Server/project/src/generators/ScavCaseRewardGenerator.ts
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2024-02-02 15:00:21 -05:00

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TypeScript

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