Code cleanup and format
This commit is contained in:
@@ -1,3 +1,5 @@
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using SPTarkov.Common.Annotations;
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using SPTarkov.Common.Extensions;
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using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common;
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@@ -9,8 +11,6 @@ using SPTarkov.Server.Core.Models.Utils;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Utils;
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using SPTarkov.Server.Core.Utils.Cloners;
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using SPTarkov.Common.Annotations;
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using SPTarkov.Common.Extensions;
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namespace SPTarkov.Server.Core.Services;
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@@ -29,17 +29,17 @@ public class FenceService(
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)
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{
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/// <summary>
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/// Desired baseline counts - Hydrated on initial assort generation as part of generateFenceAssorts()
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/// Desired baseline counts - Hydrated on initial assort generation as part of generateFenceAssorts()
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/// </summary>
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protected FenceAssortGenerationValues desiredAssortCounts;
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/// <summary>
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/// Main assorts you see at all rep levels
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/// Main assorts you see at all rep levels
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/// </summary>
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protected TraderAssort? fenceAssort;
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/// <summary>
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/// Assorts shown on a separate tab when you max out fence rep
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/// Assorts shown on a separate tab when you max out fence rep
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/// </summary>
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protected TraderAssort? fenceDiscountAssort;
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@@ -57,7 +57,7 @@ public class FenceService(
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];
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/// <summary>
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/// Time when some items in assort will be replaced
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/// Time when some items in assort will be replaced
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/// </summary>
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protected long nextPartialRefreshTimestamp;
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@@ -65,7 +65,7 @@ public class FenceService(
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/// <summary>
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/// Replace main fence assort with new assort
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/// Replace main fence assort with new assort
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/// </summary>
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/// <param name="assort"> New assorts to replace old with </param>
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public void SetFenceAssort(TraderAssort assort)
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@@ -74,7 +74,7 @@ public class FenceService(
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}
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/// <summary>
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/// Replace discount fence assort with new assort
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/// Replace discount fence assort with new assort
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/// </summary>
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/// <param name="discountAssort"> New assorts to replace old with </param>
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public void SetFenceDiscountAssort(TraderAssort discountAssort)
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@@ -83,7 +83,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get main fence assort
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/// Get main fence assort
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/// </summary>
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/// <returns> TraderAssort </returns>
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public TraderAssort? GetMainFenceAssort()
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@@ -92,7 +92,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get discount fence assort
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/// Get discount fence assort
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/// </summary>
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/// <returns> TraderAssort </returns>
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/// @return ITraderAssort
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@@ -102,8 +102,8 @@ public class FenceService(
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}
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/// <summary>
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/// Get assorts player can purchase <br/>
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/// Adjust prices based on fence level of player
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/// Get assorts player can purchase <br />
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/// Adjust prices based on fence level of player
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/// </summary>
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/// <param name="pmcProfile"> Player profile </param>
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/// <returns> TraderAssort </returns>
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@@ -137,7 +137,7 @@ public class FenceService(
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}
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/// <summary>
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/// Adds to fence assort a single item (with its children)
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/// Adds to fence assort a single item (with its children)
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/// </summary>
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/// <param name="items"> The items to add with all its children </param>
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/// <param name="mainItem"> The most parent item of the array </param>
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@@ -187,7 +187,7 @@ public class FenceService(
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}
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/// <summary>
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/// Calculates the overall price for an item (with all its children)
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/// Calculates the overall price for an item (with all its children)
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/// </summary>
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/// <param name="itemTpl"> The item tpl to calculate the fence price for </param>
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/// <param name="items"> The items (with its children) to calculate fence price for </param>
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@@ -200,8 +200,8 @@ public class FenceService(
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}
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/// <summary>
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/// Calculate the overall price for an ammo box, where only one item is
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/// the ammo box itself and every other items are the bullets in that box
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/// Calculate the overall price for an ammo box, where only one item is
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/// the ammo box itself and every other items are the bullets in that box
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/// </summary>
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/// <param name="items"> The ammo box (and all its children ammo items) </param>
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/// <returns> The price of the ammo box </returns>
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@@ -220,7 +220,7 @@ public class FenceService(
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}
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/// <summary>
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/// Adjust all items contained inside an assort by a multiplier
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/// Adjust all items contained inside an assort by a multiplier
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/// </summary>
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/// <param name="assort"> (clone) Assort that contains items with prices to adjust </param>
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/// <param name="itemMultiplier"> Multiplier to use on items </param>
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@@ -239,7 +239,7 @@ public class FenceService(
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}
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/// <summary>
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/// Merge two trader assort files together
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/// Merge two trader assort files together
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/// </summary>
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/// <param name="firstAssort"> Assort #1 </param>
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/// <param name="secondAssort"> Assort #2 </param>
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@@ -266,7 +266,7 @@ public class FenceService(
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}
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/// <summary>
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/// Adjust assorts price by a modifier
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/// Adjust assorts price by a modifier
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/// </summary>
