Various Skill Progress Hideout Adjustments (#739)
* Adjust ArmorKitSkillPointGainPerRepairPointMultiplier evaluation * Adjust GetWeaponRepairSkillPoints * adjust WeaponRepair Treatment gain values and intellect gain values * enable scaling for hideout upgrade * Adjust HandleRecipe * adjust skill points addition for PrestigeHelper and RewardHelper * format * adjust doc * adjust doc * amend some ABI changes * clarify bool usage * adjust UpdateFuel, WaterFilters and AirFilters * add HideoutManagement skill progression to scav case --------- Co-authored-by: rootdarkarchon <root.darkarchon@outlook.com>
This commit is contained in:
@@ -5,7 +5,8 @@
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"inRaid": 60,
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"outOfRaid": 10
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},
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"expCraftAmount": 10,
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"craftingExpAmount": 12.5,
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"craftingExpForHoursOfCrafting": 3.75,
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"overrideCraftTimeSeconds": -1,
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"overrideBuildTimeSeconds": -1,
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"updateProfileHideoutWhenActiveWithinMinutes": 90,
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@@ -1,17 +1,17 @@
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{
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"priceMultiplier": 1,
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"applyRandomizeDurabilityLoss": true,
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"armorKitSkillPointGainPerRepairPointMultiplier": 0.05,
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"armorKitSkillPointGainPerRepairPointMultiplier": 0.1,
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"repairKitIntellectGainMultiplier": {
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"weapon": 0.111,
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"armor": 0.077
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"weapon": 0.1,
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"armor": 0.1
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},
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"weaponTreatment": {
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"critSuccessChance": 0.1,
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"critSuccessAmount": 4,
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"critFailureChance": 0.1,
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"critFailureAmount": 4,
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"pointGainMultiplier": 0.6
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"pointGainMultiplier": 0.2
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},
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"repairKit": {
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"armor": {
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@@ -217,7 +217,8 @@ public class HideoutController(
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profileHelper.AddSkillPointsToPlayer(
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pmcData,
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SkillTypes.HideoutManagement,
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globals.Configuration.SkillsSettings.HideoutManagement.SkillPointsPerAreaUpgrade
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globals.Configuration.SkillsSettings.HideoutManagement.SkillPointsPerAreaUpgrade,
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true
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);
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}
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@@ -687,8 +688,9 @@ public class HideoutController(
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);
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pmcData.Hideout.Production[request.RecipeId].SptIsScavCase = true;
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// reward charisma based on skill progress rate for each scav production start
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// reward charisma and hideout management based on skill progress rate for each scav production start
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.Charisma, 1, true);
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 1, true);
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return output;
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}
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@@ -822,7 +824,7 @@ public class HideoutController(
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}
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// Variables for management of skill
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var craftingExpAmount = 0;
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double craftingExpAmount = 0;
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var counterHoursCrafting = GetCustomSptHoursCraftingTaskConditionCounter(pmcData, recipe);
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var totalCraftingHours = counterHoursCrafting.Value;
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@@ -863,19 +865,19 @@ public class HideoutController(
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// Check if the recipe is the same as the last one - get bonus when crafting same thing multiple times
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var area = pmcData.Hideout.Areas.FirstOrDefault(area => area.Type == recipe.AreaType);
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if (area is not null && request.RecipeId != area.LastRecipe)
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// 1 point per craft upon the end of production for alternating between 2 different crafting recipes in the same module
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// 5 points per craft upon the end of production for alternating between 2 different crafting recipes in the same module
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{
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craftingExpAmount += HideoutConfig.ExpCraftAmount; // Default is 10
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craftingExpAmount += HideoutConfig.CraftingExpAmount; // Default is 12.5, scaled (at 0.4 scale => 5 points per alternating craft)
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}
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// Update variable with time spent crafting item(s)
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// 1 point per 8 hours of crafting
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// 1.5 (3.75 w/ applying default 0.4 scale) points per 8 hours of crafting
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totalCraftingHours += recipe.ProductionTime;
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if (totalCraftingHours / HideoutConfig.HoursForSkillCrafting >= 1)
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{
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// Spent enough time crafting to get a bonus xp multiplier
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var multiplierCrafting = Math.Floor(totalCraftingHours.Value / HideoutConfig.HoursForSkillCrafting);
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craftingExpAmount += (int)(1 * multiplierCrafting);
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craftingExpAmount += (HideoutConfig.CraftingExpForHoursOfCrafting * multiplierCrafting);
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totalCraftingHours -= HideoutConfig.HoursForSkillCrafting * multiplierCrafting;
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}
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@@ -943,12 +945,18 @@ public class HideoutController(
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// Add Crafting skill to player profile
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if (craftingExpAmount > 0)
