponPresetRootItems = baseFenceAssort.items.filter((item) =>
item.upd?.sptPresetId && this.itemHelper.isOfBaseclass(item._tpl, BaseClasses.WEAPON)
);
while (weaponPresetsAddedCount < desiredWeaponPresetsCount)
{
const randomPresetRoot = this.randomUtil.getArrayValue(weaponPresetRootItems);
if (this.traderConfig.fence.blacklist.includes(randomPresetRoot._tpl))
{
continue;
}
const rootItemDb = this.itemHelper.getItem(randomPresetRoot._tpl)[1];
const presetWithChildrenClone = this.jsonUtil.clone(
this.itemHelper.findAndReturnChildrenAsItems(baseFenceAssort.items, randomPresetRoot._id),
);
this.randomiseItemUpdProperties(rootItemDb, presetWithChildrenClone[0]);
this.removeRandomModsOfItem(presetWithChildrenClone);
// Check chosen item is below price cap
const priceLimitRouble = this.traderConfig.fence.itemCategoryRoublePriceLimit[rootItemDb._parent];
const itemPrice = this.handbookHelper.getTemplatePriceForItems(presetWithChildrenClone)
* this.itemHelper.getItemQualityModifierForOfferItems(presetWithChildrenClone);
if (priceLimitRouble)
{
if (itemPrice > priceLimitRouble)
{
// Too expensive, try again
continue;
}
}
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
this.itemHelper.reparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
this.itemHelper.remapRootItemId(presetWithChildrenClone);
// Remapping IDs causes parentid to be altered
presetWithChildrenClone[0].parentId = "hideout";
assorts.items.push(...presetWithChildrenClone);
// Set assort price
// Must be careful to use correct id as the item has had its IDs regenerated
assorts.barter_scheme[presetWithChildrenClone[0]._id] = [[{
_tpl: "5449016a4bdc2d6f028b456f",
count: Math.round(itemPrice),
}]];
assorts.loyal_level_items[presetWithChildrenClone[0]._id] = loyaltyLevel;
weaponPresetsAddedCount++;
}
}
let equipmentPresetsAddedCount = 0;
if (desiredEquipmentPresetsCount <= 0)
{
return;
}
const equipmentPresetRootItems = baseFenceAssort.items.filter((item) =>
item.upd?.sptPresetId && this.itemHelper.armorItemCanHoldMods(item._tpl)
);
while (equipmentPresetsAddedCount < desiredEquipmentPresetsCount)
{
const randomPresetRoot = this.randomUtil.getArrayValue(equipmentPresetRootItems);
const rootItemDb = this.itemHelper.getItem(randomPresetRoot._tpl)[1];
const presetWithChildrenClone = this.jsonUtil.clone(
this.itemHelper.findAndReturnChildrenAsItems(baseFenceAssort.items, randomPresetRoot._id),
);
// Need to add mods to armors so they dont show as red in the trade screen
if (this.itemHelper.itemRequiresSoftInserts(randomPresetRoot._tpl))
{
this.randomiseArmorModDurability(presetWithChildrenClone, rootItemDb);
}
this.removeRandomModsOfItem(presetWithChildrenClone);
// Check chosen item is below price cap
const priceLimitRouble = this.traderConfig.fence.itemCategoryRoublePriceLimit[rootItemDb._parent];
const itemPrice = this.handbookHelper.getTemplatePriceForItems(presetWithChildrenClone)
* this.itemHelper.getItemQualityModifierForOfferItems(presetWithChildrenClone);
if (priceLimitRouble)
{
if (itemPrice > priceLimitRouble)
{
// Too expensive, try again
continue;
}
}
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
this.itemHelper.reparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
this.itemHelper.remapRootItemId(presetWithChildrenClone);
// Remapping IDs causes parentid to be altered
presetWithChildrenClone[0].parentId = "hideout";
assorts.items.push(...presetWithChildrenClone);
// Set assort price
