1449 lines
57 KiB
C#
1449 lines
57 KiB
C#
using System.Runtime.InteropServices.JavaScript;
|
|
using Core.Helpers;
|
|
using Core.Models.Common;
|
|
using SptCommon.Annotations;
|
|
using Core.Models.Eft.Common;
|
|
using Core.Models.Eft.Common.Tables;
|
|
using Core.Models.Enums;
|
|
using Core.Models.Spt.Config;
|
|
using Core.Models.Spt.Fence;
|
|
using Core.Servers;
|
|
using Core.Utils;
|
|
using Core.Utils.Cloners;
|
|
using SptCommon.Extensions;
|
|
|
|
namespace Core.Services;
|
|
|
|
[Injectable(InjectionType.Singleton)]
|
|
public class FenceService(
|
|
ILogger logger,
|
|
TimeUtil timeUtil,
|
|
RandomUtil randomUtil,
|
|
DatabaseService databaseService,
|
|
HandbookHelper handbookHelper,
|
|
ItemHelper itemHelper,
|
|
PresetHelper presetHelper,
|
|
LocalisationService localisationService,
|
|
ConfigServer configServer,
|
|
ICloner cloner
|
|
)
|
|
{
|
|
protected TraderConfig traderConfig = configServer.GetConfig<TraderConfig>();
|
|
|
|
/** Time when some items in assort will be replaced */
|
|
protected long nextPartialRefreshTimestamp;
|
|
|
|
/** Main assorts you see at all rep levels */
|
|
protected TraderAssort? fenceAssort = null;
|
|
|
|
/** Assorts shown on a separate tab when you max out fence rep */
|
|
protected TraderAssort? fenceDiscountAssort = null;
|
|
|
|
/** Desired baseline counts - Hydrated on initial assort generation as part of generateFenceAssorts() */
|
|
protected FenceAssortGenerationValues desiredAssortCounts;
|
|
|
|
protected HashSet<string> fenceItemUpdCompareProperties =
|
|
[
|
|
"Buff",
|
|
"Repairable",
|
|
"RecodableComponent",
|
|
"Key",
|
|
"Resource",
|
|
"MedKit",
|
|
"FoodDrink",
|
|
"Dogtag",
|
|
"RepairKit",
|
|
];
|
|
|
|
|
|
/**
|
|
* Replace main fence assort with new assort
|
|
* @param assort New assorts to replace old with
|
|
*/
|
|
public void SetFenceAssort(TraderAssort assort)
|
|
{
|
|
fenceAssort = assort;
|
|
}
|
|
|
|
/**
|
|
* Replace discount fence assort with new assort
|
|
* @param assort New assorts to replace old with
|
|
*/
|
|
public void SetDiscountFenceAssort(TraderAssort assort)
|
|
{
|
|
fenceDiscountAssort = assort;
|
|
}
|
|
|
|
/**
|
|
* Get main fence assort
|
|
* @return ITraderAssort
|
|
*/
|
|
public TraderAssort? GetMainFenceAssort()
|
|
{
|
|
return fenceAssort;
|
|
}
|
|
|
|
/**
|
|
* Get discount fence assort
|
|
* @return ITraderAssort
|
|
*/
|
|
public TraderAssort? GetDiscountFenceAssort()
|
|
{
|
|
return fenceDiscountAssort;
|
|
}
|
|
|
|
/**
|
|
* Replace high rep level fence assort with new assort
|
|
* @param discountAssort New assorts to replace old with
|
|
*/
|
|
public void SetFenceDiscountAssort(TraderAssort discountAssort)
|
|
{
|
|
fenceDiscountAssort = discountAssort;
|
|
}
|
|
|
|
/**
|
|
* Get assorts player can purchase
|
|
* Adjust prices based on fence level of player
|
|
* @param pmcProfile Player profile
|
|
* @returns ITraderAssort
|
|
*/
|
|
public TraderAssort GetFenceAssorts(PmcData pmcProfile)
|
|
{
|
|
if (traderConfig.Fence.RegenerateAssortsOnRefresh) {
|
|
// Using base assorts made earlier, do some alterations and store in fenceAssort
|
|
GenerateFenceAssorts();
|
|
}
|
|
|
|
// Clone assorts so we can adjust prices before sending to client
|
|
var assort = cloner.Clone(fenceAssort);
|
|
AdjustAssortItemPricesByConfigMultiplier(assort, 1, traderConfig.Fence.PresetPriceMult);
|
|
|
|
// merge normal fence assorts + discount assorts if player standing is large enough
|
|
if (pmcProfile.TradersInfo[Traders.FENCE].Standing >= 6) {
|
|
var discountAssort = cloner.Clone(fenceDiscountAssort);
|
|
AdjustAssortItemPricesByConfigMultiplier(
|
|
discountAssort,
|
|
traderConfig.Fence.DiscountOptions.ItemPriceMult,
|
|
traderConfig.Fence.DiscountOptions.PresetPriceMult
|
|
);
|
|
var mergedAssorts = MergeAssorts(assort, discountAssort);
|
|
|
|
return mergedAssorts;
|
|
}
|
|
|
|
return assort;
|
|
}
|
|
|
|
/**
|
|
* Adds to fence assort a single item (with its children)
|
|
* @param items the items to add with all its childrens
|
|
* @param mainItem the most parent item of the array
|
|
*/
|
|
public void AddItemsToFenceAssort(List<Item> items, Item mainItem)
|
|
{
|
|
// HUGE THANKS TO LACYWAY AND LEAVES FOR PROVIDING THIS SOLUTION FOR SPT TO IMPLEMENT!!