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/// <param name="item"> Assort item details</param>
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/// <param name="assort"> Assort to be modified </param>
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@@ -309,7 +309,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get fence assorts with no price adjustments based on fence rep
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/// Get fence assorts with no price adjustments based on fence rep
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/// </summary>
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/// <returns> TraderAssort </returns>
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public TraderAssort GetRawFenceAssorts()
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@@ -318,7 +318,7 @@ public class FenceService(
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}
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/// <summary>
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/// Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
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/// Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
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/// </summary>
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/// <returns> True if it needs a partial refresh </returns>
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public bool NeedsPartialRefresh()
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@@ -327,7 +327,7 @@ public class FenceService(
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}
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/// <summary>
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/// Replace a percentage of fence assorts with freshly generated items
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/// Replace a percentage of fence assorts with freshly generated items
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/// </summary>
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public void PerformPartialRefresh()
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{
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@@ -387,7 +387,7 @@ public class FenceService(
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}
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/// <summary>
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/// Handle the process of folding new assorts into existing assorts, when a new assort exists already, increment its StackObjectsCount instead
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/// Handle the process of folding new assorts into existing assorts, when a new assort exists already, increment its StackObjectsCount instead
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/// </summary>
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/// <param name="newFenceAssorts"> Assorts to fold into existing fence assorts </param>
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/// <param name="existingFenceAssorts"> Current fence assorts, new assorts will be added to </param>
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@@ -410,8 +410,7 @@ public class FenceService(
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}
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// Find a matching root item with same tpl in existing assort
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var existingRootItem = existingFenceAssorts.Items.FirstOrDefault(
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item => item.Template == newRootItem.Template && item.SlotId == "hideout"
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var existingRootItem = existingFenceAssorts.Items.FirstOrDefault(item => item.Template == newRootItem.Template && item.SlotId == "hideout"
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);
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// Check if same type of item exists + its on list of item types to always stack
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@@ -439,7 +438,7 @@ public class FenceService(
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// if the Upd doesnt exist just initialize it
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if (newRootItem.Upd == null)
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{
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newRootItem.Upd = new Upd()
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newRootItem.Upd = new Upd
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{
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StackObjectsCount = 1
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};
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@@ -453,7 +452,7 @@ public class FenceService(
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}
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/// <summary>
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/// Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
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/// Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
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/// </summary>
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protected void IncrementPartialRefreshTime()
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{
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@@ -461,7 +460,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get values that will hydrate the passed in assorts back to the desired counts
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/// Get values that will hydrate the passed in assorts back to the desired counts
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/// </summary>
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/// <param name="assortItems"> Current assorts after items have been removed </param>
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/// <param name="generationValues"> Base counts assorts should be adjusted to </param>
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@@ -506,7 +505,7 @@ public class FenceService(
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}
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/// <summary>
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/// Delete desired number of items from assort (including children)
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/// Delete desired number of items from assort (including children)
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/// </summary>
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/// <param name="itemCountToReplace"> Number of items to replace </param>
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/// <param name="assort"> Assort to adjust </param>
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@@ -523,7 +522,7 @@ public class FenceService(
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}
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/// <summary>
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/// Choose an item at random and remove it + mods from assorts
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/// Choose an item at random and remove it + mods from assorts
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/// </summary>
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/// <param name="assort"> Trader assort to remove item from </param>
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/// <param name="rootItems"> Pool of root items to pick from to remove </param>
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@@ -572,7 +571,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get an integer rounded count of items to replace based on percentage from traderConfig value
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/// Get an integer rounded count of items to replace based on percentage from traderConfig value
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/// </summary>
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/// <param name="totalItemCount"> Total item count </param>
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/// <returns> Rounded int of items to replace </returns>
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@@ -582,7 +581,7 @@ public class FenceService(
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}
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/// <summary>
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/// Get the count of items fence offers
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/// Get the count of items fence offers
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/// </summary>
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/// <returns> Number </returns>
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public int GetOfferCount()
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@@ -596,8 +595,8 @@ public class FenceService(
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}
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/// <summary>
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/// Create trader assorts for fence and store in fenceService cache
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/// Uses fence base cache generation server start as a base
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/// Create trader assorts for fence and store in fenceService cache
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/// Uses fence base cache generation server start as a base
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/// </summary>
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public void GenerateFenceAssorts()
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{
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@@ -621,7 +620,7 @@ public class FenceService(
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}
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/// <summary>
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/// Convert the intermediary assort data generated into format client can process
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/// Convert the intermediary assort data generated into format client can process
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/// </summary>
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/// <param name="intermediaryAssorts"> Generated assorts that will be converted </param>
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/// <returns> TraderAssort in the correct data format for Fence </returns>
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@@ -640,8 +639,8 @@ public class FenceService(
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}
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/// <summary>
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/// Create object that contains calculated fence assort item values to make based on config.
