Server/project/src/services/RaidTimeAdjustmentService.ts

262 lines
12 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { ApplicationContext } from "@spt-aki/context/ApplicationContext";
import { ContextVariableType } from "@spt-aki/context/ContextVariableType";
import { WeightedRandomHelper } from "@spt-aki/helpers/WeightedRandomHelper";
import { ILocationBase } from "@spt-aki/models/eft/common/ILocationBase";
import { IGetRaidTimeRequest } from "@spt-aki/models/eft/game/IGetRaidTimeRequest";
import { ExtractChange, IGetRaidTimeResponse } from "@spt-aki/models/eft/game/IGetRaidTimeResponse";
import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
import { ILocationConfig, IScavRaidTimeLocationSettings, LootMultiplier } from "@spt-aki/models/spt/config/ILocationConfig";
import { IRaidChanges } from "@spt-aki/models/spt/location/IRaidChanges";
import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
import { ConfigServer } from "@spt-aki/servers/ConfigServer";
import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
import { RandomUtil } from "@spt-aki/utils/RandomUtil";
@injectable()
export class RaidTimeAdjustmentService
{
protected locationConfig: ILocationConfig;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("ApplicationContext") protected applicationContext: ApplicationContext,
@inject("ConfigServer") protected configServer: ConfigServer,
)
{
this.locationConfig = this.configServer.getConfig(ConfigTypes.LOCATION);
}
/**
* Make alterations to the base map data passed in
* Loot multipliers/waves/wave start times
* @param raidAdjustments Changes to process on map
* @param mapBase Map to adjust
*/
public makeAdjustmentsToMap(raidAdjustments: IRaidChanges, mapBase: ILocationBase): void
{
this.logger.debug(`Adjusting dynamic loot multipliers to ${raidAdjustments.dynamicLootPercent}% and static loot multipliers to ${raidAdjustments.staticLootPercent}% of original`);
// Change loot multipler values before they're used below
this.adjustLootMultipliers(this.locationConfig.looseLootMultiplier, raidAdjustments.dynamicLootPercent);
this.adjustLootMultipliers(this.locationConfig.staticLootMultiplier, raidAdjustments.staticLootPercent);
const mapSettings = this.getMapSettings(mapBase.Id);
if (mapSettings.adjustWaves)
{
// Make alterations to bot spawn waves now player is simulated spawning later
this.adjustWaves(mapBase, raidAdjustments)
}
}
/**
* Adjust the loot multiplier values passed in to be a % of their original value
* @param mapLootMultiplers Multiplers to adjust
* @param loosePercent Percent to change values to
*/
protected adjustLootMultipliers(mapLootMultiplers: LootMultiplier, loosePercent: number): void
{
for (const key in mapLootMultiplers)
{
mapLootMultiplers[key] = this.randomUtil.getPercentOfValue(mapLootMultiplers[key], loosePercent);
}
}
/**
* Adjust bot waves to act as if player spawned later
* @param mapBase map to adjust
* @param raidAdjustments Map adjustments
*/
protected adjustWaves(mapBase: ILocationBase, raidAdjustments: IRaidChanges): void
{
// Remove waves that spawned before the player joined
const originalWaveCount = mapBase.waves.length;
mapBase.waves = mapBase.waves.filter(x => x.time_max > raidAdjustments.simulatedRaidStartSeconds);
// Adjust wave min/max times to match new simulated start
for (const wave of mapBase.waves)
{
// Dont let time fall below 0
wave.time_min -= Math.max(raidAdjustments.simulatedRaidStartSeconds, 0);
wave.time_max -= Math.max(raidAdjustments.simulatedRaidStartSeconds, 0);
}
this.logger.debug(`Removed ${originalWaveCount - mapBase.waves.length} wave from map due to simulated raid start time of ${raidAdjustments.simulatedRaidStartSeconds / 60} minutes`);
}
/**
* Create a randomised adjustment to the raid based on map data in location.json
* @param sessionId Session id
* @param request Raid adjustment request
* @returns Response to send to client
*/
public getRaidAdjustments(sessionId: string, request: IGetRaidTimeRequest): IGetRaidTimeResponse
{
const db = this.databaseServer.getTables();
const mapBase: ILocationBase = db.locations[request.Location.toLowerCase()].base;
const baseEscapeTimeMinutes = mapBase.EscapeTimeLimit;
// Prep result object to return
const result: IGetRaidTimeResponse = {
RaidTimeMinutes: baseEscapeTimeMinutes,
ExitChanges: [],
NewSurviveTimeSeconds: null,
OriginalSurvivalTimeSeconds: db.globals.config.exp.match_end.survived_seconds_requirement
}
// Pmc raid, send default
if (request.Side.toLowerCase() === "pmc")
{
return result;
}
// We're scav adjust values
const mapSettings = this.getMapSettings(request.Location);
// Chance of reducing raid time for scav, not guaranteed
if (!this.randomUtil.getChance100(mapSettings.reducedChancePercent))
{
// Send default
return result;
}
// Get the weighted percent to reduce the raid time by