// Must be careful to use correct id as the item has had its IDs regenerated
assorts.barter_scheme[presetWithChildrenClone[0]._id] = [[{
_tpl: "5449016a4bdc2d6f028b456f",
count: Math.round(itemPrice),
}]];
assorts.loyal_level_items[presetWithChildrenClone[0]._id] = loyaltyLevel;
equipmentPresetsAddedCount++;
}
}
/**
* Adjust plate / soft insert durability values
* @param armor Armor item array to add mods into
* @param itemDbDetails Armor items db template
*/
protected randomiseArmorModDurability(armor: Item[], itemDbDetails: ITemplateItem): void
{
// Armor has no mods, make no changes
const hasMods = itemDbDetails._props.Slots.length > 0;
if (!hasMods)
{
return;
}
// Check for and adjust soft insert durability values
const requiredSlots = itemDbDetails._props.Slots.filter((slot) => slot._required);
const hasRequiredSlots = requiredSlots.length > 0;
if (hasRequiredSlots)
{
for (const requiredSlot of requiredSlots)
{
const modItemDbDetails = this.itemHelper.getItem(requiredSlot._props.filters[0].Plate)[1];
const durabilityValues = this.getRandomisedArmorDurabilityValues(
modItemDbDetails,
this.traderConfig.fence.armorMaxDurabilityPercentMinMax,
);
const plateTpl = requiredSlot._props.filters[0].Plate; // `Plate` property appears to be the 'default' item for slot
if (plateTpl === "")
{
// Some bsg plate properties are empty, skip mod
continue;
}
// Find items mod to apply dura changes to
const modItemToAdjust = armor.find((mod) =>
mod.slotId.toLowerCase() === requiredSlot._name.toLowerCase()
);
this.itemHelper.addUpdObjectToItem(modItemToAdjust);
if (!modItemToAdjust.upd.Repairable)
{
modItemToAdjust.upd.Repairable = {
Durability: modItemDbDetails._props.MaxDurability,
MaxDurability: modItemDbDetails._props.MaxDurability,
};
}
modItemToAdjust.upd.Repairable.Durability = durabilityValues.Durability;
modItemToAdjust.upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
// 25% chance to add shots to visor when its below max durability
if (
this.randomUtil.getChance100(25)
&& modItemToAdjust.parentId === BaseClasses.ARMORED_EQUIPMENT
&& modItemToAdjust.slotId === "mod_equipment_000"
&& modItemToAdjust.upd.Repairable.Durability < modItemDbDetails._props.MaxDurability
)
{ // Is damaged
modItemToAdjust.upd.FaceShield = { Hits: this.randomUtil.getInt(1, 3) };
}
}
}
// Check for and adjust plate durability values
const plateSlots = itemDbDetails._props.Slots.filter((slot) =>
this.itemHelper.isRemovablePlateSlot(slot._name)
);
if (plateSlots.length > 0)
{
for (const plateSlot of plateSlots)
{
// Chance to not add plate
if (!this.randomUtil.getChance100(this.traderConfig.fence.chancePlateExistsInArmorPercent))
{
continue;
}
const plateTpl = plateSlot._props.filters[0].Plate;
if (!plateTpl)
{
// Bsg data lacks a default plate, skip adding mod
continue;
}
const modItemDbDetails = this.itemHelper.getItem(plateTpl)[1];
const durabilityValues = this.getRandomisedArmorDurabilityValues(
modItemDbDetails,
this.traderConfig.fence.armorMaxDurabilityPercentMinMax,
);
// Find items mod to apply dura changes to
const modItemToAdjust = armor.find((mod) => mod.slotId.toLowerCase() === plateSlot._name.toLowerCase());
this.itemHelper.addUpdObjectToItem(modItemToAdjust);
if (!modItemToAdjust.upd.Repairable)
{
modItemToAdjust.upd.Repairable = {
Durability: modItemDbDetails._props.MaxDurability,
MaxDurability: modItemDbDetails._props.MaxDurability,
};
}