|
|
// Copy the item and its children
|
|
var clonedItems = cloner.Clone(itemHelper.FindAndReturnChildrenAsItems(items, mainItem.Id));
|
|
var root = clonedItems[0];
|
|
|
|
var cost = GetItemPrice(root.Template, clonedItems);
|
|
|
|
// Fix IDs
|
|
clonedItems = itemHelper.ReparentItemAndChildren(root, clonedItems);
|
|
root.ParentId = "hideout";
|
|
if (root.Upd?.SpawnedInSession != null) {
|
|
root.Upd.SpawnedInSession = false;
|
|
}
|
|
|
|
// Clean up the items
|
|
// We may need to find an alternative to nodes: delete root.location;
|
|
root.Location = null;
|
|
|
|
var createAssort = new CreateFenceAssortsResult()
|
|
{ SptItems = [], BarterScheme = new(), LoyalLevelItems = new() };
|
|
createAssort.BarterScheme[root.Id] = [[new BarterScheme() { Count = cost, Template = Money.ROUBLES }]];
|
|
createAssort.SptItems.Add(clonedItems);
|
|
createAssort.LoyalLevelItems[root.Id] = 1;
|
|
|
|
UpdateFenceAssorts(createAssort, fenceAssort);
|
|
}
|
|
|
|
/**
|
|
* Calculates the overall price for an item (with all its children)
|
|
* @param itemTpl the item tpl to calculate the fence price for
|
|
* @param items the items (with its children) to calculate fence price for
|
|
* @returns the fence price of the item
|
|
*/
|
|
public double? GetItemPrice(string itemTpl, List<Item> items)
|
|
{
|
|
return itemHelper.IsOfBaseclass(itemTpl, BaseClasses.AMMO_BOX)
|
|
? GetAmmoBoxPrice(items) * traderConfig.Fence.ItemPriceMult
|
|
: handbookHelper.GetTemplatePrice(itemTpl) * traderConfig.Fence.ItemPriceMult;
|
|
}
|
|
|
|
/**
|
|
* Calculate the overall price for an ammo box, where only one item is
|
|
* the ammo box itself and every other items are the bullets in that box
|
|
* @param items the ammo box (and all its children ammo items)
|
|
* @returns the price of the ammo box
|
|
*/
|
|
protected double? GetAmmoBoxPrice(List<Item> items)
|
|
{
|
|
double? total = 0D;
|
|
foreach (var item in items) {
|
|
if (itemHelper.IsOfBaseclass(item.Template, BaseClasses.AMMO)) {
|
|
total += handbookHelper.GetTemplatePrice(item.Template) * (item.Upd?.StackObjectsCount ?? 1);
|
|
}
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
/**
|
|
* Adjust all items contained inside an assort by a multiplier
|
|
* @param assort (clone)Assort that contains items with prices to adjust
|
|
* @param itemMultipler multipler to use on items
|
|
* @param presetMultiplier preset multipler to use on presets
|
|
*/
|
|
protected void AdjustAssortItemPricesByConfigMultiplier(
|
|
TraderAssort assort,
|
|
double itemMultipler,
|
|
double presetMultiplier
|
|
)
|
|
{
|
|
foreach (var item in assort.Items) {
|
|
// Skip sub-items when adjusting prices
|
|
if (item.SlotId != "hideout") {
|
|
continue;
|
|
}
|
|
|
|
AdjustItemPriceByModifier(item, assort, itemMultipler, presetMultiplier);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Merge two trader assort files together
|
|
* @param firstAssort assort 1#
|
|
* @param secondAssort assort #2
|
|
* @returns merged assort
|
|
*/
|
|
protected TraderAssort MergeAssorts(TraderAssort firstAssort, TraderAssort secondAssort)
|
|
{
|
|
foreach (var itemId in secondAssort.BarterScheme.Keys) {
|
|
firstAssort.BarterScheme[itemId] = secondAssort.BarterScheme[itemId];
|
|
}
|
|
|
|
foreach (var item in secondAssort.Items) {
|
|
firstAssort.Items.Add(item);
|
|
}
|
|
|
|
foreach (var itemId in secondAssort.LoyalLevelItems.Keys) {
|
|
firstAssort.LoyalLevelItems[itemId] = secondAssort.LoyalLevelItems[itemId];
|
|
}
|
|
|
|
return firstAssort;
|
|
}
|
|
|
|
/**
|
|
* Adjust assorts price by a modifier
|
|
* @param item assort item details
|
|