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{
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.Crafting, craftingExpAmount);
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.Crafting, craftingExpAmount, true);
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// TODO: verify this is still giving intellect skill points on live
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var intellectAmountToGive = 0.5 * Math.Round((double)(craftingExpAmount / 15));
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if (intellectAmountToGive > 0)
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{
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.Intellect, intellectAmountToGive);
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profileHelper.AddSkillPointsToPlayer(
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pmcData,
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SkillTypes.Intellect,
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intellectAmountToGive,
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useSkillProgressRateMultiplier: false
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);
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}
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}
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@@ -277,7 +277,13 @@ public class InventoryController(
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}
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// TODO: update this with correct calculation using values from globals json
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profileHelper.AddSkillPointsToPlayer(fullProfile.CharacterData.PmcData, SkillTypes.Intellect, 0.05 * itemTpls.Count());
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// TODO: verify this is still giving intellect skill points on live
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profileHelper.AddSkillPointsToPlayer(
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fullProfile.CharacterData.PmcData,
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SkillTypes.Intellect,
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0.05 * itemTpls.Count(),
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useSkillProgressRateMultiplier: false
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);
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}
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/// <summary>
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@@ -723,7 +723,7 @@ public class HideoutHelper(
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// Fuel consumed / 10 is over 1, add hideout management skill point
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if (pmcData is not null && Math.Floor(pointsConsumed / 10) >= 1)
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{
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 1);
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 2, useSkillProgressRateMultiplier: true);
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pointsConsumed -= 10;
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}
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@@ -925,7 +925,7 @@ public class HideoutHelper(
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// Check units consumed for possible increment of hideout mgmt skill point
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if (pmcData is not null && Math.Floor(pointsConsumed / 10) >= 1)
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{
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 1);
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 2, useSkillProgressRateMultiplier: true);
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pointsConsumed -= 10;
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}
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@@ -1076,7 +1076,7 @@ public class HideoutHelper(
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// check unit consumed for increment skill point
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if (pmcData is not null && Math.Floor(pointsConsumed / 10) >= 1)
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{
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 1);
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profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.HideoutManagement, 2, useSkillProgressRateMultiplier: true);
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pointsConsumed -= 10;
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}
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@@ -195,7 +195,14 @@ public class PrestigeHelper(
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case RewardType.Skill:
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if (Enum.TryParse(reward.Target, out SkillTypes result))
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{
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profileHelper.AddSkillPointsToPlayer(newProfile.CharacterData!.PmcData!, result, reward.Value.GetValueOrDefault(0));
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// skill reward values are always 100 (+1 level), so adjustment for low levels will give a wrong result
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profileHelper.AddSkillPointsToPlayer(
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newProfile.CharacterData!.PmcData!,
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result,
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reward.Value.GetValueOrDefault(0),
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useSkillProgressRateMultiplier: false,
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adjustSkillExpForLowLevels: false
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);
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}
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else
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{
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@@ -461,7 +461,7 @@ public class ProfileHelper(
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}
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/// <summary>
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/// Add points to a specific skill in player profile
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/// Add points to a specific skill in player profile, adjusted for low levels by default
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/// </summary>
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/// <param name="pmcProfile">Player profile with skill</param>
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/// <param name="skill">Skill to add points to</param>
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@@ -473,6 +473,25 @@ public class ProfileHelper(
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double pointsToAddToSkill,
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bool useSkillProgressRateMultiplier = false
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)
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{
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AddSkillPointsToPlayer(pmcProfile, skill, pointsToAddToSkill, useSkillProgressRateMultiplier, true);
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}
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/// <summary>
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/// Add points to a specific skill in player profile
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/// </summary>
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/// <param name="pmcProfile">Player profile with skill</param>
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/// <param name="skill">Skill to add points to</param>
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/// <param name="pointsToAddToSkill">Points to add</param>
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/// <param name="useSkillProgressRateMultiplier">Skills are multiplied by a value in globals, default is off to maintain compatibility with legacy code</param>