modItemToAdjust.upd.Repairable.Durability = durabilityValues.Durability;
modItemToAdjust.upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
}
}
}
/**
* Get stack size of a singular item (no mods)
* @param itemDbDetails item being added to fence
* @returns Stack size
*/
protected getSingleItemStackCount(itemDbDetails: ITemplateItem): number
{
if (this.itemHelper.isOfBaseclass(itemDbDetails._id, BaseClasses.AMMO))
{
const overrideValues = this.traderConfig.fence.itemStackSizeOverrideMinMax[itemDbDetails._parent];
if (overrideValues)
{
return this.randomUtil.getInt(overrideValues.min, overrideValues.max);
}
// No override, use stack max size from item db
return itemDbDetails._props.StackMaxSize === 1
? 1
: this.randomUtil.getInt(itemDbDetails._props.StackMinRandom, itemDbDetails._props.StackMaxRandom);
}
// Check for override in config, use values if exists
let overrideValues = this.traderConfig.fence.itemStackSizeOverrideMinMax[itemDbDetails._id];
if (overrideValues)
{
return this.randomUtil.getInt(overrideValues.min, overrideValues.max);
}
// Check for parent override
overrideValues = this.traderConfig.fence.itemStackSizeOverrideMinMax[itemDbDetails._parent];
if (overrideValues)
{
return this.randomUtil.getInt(overrideValues.min, overrideValues.max);
}
return 1;
}
/**
* Remove parts of a weapon prior to being listed on flea
* @param itemAndMods Weapon to remove parts from
*/
protected removeRandomModsOfItem(itemAndMods: Item[]): void
{
// Items to be removed from inventory
const toDelete: string[] = [];
// Find mods to remove from item that could've been scavenged by other players in-raid
for (const itemMod of itemAndMods)
{
if (this.presetModItemWillBeRemoved(itemMod, toDelete))
{
// Skip if not an item
const itemDbDetails = this.itemHelper.getItem(itemMod._tpl);
if (!itemDbDetails[0])
{
continue;
}
// Remove item and its sub-items to prevent orphans
toDelete.push(...this.itemHelper.findAndReturnChildrenByItems(itemAndMods, itemMod._id));
}
}
// Reverse loop and remove items
for (let index = itemAndMods.length - 1; index >= 0; --index)
{
if (toDelete.includes(itemAndMods[index]._id))
{
itemAndMods.splice(index, 1);
}
}
}
/**
* Roll % chance check to see if item should be removed
* @param weaponMod Weapon mod being checked
* @param itemsBeingDeleted Current list of items on weapon being deleted
* @returns True if item will be removed
*/
protected presetModItemWillBeRemoved(weaponMod: Item, itemsBeingDeleted: string[]): boolean
{
const slotIdsThatCanFail = this.traderConfig.fence.presetSlotsToRemoveChancePercent;
const removalChance = slotIdsThatCanFail[weaponMod.slotId];
if (!removalChance)
{
return false;
}
// Roll from 0 to 9999, then divide it by 100: 9999 = 99.99%
const randomChance = this.randomUtil.getInt(0, 9999) / 100;
return removalChance > randomChance && !itemsBeingDeleted.includes(weaponMod._id);
}
/**
* Randomise items' upd properties e.g. med packs/weapons/armor
* @param itemDetails Item being randomised
* @param itemToAdjust Item being edited
*/
protected randomiseItemUpdProperties(itemDetails: ITemplateItem, itemToAdjust: Item): void
{
if (!itemDetails._props)
{
this.logger.error(
`Item ${itemDetails._name} lacks a _props field, unable to randomise item: ${itemToAdjust._id}`,
);
return;
}
// Randomise hp resource of med items
if ("MaxHpResource" in itemDetails._props && itemDetails._props.MaxHpResource > 0)
{
itemToAdjust.upd.MedKit = { HpResource: this.randomUtil.getInt(1, itemDetails._props.MaxHpResource) };