* @param assort assort to be modified
|
|
* @param modifier value to multiply item price by
|
|
* @param presetModifier value to multiply preset price by
|
|
*/
|
|
protected void AdjustItemPriceByModifier(
|
|
Item item,
|
|
TraderAssort assort,
|
|
double modifier,
|
|
double presetModifier
|
|
)
|
|
{
|
|
// Is preset
|
|
if (item.Upd?.SptPresetId != null) {
|
|
if (assort.BarterScheme?[item.Id] != null) {
|
|
assort.BarterScheme[item.Id][0][0].Count *= presetModifier;
|
|
}
|
|
} else if (assort.BarterScheme?[item.Id] != null) {
|
|
assort.BarterScheme[item.Id][0][0].Count *= modifier;
|
|
} else {
|
|
logger.LogWarning($"adjustItemPriceByModifier() - no action taken for item: {item.Template}");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get fence assorts with no price adjustments based on fence rep
|
|
* @returns ITraderAssort
|
|
*/
|
|
public TraderAssort GetRawFenceAssorts() {
|
|
return MergeAssorts(cloner.Clone(fenceAssort), cloner.Clone(fenceDiscountAssort));
|
|
}
|
|
|
|
/**
|
|
* Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
|
|
* @returns true if it needs a partial refresh
|
|
*/
|
|
public bool NeedsPartialRefresh()
|
|
{
|
|
return timeUtil.GetTimeStamp() > nextPartialRefreshTimestamp;
|
|
}
|
|
|
|
/**
|
|
* Replace a percentage of fence assorts with freshly generated items
|
|
*/
|
|
public void PerformPartialRefresh()
|
|
{
|
|
var itemCountToReplace = GetCountOfItemsToReplace(traderConfig.Fence.AssortSize);
|
|
var discountItemCountToReplace = GetCountOfItemsToReplace(
|
|
traderConfig.Fence.DiscountOptions.AssortSize
|
|
);
|
|
|
|
// Simulate players buying items
|
|
DeleteRandomAssorts(itemCountToReplace, fenceAssort);
|
|
DeleteRandomAssorts(discountItemCountToReplace, fenceDiscountAssort);
|
|
|
|
var normalItemCountsToGenerate = GetItemCountsToGenerate(
|
|
fenceAssort.Items,
|
|
desiredAssortCounts.Normal
|
|
);
|
|
var newItems = CreateAssorts(normalItemCountsToGenerate, 1);
|
|
|
|
// Push newly generated assorts into existing data
|
|
UpdateFenceAssorts(newItems, fenceAssort);
|
|
|
|
var discountItemCountsToGenerate = GetItemCountsToGenerate(
|
|
fenceDiscountAssort.Items,
|
|
desiredAssortCounts.Discount
|
|
);
|
|
var newDiscountItems = CreateAssorts(discountItemCountsToGenerate, 2);
|
|
|
|
// Push newly generated discount assorts into existing data
|
|
UpdateFenceAssorts(newDiscountItems, fenceDiscountAssort);
|
|
|
|
// Add new barter items to fence barter scheme
|
|
foreach (var barterItemKey in newItems.BarterScheme.Keys) {
|
|
fenceAssort.BarterScheme[barterItemKey] = newItems.BarterScheme[barterItemKey];
|
|
}
|
|
|
|
// Add loyalty items to fence assorts loyalty object
|
|
foreach (var loyaltyItemKey in newItems.LoyalLevelItems.Keys) {
|
|
fenceAssort.LoyalLevelItems[loyaltyItemKey] = newItems.LoyalLevelItems[loyaltyItemKey];
|
|
}
|
|
|
|
// Add new barter items to fence assorts discounted barter scheme
|
|
foreach (var barterItemKey in newDiscountItems.BarterScheme.Keys) {
|
|
fenceDiscountAssort.BarterScheme[barterItemKey] = newDiscountItems.BarterScheme[barterItemKey];
|
|
}
|
|
|
|
// Add loyalty items to fence discount assorts loyalty object
|
|
foreach (var loyaltyItemKey in newDiscountItems.LoyalLevelItems.Keys) {
|
|
fenceDiscountAssort.LoyalLevelItems[loyaltyItemKey] = newDiscountItems.LoyalLevelItems[loyaltyItemKey];
|
|
}
|
|
|
|
// Reset the clock
|
|
IncrementPartialRefreshTime();
|
|
}
|
|
|
|
/**
|
|
* Handle the process of folding new assorts into existing assorts, when a new assort exists already, increment its StackObjectsCount instead
|
|
* @param newFenceAssorts Assorts to fold into existing fence assorts
