Updated Reward system

This commit is contained in:
Chomp
2025-01-20 11:59:35 +00:00
parent 57f769afce
commit 9e42233ca2
7 changed files with 487 additions and 329 deletions
-11
View File
@@ -559,17 +559,6 @@ public class ProfileHelper(
return pmcProfile?.Info?.Bans?.Any(b => b.BanType == BanType.RAGFAIR && currentTimestamp < b.DateTime) ?? false;
}
/// <summary>
/// Add an achievement to player profile
/// </summary>
/// <param name="pmcProfile">Profile to add achievement to</param>
/// <param name="achievementId">Id of achievement to add</param>
public void AddAchievementToProfile(SptProfile pmcProfile, string achievementId)
{
pmcProfile.CharacterData.PmcData.Achievements[achievementId] = _timeUtil.GetTimeStamp();
// TODO: finish off implementation
}
protected readonly List<string> gameEditions = ["edge_of_darkness", "unheard_edition"];
public bool HasAccessToRepeatableFreeRefreshSystem(PmcData pmcProfile)
+1
View File
@@ -27,6 +27,7 @@ public class QuestHelper(
LocaleService _localeService,
ProfileHelper _profileHelper,
QuestRewardHelper _questRewardHelper,
RewardHelper _rewardHelper,
LocalisationService _localisationService,
SeasonalEventService _seasonalEventService,
TraderHelper _traderHelper,
+13 -314
View File
@@ -26,6 +26,7 @@ public class QuestRewardHelper(
QuestConditionHelper _questConditionHelper,
ProfileHelper _profileHelper,
PresetHelper _presetHelper,
RewardHelper _rewardHelper,
LocalisationService _localisationService,
ICloner _cloner,
ConfigServer _configServer
@@ -67,104 +68,14 @@ public class QuestRewardHelper(
questDetails = ApplyMoneyBoost(questDetails, questMoneyRewardBonusMultiplier, state);
// e.g. 'Success' or 'AvailableForFinish'
var questStateAsString = state.ToString();
var gameVersion = pmcProfile.Info.GameVersion;
var questRewards = (List<Reward>?)questDetails.Rewards.GetType()
.GetProperties()
.FirstOrDefault(
p =>
p.Name == questStateAsString
)
.GetValue(questDetails.Rewards);
foreach (var reward in questRewards)
{
if (!QuestRewardIsForGameEdition(reward, gameVersion))
continue;
SkillTypes skillType;
if (SkillTypes.TryParse(reward.Target, out skillType))
{
_logger.Error($"Unable to get skill points for: {reward.Target}");
continue;
}
switch (reward.Type)
{
case RewardType.Skill:
_profileHelper.AddSkillPointsToPlayer(profileData, skillType, double.Parse((string)reward.Value));
break;
case RewardType.Experience: // this must occur first as the output object needs to take the modified profile exp value
_profileHelper.AddExperienceToPmc(sessionId, int.Parse(reward.Target));
break;
case RewardType.TraderStanding:
_traderHelper.AddStandingToTrader(sessionId, reward.Target, double.Parse((string)reward.Value));
break;
case RewardType.TraderUnlock:
_traderHelper.SetTraderUnlockedState(reward.Target, true, sessionId);
break;
case RewardType.Item:
// Handled by getQuestRewardItems() below
break;
case RewardType.AssortmentUnlock:
// Handled by getAssort(), locked assorts are stripped out by `assortHelper.stripLockedLoyaltyAssort()` before being sent to player
break;
case RewardType.Achievement:
_profileHelper.AddAchievementToProfile(fullProfile, reward.Target);
break;
case RewardType.StashRows: // Add specified stash rows from quest reward - requires client restart
_profileHelper.AddStashRowsBonusToProfile(sessionId, int.Parse((string)reward.Value));
break;
case RewardType.ProductionScheme:
FindAndAddHideoutProductionIdToProfile(pmcProfile, reward, questDetails, sessionId, questResponse);
break;
case RewardType.Pockets:
_profileHelper.ReplaceProfilePocketTpl(pmcProfile, reward.Target);
break;
case RewardType.CustomizationDirect:
_profileHelper.AddHideoutCustomisationUnlock(fullProfile, reward, CustomisationSource.UNLOCKED_IN_GAME);
break;
default:
_logger.Error(
_localisationService.GetText(
"quest-reward_type_not_handled",
new
{
rewardType = reward.Type,
