Server/project/src/controllers/RepeatableQuestController.ts
W1ngZ eff5f14e5c Added feature to keep daily quest type when replacing. Refering issue #745 (!400)
## Added:
* Config to keep daily quest type

## Changed:
* changeRepeatableQuest to check if the daily quest type should be kept the same

Co-authored-by: W1ngZ <W1ngZ@NoRealMail.com>
Reviewed-on: https://dev.sp-tarkov.com/SPT/Server/pulls/400
Co-authored-by: W1ngZ <w1ngz@noreply.dev.sp-tarkov.com>
Co-committed-by: W1ngZ <w1ngz@noreply.dev.sp-tarkov.com>
2024-08-25 07:56:48 +00:00

686 lines
30 KiB
TypeScript

import { RepeatableQuestGenerator } from "@spt/generators/RepeatableQuestGenerator";
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
import { QuestHelper } from "@spt/helpers/QuestHelper";
import { RepeatableQuestHelper } from "@spt/helpers/RepeatableQuestHelper";
import { IPmcData } from "@spt/models/eft/common/IPmcData";
import { IPmcDataRepeatableQuest, IRepeatableQuest } from "@spt/models/eft/common/tables/IRepeatableQuests";
import { IItemEventRouterResponse } from "@spt/models/eft/itemEvent/IItemEventRouterResponse";
import { ISptProfile } from "@spt/models/eft/profile/ISptProfile";
import { IRepeatableQuestChangeRequest } from "@spt/models/eft/quests/IRepeatableQuestChangeRequest";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { ELocationName } from "@spt/models/enums/ELocationName";
import { HideoutAreas } from "@spt/models/enums/HideoutAreas";
import { QuestStatus } from "@spt/models/enums/QuestStatus";
import { SkillTypes } from "@spt/models/enums/SkillTypes";
import { IQuestConfig, IRepeatableQuestConfig } from "@spt/models/spt/config/IQuestConfig";
import { IGetRepeatableByIdResult } from "@spt/models/spt/quests/IGetRepeatableByIdResult";
import { IQuestTypePool } from "@spt/models/spt/repeatable/IQuestTypePool";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { EventOutputHolder } from "@spt/routers/EventOutputHolder";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { DatabaseService } from "@spt/services/DatabaseService";
import { LocalisationService } from "@spt/services/LocalisationService";
import { PaymentService } from "@spt/services/PaymentService";
import { ProfileFixerService } from "@spt/services/ProfileFixerService";
import { HttpResponseUtil } from "@spt/utils/HttpResponseUtil";
import { ObjectId } from "@spt/utils/ObjectId";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
import { ICloner } from "@spt/utils/cloners/ICloner";
import { inject, injectable } from "tsyringe";
@injectable()
export class RepeatableQuestController {
protected questConfig: IQuestConfig;
constructor(
@inject("PrimaryLogger") protected logger: ILogger,
@inject("DatabaseService") protected databaseService: DatabaseService,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("HttpResponseUtil") protected httpResponse: HttpResponseUtil,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("ProfileFixerService") protected profileFixerService: ProfileFixerService,
@inject("LocalisationService") protected localisationService: LocalisationService,
@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,
@inject("PrimaryCloner") protected cloner: ICloner,
) {
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 described above
*/
public getClientRepeatableQuests(sessionID: string): IPmcDataRepeatableQuest[] {
const returnData: Array<IPmcDataRepeatableQuest> = [];
const fullProfile = this.profileHelper.getFullProfile(sessionID);
const pmcData = fullProfile.characters.pmc;
const currentTime = this.timeUtil.getTimestamp();
// Daily / weekly / Daily_Savage
for (const repeatableConfig of this.questConfig.repeatableQuests) {
// Get daily/weekly data from profile, add empty object if missing