|
|
* @param existingFenceAssorts Current fence assorts new assorts will be added to
|
|
*/
|
|
protected void UpdateFenceAssorts(
|
|
CreateFenceAssortsResult newFenceAssorts,
|
|
TraderAssort existingFenceAssorts
|
|
)
|
|
{
|
|
foreach (var itemWithChildren in newFenceAssorts.SptItems)
|
|
{
|
|
// Find the root item
|
|
var newRootItem = itemWithChildren.FirstOrDefault((item) => item.SlotId == "hideout");
|
|
if (newRootItem == null) {
|
|
var firstItem = itemWithChildren.FirstOrDefault((x) => x != null);
|
|
logger.LogError($"Unable to process fence assort as root item is missing, {firstItem?.Template}, skipping");
|
|
continue;
|
|
}
|
|
|
|
// Find a matching root item with same tpl in existing assort
|
|
var existingRootItem = existingFenceAssorts.Items.FirstOrDefault((item) => item.Template == newRootItem.Template && item.SlotId == "hideout");
|
|
|
|
// Check if same type of item exists + its on list of item types to always stack
|
|
if (existingRootItem != null && ItemInPreventDupeCategoryList(newRootItem.Template))
|
|
{
|
|
var existingFullItemTree = itemHelper.FindAndReturnChildrenAsItems(
|
|
existingFenceAssorts.Items,
|
|
existingRootItem.Id
|
|
);
|
|
if (itemHelper.isSameItems(itemWithChildren, existingFullItemTree, fenceItemUpdCompareProperties))
|
|
{
|
|
// Guard against a missing stack count
|
|
if (existingRootItem.Upd?.StackObjectsCount == null) {
|
|
existingRootItem.Upd.StackObjectsCount = 1;
|
|
}
|
|
|
|
// Merge new items count into existing, dont add new loyalty/barter data as it already exists
|
|
existingRootItem.Upd.StackObjectsCount += newRootItem?.Upd?.StackObjectsCount ?? 1;
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if the Upd doesnt exist just initialize it
|
|
if (newRootItem.Upd == null) {
|
|
newRootItem.Upd = new();
|
|
}
|
|
// New assort to be added to existing assorts
|
|
existingFenceAssorts.Items.AddRange(itemWithChildren);
|
|
existingFenceAssorts.BarterScheme[newRootItem.Id] = newFenceAssorts.BarterScheme[newRootItem.Id];
|
|
existingFenceAssorts.LoyalLevelItems[newRootItem.Id] = newFenceAssorts.LoyalLevelItems[newRootItem.Id];
|
|
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
|
|
*/
|
|
protected void IncrementPartialRefreshTime()
|
|
{
|
|
nextPartialRefreshTimestamp = timeUtil.GetTimeStamp() + traderConfig.Fence.PartialRefreshTimeSeconds;
|
|
}
|
|
|
|
/**
|
|
* Get values that will hydrate the passed in assorts back to the desired counts
|
|
* @param assortItems Current assorts after items have been removed
|
|
* @param generationValues Base counts assorts should be adjusted to
|
|
* @returns IGenerationAssortValues object with adjustments needed to reach desired state
|
|
*/
|
|
protected GenerationAssortValues GetItemCountsToGenerate(
|
|
List<Item> assortItems,
|
|
GenerationAssortValues generationValues
|
|
)
|
|
{
|
|
var allRootItems = assortItems.Where((item) => item.SlotId == "hideout");
|
|
var rootPresetItems = allRootItems.Where((item) => item?.Upd?.SptPresetId != null);
|
|
|
|
// Get count of weapons
|
|
var currentWeaponPresetCount = rootPresetItems.Aggregate(0, (count, item) => itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON) ? count + 1 : count);
|
|
|
|
// Get count of equipment
|
|
var currentEquipmentPresetCount = rootPresetItems.Aggregate(0, (count, item) => itemHelper.ArmorItemCanHoldMods(item.Template) ? count + 1 : count);
|
|
|
|
// Normal item count is total count minus weapon + armor count
|
|
var nonPresetItemAssortCount = allRootItems.Count() - (currentWeaponPresetCount + currentEquipmentPresetCount);
|
|
|
|