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/// Stored in desiredAssortCounts
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/// Create object that contains calculated fence assort item values to make based on config.
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/// Stored in desiredAssortCounts
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/// </summary>
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protected void CreateInitialFenceAssortGenerationValues()
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{
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@@ -664,32 +663,32 @@ public class FenceService(
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result.Normal.Item = traderConfig.Fence.AssortSize;
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result.Normal.WeaponPreset = randomUtil.GetInt(
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(int) traderConfig.Fence.WeaponPresetMinMax.Min,
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(int) traderConfig.Fence.WeaponPresetMinMax.Max
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traderConfig.Fence.WeaponPresetMinMax.Min,
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traderConfig.Fence.WeaponPresetMinMax.Max
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);
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result.Normal.EquipmentPreset = randomUtil.GetInt(
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(int) traderConfig.Fence.EquipmentPresetMinMax.Min,
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(int) traderConfig.Fence.EquipmentPresetMinMax.Max
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traderConfig.Fence.EquipmentPresetMinMax.Min,
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traderConfig.Fence.EquipmentPresetMinMax.Max
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);
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result.Discount.Item = traderConfig.Fence.DiscountOptions.AssortSize;
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result.Discount.WeaponPreset = randomUtil.GetInt(
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(int) traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Min,
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(int) traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Max
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traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Min,
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traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Max
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);
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result.Discount.EquipmentPreset = randomUtil.GetInt(
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(int) traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Min,
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(int) traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Max
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traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Min,
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traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Max
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);
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desiredAssortCounts = result;
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}
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/// <summary>
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/// Create skeleton to hold assort items
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/// Create skeleton to hold assort items
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/// </summary>
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/// <returns> TraderAssort object </returns>
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protected TraderAssort CreateFenceAssortSkeleton()
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@@ -704,7 +703,7 @@ public class FenceService(
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}
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/// <summary>
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/// Hydrate assorts parameter object with generated assorts
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/// Hydrate assorts parameter object with generated assorts
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/// </summary>
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/// <param name="itemCounts"> Number of items to generate per type (Item, WeaponPreset, EquipmentPreset) </param>
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/// <param name="loyaltyLevel"> Loyalty level to set new item to </param>
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@@ -742,7 +741,7 @@ public class FenceService(
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}
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/// <summary>
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/// Add item assorts to existing assort data
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/// Add item assorts to existing assort data
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/// </summary>
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/// <param name="assortCount"> Number to add </param>
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/// <param name="assorts"> Data to add to </param>
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@@ -868,8 +867,8 @@ public class FenceService(
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}
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/// <summary>
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/// Find an assort item that matches the first parameter, also matches based on Upd properties
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/// e.g. salewa hp resource units left
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/// Find an assort item that matches the first parameter, also matches based on Upd properties
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/// e.g. salewa hp resource units left
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/// </summary>
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/// <param name="rootItemBeingAdded"> item to look for a match against </param>
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/// <param name="itemDbDetails"> DB details of matching item </param>