questId = questId,
questName = questDetails.QuestName
}
)
);
break;
}
}
return GetQuestRewardItems(questDetails, state, gameVersion);
}
/**
* Does the provided quest reward have a game version requirement to be given and does it match
* @param reward Reward to check
* @param gameVersion Version of game to check reward against
* @returns True if it has requirement, false if it doesnt pass check
*/
public bool QuestRewardIsForGameEdition(Reward reward, string gameVersion)
{
if (reward?.AvailableInGameEditions?.Count > 0 && !reward.AvailableInGameEditions.Any(ge => ge == gameVersion))
{
// Reward has edition whitelist and game version isnt in it
return false;
}
if (reward?.NotAvailableInGameEditions?.Count > 0 && reward.NotAvailableInGameEditions.Any(ge => ge == gameVersion))
{
// Reward has edition blacklist and game version is in it
return false;
}
// No whitelist/blacklist or reward isnt blacklisted/whitelisted
return true;
var rewards = questDetails.Rewards[state.ToString()];
return _rewardHelper.ApplyRewards(
rewards,
CustomisationSource.UNLOCKED_IN_GAME,
fullProfile,
profileData,
questId,
questResponse);
}
/**
@@ -226,7 +137,8 @@ public class QuestRewardHelper(
*/
public Quest ApplyMoneyBoost(Quest quest, double bonusPercent, QuestStatusEnum questStatus)
{
var rewards = (List<Reward>)quest.Rewards.GetType()
var clonedQuest = _cloner.Clone(quest);
var rewards = (List<Reward>)clonedQuest.Rewards.GetType()
.GetProperties()
.FirstOrDefault(p => p.Name == questStatus.ToString())
.GetValue(quest.Rewards) ??
@@ -234,7 +146,7 @@ public class QuestRewardHelper(
var currencyRewards = rewards.Where(
r =>
r.Type.ToString() == "Item" &&
_paymentHelper.IsMoneyTpl(r.Items[0].Template)
_paymentHelper.IsMoneyTpl(r.Items.FirstOrDefault().Template)
);
foreach (var reward in currencyRewards)
{
@@ -245,219 +157,6 @@ public class QuestRewardHelper(
reward.Value = newCurrencyAmount;
}
return quest;
}
/// <summary>
/// WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
/// also update client response recipeUnlocked array with craft id
/// </summary>
/// <param name="pmcData">Player profile</param>
/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
/// <param name="questDetails">Quest with craft unlock reward</param>
/// <param name="sessionID">Session id</param>
/// <param name="response">Response to send back to client</param>
protected void FindAndAddHideoutProductionIdToProfile(PmcData pmcData, Reward craftUnlockReward, Quest questDetails, string sessionID,
ItemEventRouterResponse response)
{
var matchingProductions = GetRewardProductionMatch(craftUnlockReward, questDetails);
if (matchingProductions.Count != 1)
{
_logger.Error(
_localisationService.GetText(
"quest-unable_to_find_matching_hideout_production",
new
{
questName = questDetails.QuestName,
matchCount = matchingProductions.Count
}
)
);
return;
}
// Add above match to pmc profile + client response
var matchingCraftId = matchingProductions[0]?.Id;
pmcData?.UnlockedInfo?.UnlockedProductionRecipe?.Add(matchingCraftId);
response.ProfileChanges[sessionID].RecipeUnlocked[matchingCraftId] = true;
}
/// <summary>
/// Find hideout craft for the specified quest reward
/// </summary>
/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
/// <param name="questDetails">Quest with craft unlock reward</param>
/// <returns>Hideout craft</returns>
public List<HideoutProduction> GetRewardProductionMatch(Reward craftUnlockReward, Quest questDetails)
{
// Get hideout crafts and find those that match by areatype/required level/end product tpl - hope for just one match
var craftingRecipes = _databaseService.GetHideout().Production.Recipes;
// Area that will be used to craft unlocked item
var desiredHideoutAreaType = int.Parse((string)craftUnlockReward.TraderId);
var matchingProductions = craftingRecipes.Where(
p =>
p.AreaType == desiredHideoutAreaType &&
