86f31fe202
Changed comments to XML standard Added missing comments Adjusted wording on some comments for clarity.
479 lines
18 KiB
C#
479 lines
18 KiB
C#
using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Eft.Inventory;
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using SPTarkov.Server.Core.Models.Eft.ItemEvent;
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using SPTarkov.Server.Core.Models.Eft.Trade;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Spt.Config;
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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.Common.Annotations;
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using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
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namespace SPTarkov.Server.Core.Services;
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[Injectable(InjectionType.Singleton)]
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public class PaymentService(
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ISptLogger<PaymentService> _logger,
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HashUtil _hashUtil,
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HttpResponseUtil _httpResponseUtil,
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DatabaseService _databaseService,
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HandbookHelper _handbookHelper,
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TraderHelper _traderHelper,
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ItemHelper _itemHelper,
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InventoryHelper _inventoryHelper,
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LocalisationService _localisationService,
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PaymentHelper _paymentHelper,
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ConfigServer _configServer
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)
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{
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protected InventoryConfig _inventoryConfig = _configServer.GetConfig<InventoryConfig>();
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/// <summary>
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/// Take money and insert items into return to server request
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/// </summary>
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/// <param name="pmcData"> PMC Profile </param>
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/// <param name="request"> Buy item request </param>
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/// <param name="sessionID"> Session ID </param>
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/// <param name="output"> Client response </param>
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public void PayMoney(PmcData pmcData, ProcessBuyTradeRequestData request, string sessionID, ItemEventRouterResponse output)
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{
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// May need to convert to trader currency
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var trader = _traderHelper.GetTrader(request.TransactionId, sessionID);
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var payToTrader = _traderHelper.TraderEnumHasValue(request.TransactionId);
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// Track the amounts of each type of currency involved in the trade.
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Dictionary<string, double?> currencyAmounts = new Dictionary<string, double?>();
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// Delete barter items and track currencies
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foreach (var itemRequest in request.SchemeItems)
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{
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// Find the corresponding item in the player's inventory.
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var item = pmcData.Inventory.Items.FirstOrDefault(i => i.Id == itemRequest.Id);
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if (item is not null)
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{
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if (!_paymentHelper.IsMoneyTpl(item.Template))
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{
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// If the item is not money, remove it from the inventory.
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_inventoryHelper.RemoveItemByCount(
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pmcData,
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item.Id,
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(int) itemRequest.Count,
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sessionID,
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output
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);
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itemRequest.Count = 0;
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}
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else
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{
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// If the item is money, add its count to the currencyAmounts object.
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currencyAmounts.TryAdd(item.Template, currencyAmounts.GetValueOrDefault(item.Template, 0) + itemRequest.Count);
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}
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}
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else
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{
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// Used by `SptInsure`
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// Handle differently, `id` is the money type tpl
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var currencyTpl = itemRequest.Id;
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currencyAmounts.TryAdd(currencyTpl, currencyAmounts.GetValueOrDefault(currencyTpl, 0) + itemRequest.Count);
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}
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}
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// Track the total amount of all currencies.
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var totalCurrencyAmount = 0d;
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// Loop through each type of currency involved in the trade.
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foreach (var currencyTpl in currencyAmounts)
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{
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if (currencyTpl.Value <= 0)
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{
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continue;
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}
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var currencyAmount = currencyTpl.Value;
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totalCurrencyAmount += currencyAmount.Value;
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// Find money stacks in inventory and remove amount needed + update output object to inform client of changes
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AddPaymentToOutput(pmcData, currencyTpl.Key, currencyAmount.Value, sessionID, output);
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// If there are warnings, exit early.
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if (output.Warnings?.Count > 0)
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{
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return;
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}
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if (payToTrader)
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{
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// Convert the amount to the trader's currency and update the sales sum.