}
// Randomise armor durability
if (
(itemDetails._parent === BaseClasses.ARMORED_EQUIPMENT
|| itemDetails._parent === BaseClasses.FACECOVER
|| itemDetails._parent === BaseClasses.ARMOR_PLATE) && itemDetails._props.MaxDurability > 0
)
{
const values = this.getRandomisedArmorDurabilityValues(
itemDetails,
this.traderConfig.fence.armorMaxDurabilityPercentMinMax,
);
itemToAdjust.upd.Repairable = { Durability: values.Durability, MaxDurability: values.MaxDurability };
return;
}
// Randomise Weapon durability
if (this.itemHelper.isOfBaseclass(itemDetails._id, BaseClasses.WEAPON))
{
const weaponDurabilityLimits = this.traderConfig.fence.weaponDurabilityPercentMinMax;
const maxDuraMin = weaponDurabilityLimits.max.min / 100 * itemDetails._props.MaxDurability;
const maxDuraMax = weaponDurabilityLimits.max.max / 100 * itemDetails._props.MaxDurability;
const chosenMaxDurability = this.randomUtil.getInt(maxDuraMin, maxDuraMax);
const currentDuraMin = weaponDurabilityLimits.current.min / 100 * itemDetails._props.MaxDurability;
const currentDuraMax = weaponDurabilityLimits.current.max / 100 * itemDetails._props.MaxDurability;
const currentDurability = Math.min(
this.randomUtil.getInt(currentDuraMin, currentDuraMax),
chosenMaxDurability,
);
itemToAdjust.upd.Repairable = { Durability: currentDurability, MaxDurability: chosenMaxDurability };
return;
}
if (this.itemHelper.isOfBaseclass(itemDetails._id, BaseClasses.REPAIR_KITS))
{
itemToAdjust.upd.RepairKit = { Resource: this.randomUtil.getInt(1, itemDetails._props.MaxRepairResource) };
return;
}
// Mechanical key + has limited uses
if (
this.itemHelper.isOfBaseclass(itemDetails._id, BaseClasses.KEY_MECHANICAL)
&& itemDetails._props.MaximumNumberOfUsage > 1
)
{
itemToAdjust.upd.Key = {
NumberOfUsages: this.randomUtil.getInt(0, itemDetails._props.MaximumNumberOfUsage - 1),
};
return;
}
// Randomise items that use resources (e.g. fuel)
if (itemDetails._props.MaxResource > 0)
{
const resourceMax = itemDetails._props.MaxResource;
const resourceCurrent = this.randomUtil.getInt(1, itemDetails._props.MaxResource);
itemToAdjust.upd.Resource = { Value: resourceMax - resourceCurrent, UnitsConsumed: resourceCurrent };
}
}
/**
* Generate a randomised current and max durabiltiy value for an armor item
* @param itemDetails Item to create values for
* @param equipmentDurabilityLimits Max durabiltiy percent min/max values
* @returns Durability + MaxDurability values
*/
protected getRandomisedArmorDurabilityValues(
itemDetails: ITemplateItem,
equipmentDurabilityLimits: IItemDurabilityCurrentMax,
): Repairable
{
const maxDuraMin = equipmentDurabilityLimits.max.min / 100 * itemDetails._props.MaxDurability;
const maxDuraMax = equipmentDurabilityLimits.max.max / 100 * itemDetails._props.MaxDurability;
const chosenMaxDurability = this.randomUtil.getInt(maxDuraMin, maxDuraMax);
const currentDuraMin = equipmentDurabilityLimits.current.min / 100 * itemDetails._props.MaxDurability;
const currentDuraMax = equipmentDurabilityLimits.current.max / 100 * itemDetails._props.MaxDurability;
const chosenCurrentDurability = Math.min(
this.randomUtil.getInt(currentDuraMin, currentDuraMax),
chosenMaxDurability,
);
return { Durability: chosenCurrentDurability, MaxDurability: chosenMaxDurability };
}
/**
* Construct item limit record to hold max and current item count
* @param limits limits as defined in config
