Server/project/src/generators/ScavCaseRewardGenerator.ts

413 lines
17 KiB
TypeScript

import { ItemHelper } from "@spt/helpers/ItemHelper";
import { PresetHelper } from "@spt/helpers/PresetHelper";
import { IItem } from "@spt/models/eft/common/tables/IItem";
import { ITemplateItem } from "@spt/models/eft/common/tables/ITemplateItem";
import { IHideoutScavCase } from "@spt/models/eft/hideout/IHideoutScavCase";
import { BaseClasses } from "@spt/models/enums/BaseClasses";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { Money } from "@spt/models/enums/Money";
import { IScavCaseConfig } from "@spt/models/spt/config/IScavCaseConfig";
import {
IRewardCountAndPriceDetails,
IScavCaseRewardCountsAndPrices,
} from "@spt/models/spt/hideout/ScavCaseRewardCountsAndPrices";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { DatabaseService } from "@spt/services/DatabaseService";
import { ItemFilterService } from "@spt/services/ItemFilterService";
import { RagfairPriceService } from "@spt/services/RagfairPriceService";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { HashUtil } from "@spt/utils/HashUtil";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { inject, injectable } from "tsyringe";
/**
* Handle the creation of randomised scav case rewards
*/
@injectable()
export class ScavCaseRewardGenerator {
protected scavCaseConfig: IScavCaseConfig;
protected dbItemsCache: ITemplateItem[];
protected dbAmmoItemsCache: ITemplateItem[];
constructor(
@inject("PrimaryLogger") protected logger: ILogger,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("PresetHelper") protected presetHelper: PresetHelper,
@inject("DatabaseService") protected databaseService: DatabaseService,
@inject("RagfairPriceService") protected ragfairPriceService: RagfairPriceService,
@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
@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): IItem[][] {
this.cacheDbItems();
// Get scavcase details from hideout/scavcase.json
const scavCaseDetails = this.databaseService.getHideout().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 {
// TODO: pre-loop and get array of valid items, e.g. non-node/non-blacklisted, then loop over those results for below code
// Get an array of seasonal items that should not be shown right now as seasonal event is not active
const inactiveSeasonalItems = this.seasonalEventService.getInactiveSeasonalEventItems();
if (!this.dbItemsCache) {
this.dbItemsCache = Object.values(this.databaseService.getItems()).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;
}
// Globally reward-blacklisted
if (this.itemFilterService.isItemRewardBlacklisted(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;
}
if (inactiveSeasonalItems.includes(item._id)) {
return false;
}
return true;
});
}
if (!this.dbAmmoItemsCache) {
this.dbAmmoItemsCache = Object.values(this.databaseService.getItems()).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 item if item id is on blacklist
if (
this.scavCaseConfig.rewardItemBlacklist.includes(item._id) ||
this.itemFilterService.isItemBlacklisted(item._id)
) {
return false;
}
// Globally reward-blacklisted
if (this.itemFilterService.isItemRewardBlacklisted(item._id)) {
return false;
}
if (!this.scavCaseConfig.allowBossItemsAsRewards && this.itemFilterService.isBossItem(item._id)) {
return false;
}
// Skip seasonal items
if (inactiveSeasonalItems.includes(item._id)) {
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: IRewardCountAndPriceDetails,
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[] = [];
const items = this.databaseService.getItems();
money.push(items[Money.ROUBLES]);
money.push(items[Money.EUROS]);
money.push(items[Money.DOLLARS]);
money.push(items[Money.GP]);
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): IItem[][] {
/** Each array is an item + children */
const result: IItem[][] = [];
for (const rewardItemDb of rewardItems) {
let resultItem: IItem[] = [{ _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.armorItemHasRemovableOrSoftInsertSlots(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: IItem[] = this.itemHelper.replaceIDs(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: IRewardCountAndPriceDetails,
): 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): IScavCaseRewardCountsAndPrices {
const rewardTypes = Object.keys(scavCaseDetails.EndProducts) as Array<keyof IScavCaseRewardCountsAndPrices>; // Default is ["Common", "Rare", "Superrare"];
const result: Partial<IScavCaseRewardCountsAndPrices> = {}; // 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 IScavCaseRewardCountsAndPrices;
}
/**
* 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;
case Money.GP:
amountToGive = this.randomUtil.getInt(
this.scavCaseConfig.moneyRewards.gpCount[rarity].min,
this.scavCaseConfig.moneyRewards.gpCount[rarity].max,
);
}
}
return amountToGive;
}
}