// Get counts of items to generate, never var values fall below 0
|
|
var itemCountToGenerate = Math.Max(generationValues.Item.Value - nonPresetItemAssortCount, 0);
|
|
var weaponCountToGenerate = Math.Max(generationValues.WeaponPreset.Value - currentWeaponPresetCount, 0);
|
|
var equipmentCountToGenerate = Math.Max(generationValues.EquipmentPreset.Value - currentEquipmentPresetCount, 0);
|
|
|
|
return new GenerationAssortValues {
|
|
Item = itemCountToGenerate,
|
|
WeaponPreset = weaponCountToGenerate,
|
|
EquipmentPreset = equipmentCountToGenerate
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Delete desired number of items from assort (including children)
|
|
* @param itemCountToReplace
|
|
* @param discountItemCountToReplace
|
|
*/
|
|
protected void DeleteRandomAssorts(int itemCountToReplace, TraderAssort assort)
|
|
{
|
|
if (assort?.Items?.Count > 0) {
|
|
var rootItems = assort.Items.Where((item) => item.SlotId == "hideout").ToList();
|
|
for (var index = 0; index < itemCountToReplace; index++) {
|
|
RemoveRandomItemFromAssorts(assort, rootItems);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Choose an item at random and remove it + mods from assorts
|
|
* @param assort Trader assort to remove item from
|
|
* @param rootItems Pool of root items to pick from to remove
|
|
*/
|
|
protected void RemoveRandomItemFromAssorts(TraderAssort assort, List<Item> rootItems)
|
|
{
|
|
var rootItemToAdjust = randomUtil.GetArrayValue(rootItems);
|
|
|
|
// Items added by mods may not have a Upd object, assume item stack size is 1
|
|
var stackSize = rootItemToAdjust.Upd?.StackObjectsCount ?? 1;
|
|
|
|
// Get a random count of the chosen item to remove
|
|
var itemCountToRemove = randomUtil.GetInt(1, (int) stackSize);
|
|
|
|
var isEntireStackToBeRemoved = Math.Abs(itemCountToRemove - stackSize) < 0.1;
|
|
|
|
// Partial stack reduction
|
|
if (!isEntireStackToBeRemoved) {
|
|
if (rootItemToAdjust.Upd == null) {
|
|
logger.LogWarning($"Fence Item: {rootItemToAdjust.Template} lacks a Upd object, adding");
|
|
rootItemToAdjust.Upd = new ();
|
|
}
|
|
|
|
// Reduce stack to at smallest, 1
|
|
rootItemToAdjust.Upd.StackObjectsCount -= Math.Max(1, itemCountToRemove);
|
|
|
|
return;
|
|
}
|
|
|
|
// Remove item + child mods (if any)
|
|
var itemWithChildren = itemHelper.FindAndReturnChildrenAsItems(assort.Items, rootItemToAdjust.Id);
|
|
foreach (var itemToDelete in itemWithChildren) {
|
|
// Delete item from assort items array
|
|
assort.Items.Splice(assort.Items.IndexOf(itemToDelete), 1);
|
|
}
|
|
|
|
// Need to remove item from all areas of trader assort
|
|
// delete assort.barter_scheme[rootItemToAdjust._id];
|
|
// delete assort.loyal_level_items[rootItemToAdjust._id];
|
|
assort.BarterScheme.Remove(rootItemToAdjust.Id);
|
|
assort.LoyalLevelItems.Remove(rootItemToAdjust.Id);
|
|
}
|
|
|
|
/**
|
|
* Get an integer rounded count of items to replace based on percentrage from traderConfig value
|
|
* @param totalItemCount total item count
|
|
* @returns rounded int of items to replace
|
|
*/
|
|
protected int GetCountOfItemsToReplace(int totalItemCount)
|
|
{
|
|
return (int) Math.Round(totalItemCount * (traderConfig.Fence.PartialRefreshChangePercent / 100));
|
|
}
|
|
|
|
/**
|
|
* Get the count of items fence offers
|
|
* @returns number
|
|
*/
|
|
public int GetOfferCount()
|
|
{
|
|
if ((fenceAssort?.Items?.Count ?? 0) == 0) {
|
|
return 0;
|
|
}
|
|
|
|
return fenceAssort.Items.Count;
|
|
}
|
|
|
|
/**
|
|
* Create trader assorts for fence and store in fenceService cache
|
|
* Uses fence base cache generatedon server start as a base
|
|
*/
|
|