p.Requirements.Any(r => r.Type == "QuestComplete") &&
p.Requirements.Any(r => r.RequiredLevel == craftUnlockReward.LoyaltyLevel) &&
p.EndProduct == craftUnlockReward.Items[0].Template
);
// More/less than single match, above filtering wasn't strict enough
if (matchingProductions.Count() != 1)
matchingProductions = matchingProductions.Where(
p =>
p.Requirements.Any(
r =>
r.QuestId == questDetails.Id
)
);
return matchingProductions.ToList();
}
/**
* Gets a flat list of reward items for the given quest at a specific state for the specified game version (e.g. Fail/Success)
* @param quest quest to get rewards for
* @param status Quest status that holds the items (Started, Success, Fail)
* @returns List of items with the correct maxStack
*/
protected List<Item> GetQuestRewardItems(Quest quest, QuestStatusEnum status, string gameVersion)
{
var rewards = (List<Reward>)quest?.Rewards.GetType()
.GetProperties()
.FirstOrDefault(p => p.Name == status.ToString())
.GetValue(quest.Rewards);
if (rewards == null)
return new();
// Iterate over all rewards with the desired status, flatten out items that have a type of Item
var questRewards = rewards.SelectMany(
r =>
r.Type.ToString() == "Item" &&
QuestRewardIsForGameEdition(r, gameVersion)
? ProcessReward(r)
: new()
);
return questRewards.ToList();
}
/**
* Take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
* @param questReward Reward item to fix
* @returns Fixed rewards
*/
protected List<Item> ProcessReward(Reward reward)
{
// item with mods to return
var rewardItems = new List<Item>();
var targets = new List<Item>();
var mods = new List<Item>();
// Is armor item that may need inserts / plates
if (reward.Items.Count == 1 && _itemHelper.ArmorItemCanHoldMods(reward.Items[0].Template))
{
// Attempt to pull default preset from globals and add child items to reward (clones questReward.items)
GenerateArmorRewardChildSlots(reward.Items[0], reward);
}
foreach (var rewardItem in reward.Items)
{
_itemHelper.AddUpdObjectToItem(rewardItem);
// Reward items are granted Found in Raid status
rewardItem.Upd.SpawnedInSession = true;
// Is root item, fix stacks
if (rewardItem.Id == reward.Type.ToString())
{
// Is base reward item
if (rewardItem.ParentId != null &&
rewardItem.ParentId == "hideout" &&
rewardItem.Upd != null &&
rewardItem.Upd.StackObjectsCount != null &&
rewardItem.Upd.StackObjectsCount > 0)
{
rewardItem.Upd.StackObjectsCount = 1;
}
targets = _itemHelper.SplitStack(rewardItem);
// splitStack created new ids for the new stacks. This would destroy the relation to possible children.
// Instead, we reset the id to preserve relations and generate a new id in the downstream loop, where we are also reparenting if required
foreach (var target in targets)
{
target.Id = rewardItem.Id;
}
}
else
{
// Is child mod
if (reward.Items[0].Upd.SpawnedInSession ?? false) // Propigate FiR status into child items
rewardItem.Upd.SpawnedInSession = reward.Items[0].Upd.SpawnedInSession;
mods.Add(rewardItem);
}
}
// Add mods to the base items, fix ids
foreach (var target in targets)
{
// This has all the original id relations since we reset the id to the original after the splitStack
var itemsClone = new List<Item> { _cloner.Clone(target) };
// Here we generate a new id for the root item
target.Id = _hashUtil.Generate();
foreach (var mod in mods)
{
itemsClone.Add(_cloner.Clone(mod));
}
rewardItems.AddRange(_itemHelper.ReparentItemAndChildren(target, itemsClone));
}
return rewardItems;
}
/**
* Add missing mod items to a quest armor reward
* @param originalRewardRootItem Original armor reward item from QuestReward.items object
* @param questReward Armor reward from quest
*/
protected void GenerateArmorRewardChildSlots(Item originalRewardRootItem, Reward reward)
{
// Look for a default preset from globals for armor
var defaultPreset = _presetHelper.GetDefaultPreset(originalRewardRootItem.Template);