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var costOfPurchaseInCurrency = _handbookHelper.FromRUB(
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_handbookHelper.InRUB(currencyAmount ?? 0, currencyTpl.Key),
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_paymentHelper.GetCurrency(trader.Currency)
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);
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// Only update traders
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pmcData.TradersInfo[request.TransactionId].SalesSum += costOfPurchaseInCurrency;
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}
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}
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// If no currency-based payment is involved, handle it separately
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if (totalCurrencyAmount == 0 && payToTrader)
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{
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_logger.Debug(_localisationService.GetText("payment-zero_price_no_payment"));
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// Convert the handbook price to the trader's currency and update the sales sum.
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var costOfPurchaseInCurrency = _handbookHelper.FromRUB(
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GetTraderItemHandbookPriceRouble(request.ItemId, request.TransactionId) ?? 0,
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_paymentHelper.GetCurrency(trader.Currency)
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);
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pmcData.TradersInfo[request.TransactionId].SalesSum += costOfPurchaseInCurrency;
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}
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if (payToTrader)
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{
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_traderHelper.LevelUp(request.TransactionId, pmcData);
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}
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if (_logger.IsLogEnabled(LogLevel.Debug))
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{
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_logger.Debug("Item(s) taken. Status OK.");
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}
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}
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/// <summary>
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/// Get the item price of a specific traders assort
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/// </summary>
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/// <param name="traderAssortId"> ID of the assort to look up</param>
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/// <param name="traderId"> ID of trader with assort </param>
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/// <returns> Handbook rouble price of the item </returns>
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private double? GetTraderItemHandbookPriceRouble(string? traderAssortId, string traderId)
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{
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var purchasedAssortItem = _traderHelper.GetTraderAssortItemByAssortId(traderId, traderAssortId);
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if (purchasedAssortItem is null)
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{
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return 1;
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}
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var assortItemPriceRouble = _handbookHelper.GetTemplatePrice(purchasedAssortItem.Template);
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if (assortItemPriceRouble == 0)
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{
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_logger.Debug($"No item price found for {purchasedAssortItem.Template} on trader: {traderId} in assort: {traderAssortId}");
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return 1;
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}
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return assortItemPriceRouble;
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}
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/// <summary>
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/// Receive money back after selling
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/// </summary>
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/// <param name="pmcData"> PMC Profile</param>
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/// <param name="amountToSend"> Money to send back </param>
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/// <param name="request"> Sell Trade request data </param>
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/// <param name="output"> Client response </param>
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/// <param name="sessionID"> Session ID </param>
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public void GiveProfileMoney(PmcData pmcData, double? amountToSend, ProcessSellTradeRequestData request,
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ItemEventRouterResponse output, string sessionID)
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{
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var trader = _traderHelper.GetTrader(request.TransactionId, sessionID);
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if (trader is null)
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{
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_logger.Error($"Unable to add currency to profile as trader: {request.TransactionId} does not exist");
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return;
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}
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var currencyTpl = _paymentHelper.GetCurrency(trader.Currency);
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var calcAmount = _handbookHelper.FromRUB(_handbookHelper.InRUB(amountToSend ?? 0, currencyTpl), currencyTpl);
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var currencyMaxStackSize = _itemHelper.GetItem(currencyTpl).Value.Properties?.StackMaxSize;
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if (currencyMaxStackSize is null)
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{
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_logger.Error($"Unable to add currency: {currencyTpl} to profile as it lacks a _props property");
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return;
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}
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var skipSendingMoneyToStash = false;
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foreach (var item in pmcData.Inventory.Items)
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{
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// Item is not currency
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if (item.Template != currencyTpl)
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{
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continue;
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}
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// Item is not in the stash
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if (!_inventoryHelper.IsItemInStash(pmcData, item))
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{
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continue;
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}
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// Found currency item
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if (item.Upd.StackObjectsCount < currencyMaxStackSize)
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{
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if (item.Upd.StackObjectsCount + calcAmount > currencyMaxStackSize)
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{
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// calculate difference
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calcAmount -= (int) (currencyMaxStackSize - item.Upd.StackObjectsCount ?? 0);
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item.Upd.StackObjectsCount = currencyMaxStackSize;
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}
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else
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{
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skipSendingMoneyToStash = true;
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item.Upd.StackObjectsCount += calcAmount;
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}
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// Inform client of change to items StackObjectsCount
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output.ProfileChanges[sessionID].Items.ChangedItems.Add(item);
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if (skipSendingMoneyToStash)
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{
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break;
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}
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}
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}
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// Create single currency item with all currency on it
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var rootCurrencyReward = new Item
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{
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Id = _hashUtil.Generate(),
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Template = currencyTpl,
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Upd = new Upd