const generatedRepeatables = this.getRepeatableQuestSubTypeFromProfile(repeatableConfig, pmcData);
const repeatableTypeLower = repeatableConfig.name.toLowerCase();
const canAccessRepeatables = this.canProfileAccessRepeatableQuests(repeatableConfig, pmcData);
if (!canAccessRepeatables) {
// Dont send any repeatables, even existing ones
continue;
}
// Existing repeatables are still valid, add to return data and move to next sub-type
if (currentTime < generatedRepeatables.endTime - 1) {
returnData.push(generatedRepeatables);
this.logger.debug(`[Quest Check] ${repeatableTypeLower} quests are still valid.`);
continue;
}
// Current time is past expiry time
// Set endtime to be now + new duration
generatedRepeatables.endTime = currentTime + repeatableConfig.resetTime;
generatedRepeatables.inactiveQuests = [];
this.logger.debug(`Generating new ${repeatableTypeLower}`);
// Put old quests to inactive (this is required since only then the client makes them fail due to non-completion)
// 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
this.processExpiredQuests(generatedRepeatables, pmcData);
// Create dynamic quest pool to avoid generating duplicates
const questTypePool = this.generateQuestPool(repeatableConfig, pmcData.Info.Level);
// Add repeatable quests of this loops sub-type (daily/weekly)
for (let i = 0; i < this.getQuestCount(repeatableConfig, pmcData); i++) {
let quest: IRepeatableQuest | undefined = undefined;
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;
generatedRepeatables.activeQuests.push(quest);
}
// Nullguard
fullProfile.spt.freeRepeatableRefreshUsedCount ||= {};
// Reset players free quest count for this repeatable sub-type as we're generating new repeatables for this group (daily/weekly)
fullProfile.spt.freeRepeatableRefreshUsedCount[repeatableTypeLower] = 0;
// Create stupid redundant change requirements from quest data
for (const quest of generatedRepeatables.activeQuests) {
generatedRepeatables.changeRequirement[quest._id] = {
changeCost: quest.changeCost,
changeStandingCost: this.randomUtil.getArrayValue([0, 0.01]), // Randomise standing cost to replace
};
}
// Reset free repeatable values in player profile to defaults
generatedRepeatables.freeChanges = repeatableConfig.freeChanges;
generatedRepeatables.freeChangesAvailable = repeatableConfig.freeChanges;
returnData.push({
id: repeatableConfig.id,
name: generatedRepeatables.name,
endTime: generatedRepeatables.endTime,
activeQuests: generatedRepeatables.activeQuests,
inactiveQuests: generatedRepeatables.inactiveQuests,
changeRequirement: generatedRepeatables.changeRequirement,
freeChanges: generatedRepeatables.freeChanges,
freeChangesAvailable: generatedRepeatables.freeChanges,
});
}
return returnData;
}
/**
* Expire quests and replace expired quests with ready-to-hand-in quests inside generatedRepeatables.activeQuests
* @param generatedRepeatables Repeatables to process (daily/weekly)
* @param pmcData Player profile
*/
protected processExpiredQuests(generatedRepeatables: IPmcDataRepeatableQuest, pmcData: IPmcData): void {
const questsToKeep = [];
for (const activeQuest of generatedRepeatables.activeQuests) {
const questStatusInProfile = pmcData.Quests.find((quest) => quest.qid === activeQuest._id);
if (!questStatusInProfile) {
continue;
}
// Keep finished quests in list so player can hand in
if (questStatusInProfile.status === QuestStatus.AvailableForFinish) {
questsToKeep.push(activeQuest);
this.logger.debug(
`Keeping repeatable quest: ${activeQuest._id} in activeQuests since it is available to hand in`,
);
continue;
}
// Clean up quest-related counters being left in profile
this.profileFixerService.removeDanglingConditionCounters(pmcData);
// Remove expired quest from pmc.quest array