if (defaultPreset != null)
{
// Found preset, use mods to hydrate reward item
var presetAndMods = _itemHelper.ReplaceIDs(defaultPreset.Items);
var newRootId = _itemHelper.RemapRootItemId(presetAndMods, _hashUtil.Generate());
reward.Items = presetAndMods;
// Find root item and set its stack count
var rootItem = reward.Items.FirstOrDefault(i => i.Id == newRootId);
// Remap target id to the new presets root id
reward.Target = rootItem.Id;
// Copy over stack count otherwise reward shows as missing in client
_itemHelper.AddUpdObjectToItem(rootItem);
rootItem.Upd.StackObjectsCount = originalRewardRootItem.Upd.StackObjectsCount;
return;
}
_logger.Warning($"Unable to find default preset for armor {originalRewardRootItem.Template}, adding mods manually");
var itemDbData = _itemHelper.GetItem(originalRewardRootItem.Template).Value;
// Hydrate reward with only 'required' mods - necessary for things like helmets otherwise you end up with nvgs/visors etc
reward.Items = _itemHelper.AddChildSlotItems(reward.Items, itemDbData, null, true);
return clonedQuest;
}
}
+442
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@@ -0,0 +1,442 @@
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Common;
using Core.Models.Eft.Hideout;
using Core.Models.Eft.ItemEvent;
using Core.Models.Eft.Profile;
using Core.Models.Enums;
using Core.Models.Utils;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using SptCommon.Annotations;
namespace Core.Helpers
{
[Injectable]
public class RewardHelper
{
private readonly ISptLogger<RewardHelper> _logger;
private readonly HashUtil _hashUtil;
private readonly TimeUtil _timeUtil;
private readonly ItemHelper _itemHelper;
private readonly DatabaseService _databaseService;
private readonly ProfileHelper _profileHelper;
private readonly LocalisationService _localisationService;
private readonly TraderHelper _traderHelper;
private readonly PresetHelper _presetHelper;
private readonly ICloner _cloner;
public RewardHelper(
ISptLogger<RewardHelper> logger,
HashUtil hashUtil,
TimeUtil timeUtil,
ItemHelper itemHelper,
DatabaseService databaseService,
ProfileHelper profileHelper,
LocalisationService localisationService,
TraderHelper traderHelper,
PresetHelper presetHelper,
ICloner cloner
)
{
_logger = logger;
_hashUtil = hashUtil;
_timeUtil = timeUtil;
_itemHelper = itemHelper;
_databaseService = databaseService;
_profileHelper = profileHelper;
_localisationService = localisationService;
_traderHelper = traderHelper;
_presetHelper = presetHelper;
_cloner = cloner;
}
/**
* Apply the given rewards to the passed in profile
* @param rewards List of rewards to apply
* @param source The source of the rewards (Achievement, quest)
* @param fullProfile The full profile to apply the rewards to
* @param questId The quest or achievement ID, used for finding production unlocks
* @param questResponse Response to quest completion when a production is unlocked
* @returns List of items that were rewarded
*/
public List<Item> ApplyRewards(
List<Reward> rewards,
string source,
SptProfile fullProfile,
PmcData profileData,
string questId,
ItemEventRouterResponse questResponse = null
)
{
var sessionId = fullProfile?.ProfileInfo?.ProfileId;
var pmcProfile = fullProfile?.CharacterData.PmcData;
if (pmcProfile is null)
{
_logger.Error($"Unable to get pmc profile for: {sessionId}, no rewards given");
return [];
}
var gameVersion = pmcProfile.Info.GameVersion;
foreach (var reward in rewards)
{
// Handle reward availability for different game versions, notAvailableInGameEditions currently not used
if (!RewardIsForGameEdition(reward, gameVersion))
{
continue;
}
switch (reward.Type)
{
case RewardType.Skill:
// This needs to use the passed in profileData, as it could be the scav profile
_profileHelper.AddSkillPointsToPlayer(
profileData,
Enum.Parse<SkillTypes>(reward.Target),
reward.Value as double?