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{
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StackObjectsCount = Math.Round((double) calcAmount)
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}
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};
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// Ensure money is properly split to follow its max stack size limit
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var rewards = _itemHelper.SplitStackIntoSeparateItems(rootCurrencyReward);
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if (!skipSendingMoneyToStash)
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{
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var addItemToStashRequest = new AddItemsDirectRequest
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{
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ItemsWithModsToAdd = rewards,
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FoundInRaid = false,
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Callback = null,
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UseSortingTable = true
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};
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_inventoryHelper.AddItemsToStash(sessionID, addItemToStashRequest, pmcData, output);
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}
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// Calcualte new total sale sum with trader item sold to
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var saleSum = pmcData.TradersInfo[request.TransactionId].SalesSum + amountToSend;
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pmcData.TradersInfo[request.TransactionId].SalesSum = saleSum;
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_traderHelper.LevelUp(request.TransactionId, pmcData);
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}
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/// <summary>
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/// Remove currency from player stash/inventory and update client object with changes
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/// </summary>
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/// <param name="pmcData"> Player profile to find and remove currency from</param>
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/// <param name="currencyTpl"> Type of currency to pay </param>
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/// <param name="amountToPay"> Money value to pay </param>
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/// <param name="sessionID"> Session ID </param>
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/// <param name="output"> Client response </param>
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public void AddPaymentToOutput(
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PmcData pmcData,
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string currencyTpl,
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double amountToPay,
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string sessionID,
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ItemEventRouterResponse output
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)
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{
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var moneyItemsInInventory = GetSortedMoneyItemsInInventory(
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pmcData,
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currencyTpl,
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pmcData.Inventory.Stash
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);
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//Ensure all money items found have a upd
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foreach (var moneyStack in moneyItemsInInventory)
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{
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moneyStack.Upd ??= new Upd
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{
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StackObjectsCount = 1
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};
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}
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var amountAvailable = moneyItemsInInventory.Aggregate(
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0d,
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(accumulator, item) => accumulator + item.Upd.StackObjectsCount.Value
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);
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// If no money in inventory or amount is not enough we return false
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if (moneyItemsInInventory.Count <= 0 || amountAvailable < amountToPay)
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{
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_logger.Error(
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_localisationService.GetText(
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"payment-not_enough_money_to_complete_transation", // Typo, needs locale updated if fixed
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new
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{
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amountToPay,
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amountAvailable
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}
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)
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);
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_httpResponseUtil.AppendErrorToOutput(
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output,
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_localisationService.GetText("payment-not_enough_money_to_complete_transation_short", amountToPay), // Typo, needs locale updated if fixed
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BackendErrorCodes.UnknownTradingError
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);
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return;
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}
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var leftToPay = amountToPay;
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foreach (var profileMoneyItem in moneyItemsInInventory)
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{
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var itemAmount = profileMoneyItem.Upd.StackObjectsCount;
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if (leftToPay >= itemAmount)
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{
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leftToPay -= itemAmount ?? 0;
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_inventoryHelper.RemoveItem(pmcData, profileMoneyItem.Id, sessionID, output);
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}
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else
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{
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profileMoneyItem.Upd.StackObjectsCount -= leftToPay;
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leftToPay = 0;
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output.ProfileChanges[sessionID].Items.ChangedItems.Add(profileMoneyItem);
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}
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if (leftToPay == 0)
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{
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break;
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}
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}
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}
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/// <summary>
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/// Get all money stacks in inventory and prioritise items in stash
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/// </summary>
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/// <param name="pmcData"> Player profile </param>
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/// <param name="currencyTpl"> Currency to find </param>
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/// <param name="playerStashId"> Players stash ID </param>
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/// <returns> List of sorted money items </returns>
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// TODO - ensure money in containers inside secure container are LAST
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protected List<Item> GetSortedMoneyItemsInInventory(PmcData pmcData, string currencyTpl, string playerStashId)
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{
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var moneyItemsInInventory = _itemHelper.FindBarterItems("tpl", pmcData.Inventory.Items, currencyTpl);
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if (moneyItemsInInventory.Count == 0)
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{
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_logger.Debug($"No {currencyTpl} money items found in inventory");
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}
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// Prioritise items in stash to top of array
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moneyItemsInInventory.Sort((a, b) => PrioritiseStashSort(a, b, pmcData.Inventory.Items, playerStashId));
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return moneyItemsInInventory;
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}
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/// <summary>
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/// Prioritise player stash first over player inventory.