const chosenRaidReductionPercent = Number.parseInt(this.weightedRandomHelper.getWeightedValue<string>(
mapSettings.reductionPercentWeights,
));
const raidTimeRemainingPercent = 100 - chosenRaidReductionPercent;
// How many minutes raid will last
const newRaidTimeMinutes = Math.floor(this.randomUtil.reduceValueByPercent(baseEscapeTimeMinutes, chosenRaidReductionPercent));
// Time player spawns into the raid if it was online
const simulatedRaidStartTimeMinutes = baseEscapeTimeMinutes - newRaidTimeMinutes;
if (mapSettings.reduceLootByPercent)
{
// Store time reduction percent in app context so loot gen can pick it up later
this.applicationContext.addValue(ContextVariableType.RAID_ADJUSTMENTS,
{
dynamicLootPercent: Math.max(raidTimeRemainingPercent, mapSettings.minDynamicLootPercent),
staticLootPercent: Math.max(raidTimeRemainingPercent, mapSettings.minStaticLootPercent),
simulatedRaidStartSeconds: simulatedRaidStartTimeMinutes * 60
});
}
// Update result object with new time
result.RaidTimeMinutes = newRaidTimeMinutes;
this.logger.debug(`Reduced: ${request.Location} raid time by: ${chosenRaidReductionPercent}% to ${newRaidTimeMinutes} minutes`)
// Calculate how long player needs to be in raid to get a `survived` extract status
result.NewSurviveTimeSeconds = Math.max(result.OriginalSurvivalTimeSeconds - ((baseEscapeTimeMinutes - newRaidTimeMinutes) * 60), 0);
const exitAdjustments = this.getExitAdjustments(mapBase, newRaidTimeMinutes);
if (exitAdjustments)
{
result.ExitChanges.push(...exitAdjustments);
}
return result;
}
/**
* Get raid start time settings for specific map
* @param location Map Location e.g. bigmap
* @returns IScavRaidTimeLocationSettings
*/
protected getMapSettings(location: string): IScavRaidTimeLocationSettings
{
const mapSettings = this.locationConfig.scavRaidTimeSettings.maps[location.toLowerCase()];
if (!mapSettings)
{
this.logger.warning(`Unable to find scav raid time settings for map: ${location}, using defaults`);
return this.locationConfig.scavRaidTimeSettings.maps.default;
}
return mapSettings;
}
/**
* Adjust exit times to handle scavs entering raids part-way through
* @param mapBase Map base file player is on
* @param newRaidTimeMinutes How long raid is in minutes
* @returns List of exit changes to send to client
*/
protected getExitAdjustments(mapBase: ILocationBase, newRaidTimeMinutes: number): ExtractChange[]
{
const result = [];
// Adjust train exits only
for (const exit of mapBase.exits)
{
if (exit.PassageRequirement !== "Train")
{
continue;
}
// Prepare train adjustment object
const exitChange: ExtractChange = {
Name: exit.Name,
MinTime: null,
MaxTime: null,
Chance: null
}
// At what minute we simulate the player joining the raid
const simulatedRaidEntryTimeMinutes = mapBase.EscapeTimeLimit - newRaidTimeMinutes;
// How many seconds have elapsed in the raid when the player joins
const reductionSeconds = simulatedRaidEntryTimeMinutes * 60;
// Delay between the train extract activating and it becoming available to board
//
// Test method for determining this value:
// 1) Set MinTime, MaxTime, and Count for the train extract all to 120
// 2) Load into Reserve or Lighthouse as a PMC (both have the same result)
// 3) Board the train when it arrives
// 4) Check the raid time on the Raid Ended Screen (it should always be the same)
//
// trainArrivalDelaySeconds = [raid time on raid-ended screen] - MaxTime - Count - ExfiltrationTime
// Example: Raid Time = 5:33 = 333 seconds
// trainArrivalDelaySeconds = 333 - 120 - 120 - 5 = 88
//
// I added 2 seconds just to be safe...
//
const trainArrivalDelaySeconds = this.locationConfig.scavRaidTimeSettings.settings.trainArrivalDelayObservedSeconds;
// Determine the earliest possible time in the raid when the train would leave
const earliestPossibleDepartureMinutes = (exit.MinTime + exit.Count + exit.ExfiltrationTime + trainArrivalDelaySeconds) / 60;
// If raid is after last moment train can leave, assume train has already left, disable extract
const mostPossibleTimeRemainingAfterDeparture = mapBase.EscapeTimeLimit - earliestPossibleDepartureMinutes;
if (newRaidTimeMinutes < mostPossibleTimeRemainingAfterDeparture)
{
exitChange.Chance = 0;
this.logger.debug(`Train Exit: ${exit.Name} disabled as new raid time ${newRaidTimeMinutes} minutes is below ${mostPossibleTimeRemainingAfterDeparture} minutes`);
result.push(exitChange);
continue;
}
// Reduce extract arrival times. Negative values seem to make extract turn red in game.
exitChange.MinTime = Math.max(exit.MinTime - reductionSeconds, 0);
exitChange.MaxTime = Math.max(exit.MaxTime - reductionSeconds, 0);
this.logger.debug(`Train appears between: ${exitChange.MinTime} and ${exitChange.MaxTime} seconds raid time`);
result.push(exitChange);
}
return result.length > 0
? result
: null ;
}
}