);
break;
case RewardType.Experience:
_profileHelper.AddExperienceToPmc(
sessionId,
(int)reward.Value
); // this must occur first as the output object needs to take the modified profile exp value
break;
case RewardType.TraderStanding:
_traderHelper.AddStandingToTrader(
sessionId,
reward.Target,
(double)reward.Value
);
break;
case RewardType.TraderUnlock:
_traderHelper.SetTraderUnlockedState(reward.Target, true, sessionId);
break;
case RewardType.Item:
// Item rewards are retrieved by getRewardItems() below, and returned to be handled by caller
break;
case RewardType.AssortmentUnlock:
// Handled by getAssort(), locked assorts are stripped out by `assortHelper.stripLockedLoyaltyAssort()` before being sent to player
break;
case RewardType.Achievement:
AddAchievementToProfile(fullProfile, reward.Target);
break;
case RewardType.StashRows:
_profileHelper.AddStashRowsBonusToProfile(
sessionId,
(int)reward.Value
); // Add specified stash rows from reward - requires client restart
break;
case RewardType.ProductionScheme:
FindAndAddHideoutProductionIdToProfile(pmcProfile, reward, questId, sessionId, questResponse);
break;
case RewardType.Pockets:
_profileHelper.ReplaceProfilePocketTpl(pmcProfile, reward.Target);
break;
case RewardType.CustomizationDirect:
_profileHelper.AddHideoutCustomisationUnlock(fullProfile, reward, source);
break;
default:
_logger.Error(
_localisationService.GetText(
"reward-type_not_handled",
new
{
rewardType = reward.Type,
questId = questId,
}
)
);
break;
}
}
return GetRewardItems(rewards, gameVersion);
}
/**
* Does the provided reward have a game version requirement to be given and does it match
* @param reward Reward to check
* @param gameVersion Version of game to check reward against
* @returns True if it has requirement, false if it doesnt pass check
*/
public bool RewardIsForGameEdition(Reward reward, string gameVersion)
{
if (reward.AvailableInGameEditions?.Count > 0 && !reward.AvailableInGameEditions.Contains(gameVersion))
{
// Reward has edition whitelist and game version isn't in it
return false;
}
if (reward.NotAvailableInGameEditions?.Count > 0 &&
reward.NotAvailableInGameEditions.Contains(gameVersion))
{
// Reward has edition blacklist and game version is in it
return false;
}
// No whitelist/blacklist or reward isn't blacklisted/whitelisted
return true;
}
/**
* WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
* also update client response recipeUnlocked array with craft id
* @param pmcData Player profile
* @param craftUnlockReward Reward with craft unlock details
* @param questId Quest or achievement ID with craft unlock reward
* @param sessionID Session id
* @param response Response to send back to client
*/
protected void FindAndAddHideoutProductionIdToProfile(
PmcData pmcData,
Reward craftUnlockReward,
string questId,
string sessionID,
ItemEventRouterResponse response)
{
var matchingProductions = GetRewardProductionMatch(craftUnlockReward, questId);
if (matchingProductions.Count != 1)
{
_logger.Error(
_localisationService.GetText(
"reward-unable_to_find_matching_hideout_production",
new
{
questId = questId,
matchCount = matchingProductions.Count,
}
)
);
return;
}
// Add above match to pmc profile + client response
var matchingCraftId = matchingProductions[0].Id;
pmcData.UnlockedInfo.UnlockedProductionRecipe.Add(matchingCraftId);
if (response is not null)
{
response.ProfileChanges[sessionID].RecipeUnlocked[matchingCraftId] = true;
}
}
/**
* Find hideout craft for the specified reward
* @param craftUnlockReward Reward with craft unlock details
* @param questId Quest or achievement ID with craft unlock reward
* @returns Hideout craft
*/
public List<HideoutProduction> GetRewardProductionMatch(Reward craftUnlockReward, string questId)
{
// Get hideout crafts and find those that match by areatype/required level/end product tpl - hope for just one match
var craftingRecipes = _databaseService.GetHideout().Production.Recipes;
// Area that will be used to craft unlocked item
var desiredHideoutAreaType = int.Parse(craftUnlockReward.TraderId.ToString());
var matchingProductions = craftingRecipes.Where(
(prod) =>
prod.AreaType == desiredHideoutAreaType &&
//prod.requirements.some((requirement) => requirement.questId == questId) && // BSG don't store the quest id in requirement any more!