* @returns record, key: item tplId, value: current/max item count allowed
*/
protected initItemLimitCounter(limits: Record<string, number>): Record<string, { current: number; max: number; }>
{
const itemTypeCounts: Record<string, { current: number; max: number; }> = {};
for (const x in limits)
{
itemTypeCounts[x] = { current: 0, max: limits[x] };
}
return itemTypeCounts;
}
/**
* Get the next update timestamp for fence
* @returns future timestamp
*/
public getNextFenceUpdateTimestamp(): number
{
const time = this.timeUtil.getTimestamp();
const updateSeconds = this.getFenceRefreshTime();
return time + updateSeconds;
}
/**
* Get fence refresh time in seconds
* @returns Refresh time in seconds
*/
protected getFenceRefreshTime(): number
{
const fence = this.traderConfig.updateTime.find((x) => x.traderId === Traders.FENCE).seconds;
return this.randomUtil.getInt(fence.min, fence.max);
}
/**
* Get fence level the passed in profile has
* @param pmcData Player profile
* @returns FenceLevel object
*/
public getFenceInfo(pmcData: IPmcData): IFenceLevel
{
const fenceSettings = this.databaseServer.getTables().globals.config.FenceSettings;
const pmcFenceInfo = pmcData.TradersInfo[fenceSettings.FenceId];
if (!pmcFenceInfo)
{
return fenceSettings.Levels["0"];
}
const fenceLevels = (Object.keys(fenceSettings.Levels)).map((value) => Number.parseInt(value));
const minLevel = Math.min(...fenceLevels);
const maxLevel = Math.max(...fenceLevels);
const pmcFenceLevel = Math.floor(pmcFenceInfo.standing);
if (pmcFenceLevel < minLevel)
{
return fenceSettings.Levels[minLevel.toString()];
}
if (pmcFenceLevel > maxLevel)
{
return fenceSettings.Levels[maxLevel.toString()];
}
return fenceSettings.Levels[pmcFenceLevel.toString()];
}
/**
* Remove or lower stack size of an assort from fence by id
* @param assortId assort id to adjust
* @param buyCount Count of items bought
*/
public amendOrRemoveFenceOffer(assortId: string, buyCount: number): void
{
let isNormalAssort = true;
let fenceAssortItem = this.fenceAssort.items.find((item) => item._id === assortId);
if (!fenceAssortItem)
{
// Not in main assorts, check secondary section
fenceAssortItem = this.fenceDiscountAssort.items.find((item) => item._id === assortId);
if (!fenceAssortItem)
{
this.logger.error(`Offer with id: ${assortId} not found`);
return;
}
isNormalAssort = false;
}
// Player wants to buy whole stack, delete stack
if (fenceAssortItem.upd.StackObjectsCount === buyCount)
{
this.deleteOffer(assortId, isNormalAssort ? this.fenceAssort.items : this.fenceDiscountAssort.items);
return;
}
// Adjust stack size
fenceAssortItem.upd.StackObjectsCount -= buyCount;
}
protected deleteOffer(assortId: string, assorts: Item[]): void
{
// Assort could have child items, remove those too
const itemWithChildrenToRemove = this.itemHelper.findAndReturnChildrenAsItems(assorts, assortId);
for (const itemToRemove of itemWithChildrenToRemove)
{
let indexToRemove = assorts.findIndex((item) => item._id === itemToRemove._id);
// No offer found in main assort, check discount items
if (indexToRemove === -1)
{
indexToRemove = this.fenceDiscountAssort.items.findIndex((item) => item._id === itemToRemove._id);
this.fenceDiscountAssort.items.splice(indexToRemove, 1);
if (indexToRemove === -1)
{
this.logger.warning(
`unable to remove fence assort item: ${itemToRemove._id} tpl: ${itemToRemove._tpl}`,
);
}
return;
}
// Remove offer from assort
assorts.splice(indexToRemove, 1);
}
}
}