public void GenerateFenceAssorts()
|
|
{
|
|
// Reset refresh time now assorts are being generated
|
|
IncrementPartialRefreshTime();
|
|
|
|
// Choose assort counts using config
|
|
CreateInitialFenceAssortGenerationValues();
|
|
|
|
// Create basic fence assort
|
|
var assorts = CreateAssorts(desiredAssortCounts.Normal, 1);
|
|
|
|
// Store in fenceAssort
|
|
SetFenceAssort(ConvertIntoFenceAssort(assorts));
|
|
|
|
// Create level 2 assorts accessible at rep level 6
|
|
var discountAssorts = CreateAssorts(desiredAssortCounts.Discount, 2);
|
|
|
|
// Store in fenceDiscountAssort
|
|
SetFenceDiscountAssort(ConvertIntoFenceAssort(discountAssorts));
|
|
}
|
|
|
|
/**
|
|
* Convert the intermediary assort data generated into format client can process
|
|
* @param intermediaryAssorts Generated assorts that will be converted
|
|
* @returns ITraderAssort
|
|
*/
|
|
protected TraderAssort ConvertIntoFenceAssort(CreateFenceAssortsResult intermediaryAssorts)
|
|
{
|
|
var result = CreateFenceAssortSkeleton();
|
|
foreach (var itemWithChilden in intermediaryAssorts.SptItems) {
|
|
result.Items.AddRange(itemWithChilden);
|
|
}
|
|
|
|
result.BarterScheme = intermediaryAssorts.BarterScheme;
|
|
result.LoyalLevelItems = intermediaryAssorts.LoyalLevelItems;
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Create object that contains calculated fence assort item values to make based on config
|
|
* Stored in desiredAssortCounts
|
|
*/
|
|
protected void CreateInitialFenceAssortGenerationValues()
|
|
{
|
|
var result = new FenceAssortGenerationValues() {
|
|
Normal = new GenerationAssortValues() { Item = 0, WeaponPreset = 0, EquipmentPreset = 0 },
|
|
Discount = new GenerationAssortValues() { Item = 0, WeaponPreset = 0, EquipmentPreset = 0 }
|
|
};
|
|
|
|
result.Normal.Item = traderConfig.Fence.AssortSize;
|
|
|
|
result.Normal.WeaponPreset = randomUtil.GetInt(
|
|
(int) traderConfig.Fence.WeaponPresetMinMax.Min,
|
|
(int) traderConfig.Fence.WeaponPresetMinMax.Max
|
|
);
|
|
|
|
result.Normal.EquipmentPreset = randomUtil.GetInt(
|
|
(int) traderConfig.Fence.EquipmentPresetMinMax.Min,
|
|
(int) traderConfig.Fence.EquipmentPresetMinMax.Max
|
|
);
|
|
|
|
result.Discount.Item = traderConfig.Fence.DiscountOptions.AssortSize;
|
|
|
|
result.Discount.WeaponPreset = randomUtil.GetInt(
|
|
(int) traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Min,
|
|
(int) traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Max
|
|
);
|
|
|
|
result.Discount.EquipmentPreset = randomUtil.GetInt(
|
|
(int) traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Min,
|
|
(int) traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Max
|
|
);
|
|
|
|
desiredAssortCounts = result;
|
|
}
|
|
|
|
/**
|
|
* Create skeleton to hold assort items
|
|
* @returns ITraderAssort object
|
|
*/
|
|
protected TraderAssort CreateFenceAssortSkeleton()
|
|
{
|
|
return new TraderAssort() {
|
|
Items = [],
|
|
BarterScheme = new(),
|
|
LoyalLevelItems = new(),
|
|
NextResupply = GetNextFenceUpdateTimestamp(),
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Hydrate assorts parameter object with generated assorts
|
|
* @param assortCount Number of assorts to generate
|
|
* @param assorts object to add created assorts to
|
|
*/
|
|
protected CreateFenceAssortsResult CreateAssorts(GenerationAssortValues itemCounts, int loyaltyLevel)
|
|
{
|
|
var result = new CreateFenceAssortsResult() { SptItems = [], BarterScheme = new(), LoyalLevelItems = new() };
|
|
|
|
var baseFenceAssortClone = cloner.Clone(databaseService.GetTrader(Traders.FENCE).Assort);
|
|
var itemTypeLimitCounts = InitItemLimitCounter(traderConfig.Fence.ItemTypeLimits);