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@@ -883,12 +882,10 @@ public class FenceService(
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{
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// Get matching root items
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var matchingItems = itemsWithChildren
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.Where(
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itemWithChildren => itemWithChildren.FirstOrDefault(
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item => item.Template == rootItemBeingAdded.Template &&
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string.Equals(item.ParentId, "hideout", StringComparison.OrdinalIgnoreCase)
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) !=
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null
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.Where(itemWithChildren => itemWithChildren.FirstOrDefault(item => item.Template == rootItemBeingAdded.Template &&
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string.Equals(item.ParentId, "hideout", StringComparison.OrdinalIgnoreCase)
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) !=
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null
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)
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.SelectMany(i => i)
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.ToList();
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@@ -946,7 +943,7 @@ public class FenceService(
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}
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/// <summary>
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/// Should this item be forced into only 1 stack on fence
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/// Should this item be forced into only 1 stack on fence
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/// </summary>
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/// <param name="existingItem"> Existing item from fence assort </param>
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/// <param name="itemDbDetails"> Item we want to add DB details </param>
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@@ -975,7 +972,7 @@ public class FenceService(
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}
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/// <summary>
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/// Adjust price of item based on what is left to buy (resource/uses left)
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/// Adjust price of item based on what is left to buy (resource/uses left)
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/// </summary>
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/// <param name="barterSchemes"> All barter scheme for item having price adjusted </param>
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/// <param name="itemRoot"> Root item having price adjusted </param>
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@@ -1033,7 +1030,7 @@ public class FenceService(
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}
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/// <summary>
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/// Find presets in base fence assort and add desired number to 'assorts' parameter
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/// Find presets in base fence assort and add desired number to 'assorts' parameter
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/// </summary>
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/// <param name="desiredWeaponPresetsCount"> How many WeaponPresets to add </param>
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/// <param name="desiredEquipmentPresetsCount"> How many WeaponPresets to add </param>
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@@ -1051,8 +1048,8 @@ public class FenceService(
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var weaponPresetsAddedCount = 0;
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if (desiredWeaponPresetsCount > 0)
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{
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var weaponPresetRootItems = baseFenceAssort.Items.Where(
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item => item.Upd?.SptPresetId != null && itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON)
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var weaponPresetRootItems = baseFenceAssort.Items.Where(item =>
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item.Upd?.SptPresetId != null && itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON)
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);
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while (weaponPresetsAddedCount < desiredWeaponPresetsCount)
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{
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@@ -1117,8 +1114,7 @@ public class FenceService(
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return;
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}
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var equipmentPresetRootItems = baseFenceAssort.Items.Where(
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item => item.Upd?.SptPresetId != null && itemHelper.ArmorItemCanHoldMods(item.Template)
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var equipmentPresetRootItems = baseFenceAssort.Items.Where(item => item.Upd?.SptPresetId != null && itemHelper.ArmorItemCanHoldMods(item.Template)
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);
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while (equipmentPresetsAddedCount < desiredEquipmentPresetsCount)
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{
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@@ -1179,7 +1175,7 @@ public class FenceService(
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}
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/// <summary>
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/// Adjust plate / soft insert durability values
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/// Adjust plate / soft insert durability values
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/// </summary>
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/// <param name="armor"> Armor item array to add mods into </param>
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/// <param name="itemDbDetails"> Armor items db template </param>