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/// Post-raid healing would often take money out of the players pockets/secure container.
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/// </summary>
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/// <param name="a"> First money stack item </param>
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/// <param name="b"> Second money stack item </param>
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/// <param name="inventoryItems"> Players inventory items </param>
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/// <param name="playerStashId"> Players stash ID </param>
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/// <returns> Sort order, -1 if in a, 1 if in b, 0 if they match </returns>
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protected int PrioritiseStashSort(Item a, Item b, List<Item> inventoryItems, string playerStashId)
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{
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// a in root of stash, prioritise
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if (a.ParentId == playerStashId && b.ParentId != playerStashId)
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{
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return -1;
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}
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// b in root stash, prioritise
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if (a.ParentId != playerStashId && b.ParentId == playerStashId)
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{
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return 1;
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}
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// both in containers
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if (a.SlotId == "main" && b.SlotId == "main")
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{
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// Both items are in containers
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var aInStash = IsInStash(a.ParentId, inventoryItems, playerStashId);
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var bInStash = IsInStash(b.ParentId, inventoryItems, playerStashId);
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// a in stash in container, prioritise
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if (aInStash && !bInStash)
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{
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return -1;
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}
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// b in stash in container, prioritise
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if (!aInStash && bInStash)
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{
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return 1;
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}
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// Both in stash in containers
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if (aInStash && bInStash)
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{
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// Containers where taking money from would inconvinence player
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var deprioritisedContainers = _inventoryConfig.DeprioritisedMoneyContainers;
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var aImmediateParent = inventoryItems.FirstOrDefault(item => item.Id == a.ParentId);
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var bImmediateParent = inventoryItems.FirstOrDefault(item => item.Id == b.ParentId);
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// A is not a deprioritised container, B is
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if (
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!deprioritisedContainers.Contains(aImmediateParent.Template) &&
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deprioritisedContainers.Contains(bImmediateParent.Template)
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)
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{
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return -1;
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}
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// B is not a deprioritised container, A is
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if (
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deprioritisedContainers.Contains(aImmediateParent.Template) &&
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!deprioritisedContainers.Contains(bImmediateParent.Template)
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)
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{
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return 1;
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}
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}
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}
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// they match
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return 0;
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}
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/// <summary>
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/// Recursively check items parents to see if it is inside the players inventory, not stash
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/// </summary>
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/// <param name="itemId"> Item ID to check </param>
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/// <param name="inventoryItems"> Player inventory </param>
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/// <param name="playerStashId"> Players stash ID </param>
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/// <returns> True if it's in inventory </returns>
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protected bool IsInStash(string itemId, List<Item> inventoryItems, string playerStashId)
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{
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var itemParent = inventoryItems.FirstOrDefault(item => item.Id == itemId);
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if (itemParent is not null)
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{
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if (itemParent.SlotId == "hideout")
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{
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return true;
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}
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if (itemParent.Id == playerStashId)
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{
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return true;
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}
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return IsInStash(itemParent.ParentId, inventoryItems, playerStashId);
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}
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return false;
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}
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}
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