|
|
|
|
if (itemCounts.Item > 0) {
|
|
AddItemAssorts(itemCounts.Item, result, baseFenceAssortClone, itemTypeLimitCounts, loyaltyLevel);
|
|
}
|
|
|
|
if (itemCounts.WeaponPreset > 0 || itemCounts.EquipmentPreset > 0) {
|
|
// Add presets
|
|
AddPresetsToAssort(
|
|
itemCounts.WeaponPreset,
|
|
itemCounts.EquipmentPreset,
|
|
result,
|
|
baseFenceAssortClone,
|
|
loyaltyLevel
|
|
);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Add item assorts to existing assort data
|
|
* @param assortCount Number to add
|
|
* @param assorts Assorts data to add to
|
|
* @param baseFenceAssortClone Base data to draw from
|
|
* @param itemTypeLimits
|
|
* @param loyaltyLevel Loyalty level to set new item to
|
|
*/
|
|
protected void AddItemAssorts(
|
|
int? assortCount,
|
|
CreateFenceAssortsResult assorts,
|
|
TraderAssort baseFenceAssortClone,
|
|
Dictionary<string, (int current, int max)> itemTypeLimits,
|
|
int loyaltyLevel
|
|
)
|
|
{
|
|
var priceLimits = traderConfig.Fence.ItemCategoryRoublePriceLimit;
|
|
var assortRootItems = baseFenceAssortClone.Items.Where(item => item.ParentId == "hideout" && item.Upd?.SptPresetId == null).ToList();
|
|
if (assortRootItems.Count == 0) {
|
|
logger.LogError("Unable to add assorts to Fence as no root items exist in items being added");
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < assortCount; i++) {
|
|
var chosenBaseAssortRoot = randomUtil.GetArrayValue(assortRootItems);
|
|
if (chosenBaseAssortRoot == null) {
|
|
logger.LogError(localisationService.GetText("fence-unable_to_find_assort_by_id"));
|
|
continue;
|
|
}
|
|
var desiredAssortItemAndChildrenClone = cloner.Clone(itemHelper.FindAndReturnChildrenAsItems(baseFenceAssortClone.Items, chosenBaseAssortRoot.Id));
|
|
|
|
var itemDbDetails = itemHelper.GetItem(chosenBaseAssortRoot.Template).Value;
|
|
var itemLimitCount = GetMatchingItemLimit(itemTypeLimits, itemDbDetails.Id);
|
|
if (itemLimitCount?.current >= itemLimitCount?.max) {
|
|
// Skip adding item as assort as limit reached, decrement i counter so we still get another item
|
|
i--;
|
|
continue;
|
|
}
|
|
|
|
var itemIsPreset = presetHelper.IsPreset(chosenBaseAssortRoot.Id);
|
|
|
|
var price = baseFenceAssortClone.BarterScheme?[chosenBaseAssortRoot.Id][0][0].Count;
|
|
if (price == 0 || (price == 1 && !itemIsPreset) || price == 100) {
|
|
// Don't allow "special" items / presets
|
|
i--;
|
|
continue;
|
|
}
|
|
|
|
if (price > priceLimits[itemDbDetails.Parent]) {
|
|
// Too expensive for fence, try another item
|
|
i--;
|
|
continue;
|
|
}
|
|
|
|
// Increment count as item is being added
|
|
if (itemLimitCount.HasValue) {
|
|
var value = itemLimitCount.Value;
|
|
value.current += 1;
|
|
}
|
|
|
|
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
|
|
desiredAssortItemAndChildrenClone = itemHelper.ReplaceIDs(desiredAssortItemAndChildrenClone);
|
|
itemHelper.RemapRootItemId(desiredAssortItemAndChildrenClone);
|
|
|
|
var rootItemBeingAdded = desiredAssortItemAndChildrenClone[0];
|
|
|
|
// Set stack size based on possible overrides, e.g. ammos, otherwise set to 1
|
|
rootItemBeingAdded.Upd.StackObjectsCount = GetSingleItemStackCount(itemDbDetails);
|
|
|
|
// Only randomise Upd values for single
|
|
var isSingleStack = Math.Abs((rootItemBeingAdded.Upd?.StackObjectsCount ?? 0) - 1) < 0.1;
|
|
if (isSingleStack) {
|
|
RandomiseItemUpdProperties(itemDbDetails, rootItemBeingAdded);
|
|
}
|
|
|
|
// Skip items already in the assort if it exists in the prevent duplicate list
|
|
var existingItemThatMatches = GetMatchingItem(rootItemBeingAdded, itemDbDetails, assorts.SptItems);