prod.Requirements.Any((requirement) => requirement.Type == "QuestComplete") &&
prod.Requirements.Any(
(requirement) => requirement.RequiredLevel == craftUnlockReward.LoyaltyLevel
) &&
prod.EndProduct == craftUnlockReward.Items.FirstOrDefault().Template
)
.ToList();
// More/less than single match, above filtering wasn't strict enough
if (matchingProductions.Count() != 1)
{
// Multiple matches were found, last ditch attempt to match by questid (value we add manually to production.json via `gen:productionquests` command)
matchingProductions = matchingProductions.Where(
(prod) =>
prod.Requirements.Any((requirement) => requirement.QuestId == questId)
)
.ToList();
}
return matchingProductions;
}
/**
* Gets a flat list of reward items from the given rewards for the specified game version
* @param rewards Array of rewards to get the items from
* @param gameVersion The game version of the profile
* @returns array of items with the correct maxStack
*/
protected List<Item> GetRewardItems(List<Reward> rewards, string gameVersion)
{
// Iterate over all rewards with the desired status, flatten out items that have a type of Item
var rewardItems = rewards.SelectMany(
(reward) =>
reward.Type == RewardType.Item && RewardIsForGameEdition(reward, gameVersion)
? ProcessReward(reward)
: []
);
return rewardItems.ToList();
}
/**
* Take reward item and set FiR status + fix stack sizes + fix mod Ids
* @param reward Reward item to fix
* @returns Fixed rewards
*/
protected List<Item> ProcessReward(Reward reward)
{
/** item with mods to return */
List<Item> rewardItems = [];
List<Item> targets = [];
List<Item> mods = [];
// Is armor item that may need inserts / plates
if (reward.Items.Count == 1 && _itemHelper.ArmorItemCanHoldMods(reward.Items[0].Template))
{
// Only process items with slots
if (_itemHelper.ItemHasSlots(reward.Items.FirstOrDefault().Template))
{
// Attempt to pull default preset from globals and add child items to reward (clones reward.items)
GenerateArmorRewardChildSlots(reward.Items.FirstOrDefault(), reward);
}
}
foreach (var rewardItem in reward.Items)
{
_itemHelper.AddUpdObjectToItem(rewardItem);
// Reward items are granted Found in Raid status
rewardItem.Upd.SpawnedInSession = true;
// Is root item, fix stacks
if (rewardItem.Id == reward.Target)
{
// Is base reward item
if (
rewardItem.ParentId != null &&
rewardItem.ParentId == "hideout" && // Has parentId of hideout
rewardItem.Upd != null &&
rewardItem.Upd.StackObjectsCount != null && // Has upd with stackobject count
rewardItem.Upd.StackObjectsCount > 1 // More than 1 item in stack
)
{
rewardItem.Upd.StackObjectsCount = 1;
}
targets = _itemHelper.SplitStack(rewardItem);
// splitStack created new ids for the new stacks. This would destroy the relation to possible children.
// Instead, we reset the id to preserve relations and generate a new id in the downstream loop, where we are also reparenting if required
foreach (var target in targets)
{
target.Id = rewardItem.Id;
}
}
else
{
// Is child mod
if (reward.Items.FirstOrDefault().Upd.SpawnedInSession.GetValueOrDefault(false))
{
// Propigate FiR status into child items
rewardItem.Upd.SpawnedInSession = reward.Items.FirstOrDefault()?.Upd.SpawnedInSession;
}
mods.Add(rewardItem);
}
}
// Add mods to the base items, fix ids
foreach (var target in targets)
{
// This has all the original id relations since we reset the id to the original after the splitStack
var itemsClone = new List<Item> { _cloner.Clone(target) };
// Here we generate a new id for the root item
target.Id = _hashUtil.Generate();
foreach (var mod in mods)
{
itemsClone.Add(_cloner.Clone(mod));
}
rewardItems.AddRange(rewardItems.Concat(_itemHelper.ReparentItemAndChildren(target, itemsClone)));
}
return rewardItems;
}
/**
* Add missing mod items to an armor reward
* @param originalRewardRootItem Original armor reward item from IReward.items object
* @param reward Armor reward
*/
protected void GenerateArmorRewardChildSlots(Item originalRewardRootItem, Reward reward)
{
// Look for a default preset from globals for armor
var defaultPreset = _presetHelper.GetDefaultPreset(originalRewardRootItem.Template);
if (defaultPreset is not null)
{