pmcData.Quests = pmcData.Quests.filter((quest) => quest.qid !== activeQuest._id);
// Store in inactive array
generatedRepeatables.inactiveQuests.push(activeQuest);
}
generatedRepeatables.activeQuests = questsToKeep;
}
/**
* Check if a repeatable quest type (daily/weekly) is active for the given profile
* @param repeatableConfig Repeatable quest config
* @param pmcData Player profile
* @returns True if profile is allowed to access dailies
*/
protected canProfileAccessRepeatableQuests(repeatableConfig: IRepeatableQuestConfig, pmcData: IPmcData): boolean {
// PMC and daily quests not unlocked yet
if (repeatableConfig.side === "Pmc" && !this.playerHasDailyPmcQuestsUnlocked(pmcData, repeatableConfig)) {
return false;
}
// Scav and daily quests not unlocked yet
if (repeatableConfig.side === "Scav" && !this.playerHasDailyScavQuestsUnlocked(pmcData)) {
this.logger.debug("Daily scav quests still locked, Intel center not built");
return false;
}
return true;
}
/**
* Does player have daily scav quests unlocked
* @param pmcData Player profile to check
* @returns True if unlocked
*/
protected playerHasDailyScavQuestsUnlocked(pmcData: IPmcData): boolean {
return (
pmcData?.Hideout?.Areas?.find((hideoutArea) => hideoutArea.type === HideoutAreas.INTEL_CENTER)?.level >= 1
);
}
/**
* Does player have daily pmc quests unlocked
* @param pmcData Player profile to check
* @param repeatableConfig Config of daily type to check
* @returns True if unlocked
*/
protected playerHasDailyPmcQuestsUnlocked(pmcData: IPmcData, repeatableConfig: IRepeatableQuestConfig): boolean {
return pmcData.Info.Level >= repeatableConfig.minPlayerLevel;
}
/**
* 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.databaseService.getGlobals().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(
(repeatable) => repeatable.name === repeatableConfig.name,
);
if (!repeatableQuestDetails) {
// Not in profile, generate
const hasAccess = this.profileHelper.hasAccessToRepeatableFreeRefreshSystem(pmcData);
repeatableQuestDetails = {
id: repeatableConfig.id,
name: repeatableConfig.name,
activeQuests: [],
inactiveQuests: [],
endTime: 0,
changeRequirement: {},
freeChanges: hasAccess ? repeatableConfig.freeChanges : 0,
freeChangesAvailable: hasAccess ? repeatableConfig.freeChangesAvailable : 0,
};
// 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 = [];
let numberOfQuests = number;
if (factory) {
// First is factory extract always add for debugging
randomQuests.push(dailiesPool[0]);
numberOfQuests -= 1;
}
randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, numberOfQuests, false));
for (const element of randomQuests) {
element._id = this.objectId.generate();
const conditions = element.conditions.AvailableForFinish;
for (const condition of conditions) {
if ("counter" in condition._props) {
condition._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);
// Get the allowed locations based on the PMC's level
const locations = this.getAllowedLocationsForPmcLevel(repeatableConfig.locations, pmcLevel);
// Populate Exploration and Pickup quest locations
for (const location in locations) {
if (location !== ELocationName.ANY) {
questPool.pool.Exploration.locations[location] = locations[location];
questPool.pool.Pickup.locations[location] = 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);
// Populate Elimination quest targets and their locations
for (const { data: target, key: targetKey } of targetsConfig) {
// Target is boss
if (target.isBoss) {
questPool.pool.Elimination.targets[targetKey] = { locations: ["any"] };
} else {
// Non-boss targets
const possibleLocations = Object.keys(locations);
const allowedLocations =
targetKey === "Savage"
? possibleLocations.filter((location) => location !== "laboratory") // Exclude labs for Savage targets.