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@@ -1208,7 +1204,7 @@ public class FenceService(
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}
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/// <summary>
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/// Randomise the durability values of items on armor with a passed in slot
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||||
/// Randomise the durability values of items on armor with a passed in slot
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/// </summary>
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/// <param name="softInsertSlots"> Slots of items to randomise </param>
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/// <param name="armorItemAndMods"> Array of armor + inserts to get items from </param>
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||||
@@ -1265,8 +1261,8 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomise the durability values of plate items in armor <br/>
|
||||
/// Has chance to remove plate
|
||||
/// Randomise the durability values of plate items in armor <br />
|
||||
/// Has chance to remove plate
|
||||
/// </summary>
|
||||
/// <param name="plateSlots"> Slots of items to randomise </param>
|
||||
/// <param name="armorItemAndMods"> Array of armor + inserts to get items from </param>
|
||||
@@ -1302,8 +1298,7 @@ public class FenceService(
|
||||
);
|
||||
|
||||
// Find items mod to apply durability changes to
|
||||
var modItemToAdjust = armorWithMods.FirstOrDefault(
|
||||
mod => string.Equals(
|
||||
var modItemToAdjust = armorWithMods.FirstOrDefault(mod => string.Equals(
|
||||
mod.SlotId,
|
||||
plateSlot.Name,
|
||||
StringComparison.OrdinalIgnoreCase
|
||||
@@ -1335,7 +1330,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get stack size of a singular item (no mods)
|
||||
/// Get stack size of a singular item (no mods)
|
||||
/// </summary>
|
||||
/// <param name="itemDbDetails"> Item being added to fence </param>
|
||||
/// <returns> Stack size </returns>
|
||||
@@ -1347,7 +1342,7 @@ public class FenceService(
|
||||
overrideValues = traderConfig.Fence.ItemStackSizeOverrideMinMax[itemDbDetails.Parent];
|
||||
if (overrideValues != null)
|
||||
{
|
||||
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
||||
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
|
||||
}
|
||||
|
||||
// No override, use stack max size from item db
|
||||
@@ -1362,20 +1357,20 @@ public class FenceService(
|
||||
// Check for override in config, use values if exists
|
||||
if (traderConfig.Fence.ItemStackSizeOverrideMinMax.TryGetValue(itemDbDetails.Id, out overrideValues))
|
||||
{
|
||||
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
||||
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
|
||||
}
|
||||
|
||||
// Check for parent override
|
||||
if (traderConfig.Fence.ItemStackSizeOverrideMinMax.TryGetValue(itemDbDetails.Parent, out overrideValues))
|
||||
{
|
||||
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
||||
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove parts of a weapon prior to being listed on flea
|
||||
/// Remove parts of a weapon prior to being listed on flea
|
||||
/// </summary>
|
||||
/// <param name="itemAndMods"> Weapon to remove parts from </param>
|
||||
protected void RemoveRandomModsOfItem(List<Item> itemAndMods)
|
||||
@@ -1411,7 +1406,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Roll % chance check to see if item should be removed
|
||||
/// Roll % chance check to see if item should be removed
|
||||
/// </summary>
|
||||
/// <param name="weaponMod"> Weapon mod being checked </param>
|
||||
/// <param name="itemsBeingDeleted"> Current list of items on weapon being deleted </param>
|
||||
@@ -1431,7 +1426,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomise items' Upd properties e.g. med packs/weapons/armor
|
||||
/// Randomise items' Upd properties e.g. med packs/weapons/armor
|
||||
/// </summary>
|
||||
/// <param name="itemDetails"> Item being randomised </param>
|
||||
/// <param name="itemToAdjust"> Item being edited </param>
|
||||
@@ -1536,7 +1531,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a randomised current and max durability value for an armor item
|
||||
/// Generate a randomised current and max durability value for an armor item
|
||||
/// </summary>
|
||||
/// <param name="itemDetails"> Item to create values for </param>
|
||||
/// <param name="equipmentDurabilityLimits"> Max durability percent min/max values </param>
|
||||
@@ -1565,7 +1560,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct item limit record to hold max and current item count
|
||||
/// Construct item limit record to hold max and current item count
|
||||
/// </summary>
|
||||
/// <param name="limits"> Limits as defined in config </param>
|
||||
/// <returns> Record, key: item tplId, value: current/max item count allowed </returns>
|
||||
@@ -1582,7 +1577,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the next Update timestamp for fence
|
||||
/// Get the next Update timestamp for fence
|
||||
/// </summary>
|
||||
/// <returns> Future timestamp </returns>
|
||||
public long GetNextFenceUpdateTimestamp()
|
||||
@@ -1593,18 +1588,18 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get fence refresh time in seconds
|
||||
/// Get fence refresh time in seconds
|
||||
/// </summary>
|
||||
/// <returns> Refresh time in seconds </returns>
|
||||
protected int GetFenceRefreshTime()
|
||||
{
|
||||
var fence = traderConfig.UpdateTime.FirstOrDefault(x => x.TraderId == Traders.FENCE).Seconds;
|
||||
|
||||
return randomUtil.GetInt((int) fence.Min, (int) fence.Max);
|
||||
return randomUtil.GetInt(fence.Min, fence.Max);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get fence level the passed in profile has
|
||||
/// Get fence level the passed in profile has
|
||||
/// </summary>
|
||||
/// <param name="pmcData"> Player profile </param>
|
||||
/// <returns> FenceLevel object </returns>
|
||||
@@ -1637,7 +1632,7 @@ public class FenceService(
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove or lower stack size of an assort from fence by id
|
||||
/// Remove or lower stack size of an assort from fence by id
|
||||
/// </summary>
|
||||
/// <param name="assortId"> Assort ID to adjust </param>
|
||||
/// <param name="buyCount">`Count of items bought </param>
|
||||
|
||||
Reference in New Issue
Block a user