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/// <param name="adjustSkillExpForLowLevels">Skills are multiplied by a multiplier for lower levels; if false, treats every level as requiring 100 points</param>
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public void AddSkillPointsToPlayer(
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PmcData pmcProfile,
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SkillTypes skill,
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double pointsToAddToSkill,
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bool useSkillProgressRateMultiplier = false,
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bool adjustSkillExpForLowLevels = true
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)
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{
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if (pointsToAddToSkill < 0D)
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{
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@@ -517,7 +536,9 @@ public class ProfileHelper(
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pointsToAddToSkill *= multiplier;
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}
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var adjustedSkillProgress = AdjustSkillExpForLowLevels(profileSkill.Progress, pointsToAddToSkill);
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var adjustedSkillProgress = adjustSkillExpForLowLevels
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? AdjustSkillExpForLowLevels(profileSkill.Progress, pointsToAddToSkill)
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: pointsToAddToSkill;
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profileSkill.Progress += adjustedSkillProgress;
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profileSkill.Progress = Math.Min(profileSkill.Progress, 5100); // Prevent skill from ever going above level 51 (5100)
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@@ -73,10 +73,13 @@ public class RewardHelper(
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{
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case RewardType.Skill:
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// This needs to use the passed in profileData, as it could be the scav profile
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// skill reward values are always 100 (+1 level), so adjustment for low levels will give a wrong result
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profileHelper.AddSkillPointsToPlayer(
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profileData,
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Enum.Parse<SkillTypes>(reward.Target),
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reward.Value.GetValueOrDefault(0)
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reward.Value.GetValueOrDefault(0),
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useSkillProgressRateMultiplier: false,
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adjustSkillExpForLowLevels: false
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);
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break;
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case RewardType.Experience:
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@@ -24,8 +24,14 @@ public record HideoutConfig : BaseConfig
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[JsonPropertyName("hoursForSkillCrafting")]
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public int HoursForSkillCrafting { get; set; }
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[JsonPropertyName("expCraftAmount")]
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public int ExpCraftAmount { get; set; }
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[Obsolete("Will be removed in 4.1, use CraftingExpAmount")]
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public int ExpCraftAmount { get; set; } = 0;
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[JsonPropertyName("craftingExpAmount")]
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public double CraftingExpAmount { get; set; }
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[JsonPropertyName("craftingExpForHoursOfCrafting")]
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public double CraftingExpForHoursOfCrafting { get; set; }
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[JsonPropertyName("overrideCraftTimeSeconds")]
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public int OverrideCraftTimeSeconds { get; set; }
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@@ -185,10 +185,12 @@ public class RepairService(
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);
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}
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// Every 10 points of repair gives 1 skill point scaled by skillProgressRate
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// ArmorKitSkillPointGainPerRepairPointMultiplier is 0.1
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var pointsToAddToVestSkill = repairDetails.RepairPoints * RepairConfig.ArmorKitSkillPointGainPerRepairPointMultiplier;
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logger.Debug($"Added: {pointsToAddToVestSkill} {vestSkillToLevel} skill");
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profileHelper.AddSkillPointsToPlayer(pmcData, vestSkillToLevel, pointsToAddToVestSkill.GetValueOrDefault(0));
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profileHelper.AddSkillPointsToPlayer(pmcData, vestSkillToLevel, pointsToAddToVestSkill.GetValueOrDefault(0), true);
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}
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// Handle trader repair - gives charisma based on (repair cost/10 * skill progress rate)
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@@ -245,18 +247,9 @@ public class RepairService(
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protected double GetWeaponRepairSkillPoints(RepairDetails repairDetails)
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{
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var random = new Random();
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// This formula and associated configs is calculated based on 30 repairs done on live
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// The points always came out 2-aligned, which is why there's a divide/multiply by 2 with ceil calls
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var gainMult = RepairConfig.WeaponTreatment.PointGainMultiplier;
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// First we get a baseline based on our repair amount, and gain multiplier with a bit of rounding
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var step1 = Math.Ceiling(repairDetails.RepairAmount.Value / 2) * gainMult;
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// Then we have to get the next even number
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var step2 = Math.Ceiling(step1 / 2) * 2;
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// Then multiply by 2 again to hopefully get to what live would give us
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var skillPoints = step2 * 2;
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// Every 5 points repaired with kit should give 0.4 skill points, so PointGainMultiplier is 0.2
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// The return value is later scaled in AddSkillPointsToPlayer, i.e. 1 skill point returned here = 0.4 skill points added
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var skillPoints = repairDetails.RepairAmount.GetValueOrDefault(0) * RepairConfig.WeaponTreatment.PointGainMultiplier;
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// You can both crit fail and succeed at the same time, for fun (Balances out to 0 with default settings)
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// Add a random chance to crit-fail
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