: possibleLocations;
questPool.pool.Elimination.targets[targetKey] = { locations: allowedLocations };
}
}
return questPool;
}
protected createBaseQuestPool(repeatableConfig: IRepeatableQuestConfig): IQuestTypePool {
return {
types: repeatableConfig.types.slice(),
pool: { Exploration: { locations: {} }, Elimination: { targets: {} }, Pickup: { locations: {} } },
};
}
/**
* Return the locations this PMC is allowed to get daily quests for based on their level
* @param locations The original list of locations
* @param pmcLevel The players level
* @returns A filtered list of locations that allow the player PMC level to access it
*/
protected getAllowedLocationsForPmcLevel(
locations: Record<ELocationName, string[]>,
pmcLevel: number,
): Partial<Record<ELocationName, string[]>> {
const allowedLocation: Partial<Record<ELocationName, string[]>> = {};
for (const location in locations) {
const locationNames = [];
for (const locationName of locations[location]) {
if (this.isPmcLevelAllowedOnLocation(locationName, pmcLevel)) {
locationNames.push(locationName);
}
}
if (locationNames.length > 0) {
allowedLocation[location] = locationNames;
}
}
return allowedLocation;
}
/**
* Return true if the given pmcLevel is allowed on the given location
* @param location The location name to check
* @param pmcLevel The level of the pmc
* @returns True if the given pmc level is allowed to access the given location
*/
protected isPmcLevelAllowedOnLocation(location: string, pmcLevel: number): boolean {
// All PMC levels are allowed for 'any' location requirement
if (location === ELocationName.ANY) {
return true;
}
const locationBase = this.databaseService.getLocation(location.toLowerCase())?.base;
if (!locationBase) {
return true;
}
return pmcLevel <= locationBase.RequiredPlayerLevelMax && pmcLevel >= locationBase.RequiredPlayerLevelMin;
}
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
*
* Replace a players repeatable quest
* @param pmcData Player profile
* @param changeRequest Request object
* @param sessionID Session id
* @returns IItemEventRouterResponse
*/
public changeRepeatableQuest(
pmcData: IPmcData,
changeRequest: IRepeatableQuestChangeRequest,
sessionID: string,
): IItemEventRouterResponse {
const output = this.eventOutputHolder.getOutput(sessionID);
const fullProfile = this.profileHelper.getFullProfile(sessionID);
// Check for existing quest in (daily/weekly/scav arrays)
const { quest: questToReplace, repeatableType: repeatablesInProfile } = this.getRepeatableById(
changeRequest.qid,
pmcData,
);
// Subtype name of quest - daily/weekly/scav
const repeatableTypeLower = repeatablesInProfile.name.toLowerCase();
// Save for later standing loss calculation
const replacedQuestTraderId = questToReplace.traderId;
// Update active quests to exclude the quest we're replacing
repeatablesInProfile.activeQuests = repeatablesInProfile.activeQuests.filter(
(quest) => quest._id !== changeRequest.qid,
);
// Save for later cost calculation
const previousChangeRequirement = this.cloner.clone(repeatablesInProfile.changeRequirement[changeRequest.qid]);
// Delete the replaced quest change requrement as we're going to replace it
delete repeatablesInProfile.changeRequirement[changeRequest.qid];
// Get config for this repeatable sub-type (daily/weekly/scav)
const repeatableConfig = this.questConfig.repeatableQuests.find(
(config) => config.name === repeatablesInProfile.name,
);
// If the configuration dictates to replace with the same quest type, adjust the available quest types
if (repeatableConfig?.keepDailyQuestTypeOnReplacement) {
repeatableConfig.types = [questToReplace.type];
}
// Generate meta-data for what type/levelrange of quests can be generated for player
const allowedQuestTypes = this.generateQuestPool(repeatableConfig, pmcData.Info.Level);
const newRepeatableQuest = this.attemptToGenerateRepeatableQuest(pmcData, allowedQuestTypes, repeatableConfig);
if (!newRepeatableQuest) {
// Unable to find quest being replaced
const message = `Unable to generate repeatable quest of type: ${repeatableTypeLower} to replace trader: ${replacedQuestTraderId} quest ${changeRequest.qid}`;
this.logger.error(message);
return this.httpResponse.appendErrorToOutput(output, message);
}
// Add newly generated quest to daily/weekly/scav type array
newRepeatableQuest.side = repeatableConfig.side;
repeatablesInProfile.activeQuests.push(newRepeatableQuest);
// 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 ?? [],
);
// Add new quests replacement cost to profile
repeatablesInProfile.changeRequirement[newRepeatableQuest._id] = {