// Found preset, use mods to hydrate reward item
var presetAndMods = _itemHelper.ReplaceIDs(defaultPreset.Items);
var newRootId = _itemHelper.RemapRootItemId(presetAndMods);
reward.Items = presetAndMods;
// Find root item and set its stack count
var rootItem = reward.Items.FirstOrDefault((item) => item.Id == newRootId);
// Remap target id to the new presets root id
reward.Target = rootItem.Id;
// Copy over stack count otherwise reward shows as missing in client
_itemHelper.AddUpdObjectToItem(rootItem);
rootItem.Upd.StackObjectsCount = originalRewardRootItem.Upd.StackObjectsCount;
return;
}
_logger.Warning(
"Unable to find default preset for armor {originalRewardRootItem._tpl}, adding mods manually"
);
var itemDbData = _itemHelper.GetItem(originalRewardRootItem.Template).Value;
// Hydrate reward with only 'required' mods - necessary for things like helmets otherwise you end up with nvgs/visors etc
reward.Items = _itemHelper.AddChildSlotItems(reward.Items, itemDbData, null, true);
}
/**
* Add an achievement to player profile and handle any rewards for the achievement
* Triggered from a quest, or another achievement
* @param fullProfile Profile to add achievement to
* @param achievementId Id of achievement to add
*/
public void AddAchievementToProfile(SptProfile fullProfile, string achievementId)
{
// Add achievement id to profile with timestamp it was unlocked
fullProfile.CharacterData.PmcData.Achievements[achievementId] = _timeUtil.GetTimeStamp();
// Check for any customisation unlocks
var achievementDataDb = _databaseService
.GetTemplates()
.Achievements.FirstOrDefault((achievement) => achievement.Id == achievementId);
if (achievementDataDb is null)
{
return;
}
// Note: At the moment, we don't know the exact quest and achievement data layout for an achievement
// that is triggered by a quest, that gives an item, because BSG has only done this once. However
// based on deduction, I am going to assume that the *quest* will handle the initial item reward,
// and the achievement reward should only be handled post-wipe.
// All of that is to say, we are going to ignore the list of returned reward items here
var pmcProfile = fullProfile.CharacterData.PmcData;
ApplyRewards(
achievementDataDb.Rewards,
CustomisationSource.ACHIEVEMENT,
fullProfile,
pmcProfile,
achievementDataDb.Id
);
}
}
}
@@ -1,5 +1,6 @@
using System.Text.Json.Serialization;
using Core.Models.Enums;
using SptCommon.Extensions;
namespace Core.Models.Eft.Common.Tables;
@@ -492,4 +493,17 @@ public record QuestRewards
[JsonPropertyName("Expired")]
public List<Reward>? Expired { get; set; }
public List<Reward> this[string propName]
{
get
{
var matchingProp = GetType()
.GetProperties()
.SingleOrDefault(p => p.GetJsonName() == propName)
?.GetValue(this);
return (List<Reward>)matchingProp;
}
}
}
@@ -1,13 +1,26 @@
using SptCommon.Annotations;
using Core.Helpers;
using SptCommon.Annotations;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Match;
using Core.Models.Utils;
namespace Core.Services;
[Injectable(InjectionType.Singleton)]
public class LocationLifecycleService
{
private readonly ISptLogger<LocationLifecycleService> _logger;
private readonly RewardHelper _rewardHelper;
public LocationLifecycleService(
ISptLogger<LocationLifecycleService> logger,
RewardHelper rewardHelper)
{
_logger = logger;
_rewardHelper = rewardHelper;
}
/** Handle client/match/local/start */
public void StartLocalRaid(string sessionId, StartLocalRaidRequestData request)
{
@@ -18,7 +18,7 @@ public class ProfileFixerService(
HashUtil _hashUtil,
JsonUtil _jsonUtil,
ItemHelper _itemHelper,
QuestRewardHelper _questRewardHelper,
RewardHelper _rewardHelper,
TraderHelper _traderHelper,
HideoutHelper _hideoutHelper,
DatabaseService _databaseService,
@@ -369,9 +369,9 @@ public class ProfileFixerService(
/// <param name="questDetails">The quest the reward belongs to</param>
protected void VerifyQuestProductionUnlock(PmcData pmcProfile, Reward productionUnlockReward, Quest questDetails)
{
var matchingProductions = _questRewardHelper.GetRewardProductionMatch(
var matchingProductions = _rewardHelper.GetRewardProductionMatch(
productionUnlockReward,
questDetails
questDetails.Id
);
if (matchingProductions.Count != 1)