changeCost: newRepeatableQuest.changeCost,
changeStandingCost: this.randomUtil.getArrayValue([0, 0.01]),
};
// Check if we should charge player for replacing quest
const isFreeToReplace = this.useFreeRefreshIfAvailable(fullProfile, repeatablesInProfile, repeatableTypeLower);
if (!isFreeToReplace) {
// Reduce standing with trader for not doing their quest
const traderOfReplacedQuest = pmcData.TradersInfo[replacedQuestTraderId];
traderOfReplacedQuest.standing -= previousChangeRequirement.changeStandingCost;
const charismaBonus = this.profileHelper.getSkillFromProfile(pmcData, SkillTypes.CHARISMA)?.Progress ?? 0;
for (const cost of previousChangeRequirement.changeCost) {
// Not free, Charge player + appy charisma bonus to cost of replacement
cost.count = Math.trunc(cost.count * (1 - Math.trunc(charismaBonus / 100) * 0.001) ?? 1);
this.paymentService.addPaymentToOutput(pmcData, cost.templateId, cost.count, sessionID, output);
if (output.warnings.length > 0) {
return output;
}
}
}
// Clone data before we send it to client
const repeatableToChangeClone = this.cloner.clone(repeatablesInProfile);
// Purge inactive repeatables
repeatableToChangeClone.inactiveQuests = [];
if (!repeatableToChangeClone) {
// Unable to find quest being replaced
const message = this.localisationService.getText("quest-unable_to_find_repeatable_to_replace");
this.logger.error(message);
return this.httpResponse.appendErrorToOutput(output, message);
}
// Nullguard
output.profileChanges[sessionID].repeatableQuests ||= [];
// Update client output with new repeatable
output.profileChanges[sessionID].repeatableQuests.push(repeatableToChangeClone);
return output;
}
/**
* Find a repeatable (daily/weekly/scav) from a players profile by its id
* @param questId Id of quest to find
* @param pmcData Profile that contains quests to look through
* @returns IGetRepeatableByIdResult
*/
protected getRepeatableById(questId: string, pmcData: IPmcData): IGetRepeatableByIdResult {
for (const repeatablesInProfile of pmcData.RepeatableQuests) {
// Check for existing quest in (daily/weekly/scav arrays)
const questToReplace = repeatablesInProfile.activeQuests.find((repeatable) => repeatable._id === questId);
if (!questToReplace) {
// Not found, skip to next repeatable sub-type
continue;
}
return { quest: questToReplace, repeatableType: repeatablesInProfile };
}
return undefined;
}
protected attemptToGenerateRepeatableQuest(
pmcData: IPmcData,
questTypePool: IQuestTypePool,
repeatableConfig: IRepeatableQuestConfig,
): IRepeatableQuest {
const maxAttempts = 10;
let newRepeatableQuest: IRepeatableQuest = undefined;
let attempts = 0;
while (attempts < maxAttempts && questTypePool.types.length > 0) {
newRepeatableQuest = this.repeatableQuestGenerator.generateRepeatableQuest(
pmcData.Info.Level,
pmcData.TradersInfo,
questTypePool,
repeatableConfig,
);
if (newRepeatableQuest) {
// Successfully generated a quest, exit loop
break;
}
attempts++;
}
if (attempts > maxAttempts) {
this.logger.debug("We were stuck in repeatable quest generation. This should never happen. Please report");
}
return newRepeatableQuest;
}
/**
* Some accounts have access to free repeatable quest refreshes
* Track the usage of them inside players profile
* @param fullProfile Player profile
* @param repeatableSubType Can be daily / weekly / scav repeatable
* @param repeatableTypeName Subtype of repeatable quest: daily / weekly / scav
* @returns Is the repeatable being replaced for free
*/
protected useFreeRefreshIfAvailable(
fullProfile: ISptProfile,
repeatableSubType: IPmcDataRepeatableQuest,
repeatableTypeName: string,
): boolean {
// No free refreshes, exit early
if (repeatableSubType.freeChangesAvailable <= 0) {
// Reset counter to 0
repeatableSubType.freeChangesAvailable = 0;
return false;
}
// Only certain game versions have access to free refreshes
const hasAccessToFreeRefreshSystem = this.profileHelper.hasAccessToRepeatableFreeRefreshSystem(
fullProfile.characters.pmc,
);
// If the player has access and available refreshes:
if (hasAccessToFreeRefreshSystem) {
// Initialize/retrieve free refresh count for the desired subtype: daily/weekly
fullProfile.spt.freeRepeatableRefreshUsedCount ||= {};
const repeatableRefreshCounts = fullProfile.spt.freeRepeatableRefreshUsedCount;
repeatableRefreshCounts[repeatableTypeName] ||= 0; // Set to 0 if undefined
// Increment the used count and decrement the available count.
repeatableRefreshCounts[repeatableTypeName]++;
repeatableSubType.freeChangesAvailable--;
return true;
}
return false;
}
}