|
|
var shouldBeStacked = ItemShouldBeForceStacked(existingItemThatMatches, itemDbDetails);
|
|
if (shouldBeStacked && existingItemThatMatches != null) {
|
|
// Decrement loop counter so another items gets added
|
|
i--;
|
|
existingItemThatMatches.Upd.StackObjectsCount++;
|
|
|
|
continue;
|
|
}
|
|
|
|
// Add mods to armors so they dont show as red in the trade screen
|
|
if (itemHelper.ItemRequiresSoftInserts(rootItemBeingAdded.Template)) {
|
|
RandomiseArmorModDurability(desiredAssortItemAndChildrenClone, itemDbDetails);
|
|
}
|
|
|
|
assorts.SptItems.Add(desiredAssortItemAndChildrenClone);
|
|
|
|
assorts.BarterScheme[rootItemBeingAdded.Id] = cloner.Clone(baseFenceAssortClone.BarterScheme[chosenBaseAssortRoot.Id]);
|
|
|
|
// Only adjust item price by quality for solo items, never multi-stack
|
|
if (isSingleStack) {
|
|
AdjustItemPriceByQuality(assorts.BarterScheme, rootItemBeingAdded, itemDbDetails);
|
|
}
|
|
|
|
assorts.LoyalLevelItems[rootItemBeingAdded.Id] = loyaltyLevel;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Find an assort item that matches the first parameter, also matches based on Upd properties
|
|
* e.g. salewa hp resource units left
|
|
* @param rootItemBeingAdded item to look for a match against
|
|
* @param itemDbDetails Db details of matching item
|
|
* @param itemsWithChildren Items to search through
|
|
* @returns Matching assort item
|
|
*/
|
|
protected Item? GetMatchingItem(
|
|
Item rootItemBeingAdded,
|
|
TemplateItem itemDbDetails,
|
|
List<List<Item>> itemsWithChildren
|
|
)
|
|
{
|
|
// Get matching root items
|
|
var matchingItems = itemsWithChildren
|
|
.Where((itemWithChildren) => itemWithChildren.FirstOrDefault((item) => item.Template == rootItemBeingAdded.Template && item.ParentId == "hideout") != null).SelectMany(i => i).ToList();
|
|
if (matchingItems.Count == 0) {
|
|
// Nothing matches by tpl and is root item, exit early
|
|
return null;
|
|
}
|
|
|
|
var isMedical = itemHelper.IsOfBaseclasses(rootItemBeingAdded.Template, [
|
|
BaseClasses.MEDICAL,
|
|
BaseClasses.MEDKIT
|
|
]);
|
|
var isGearAndHasSlots =
|
|
itemHelper.IsOfBaseclasses(rootItemBeingAdded.Template, [
|
|
BaseClasses.ARMORED_EQUIPMENT,
|
|
BaseClasses.SEARCHABLE_ITEM
|
|
]) && (itemDbDetails.Properties.Slots?.Count ?? 0) > 0;
|
|
|
|
// Only one match and its not medical or armored gear
|
|
if (matchingItems.Count == 1 && !(isMedical || isGearAndHasSlots)) {
|
|
return matchingItems[0];
|
|
}
|
|
|
|
// Items have sub properties that need to be checked against
|
|
foreach (var item in matchingItems) {
|
|
if (isMedical && rootItemBeingAdded.Upd?.MedKit?.HpResource == item.Upd?.MedKit?.HpResource) {
|
|
// e.g. bandages with multiple use
|
|
// Both undefined === both max resoruce left
|
|
return item;
|
|
}
|
|
|
|
// Armors/helmets etc
|
|
if (
|
|
isGearAndHasSlots &&
|
|
rootItemBeingAdded.Upd.Repairable?.Durability == item.Upd.Repairable?.Durability &&
|
|
rootItemBeingAdded.Upd.Repairable?.MaxDurability == item.Upd.Repairable?.MaxDurability
|
|
) {
|
|
return item;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Should this item be forced into only 1 stack on fence
|
|
* @param existingItem Existing item from fence assort
|
|
* @param itemDbDetails Item we want to add db details
|
|
* @returns True item should be force stacked
|
|
*/
|
|
protected bool ItemShouldBeForceStacked(Item? existingItem, TemplateItem itemDbDetails)
|
|
{
|
|
// No existing item in assort
|
|
if (existingItem == null) {
|
|
return false;
|
|
}
|
|
|
|
// Don't stack child items, only root items
|
|
if (existingItem.ParentId != "hideout") {
|
|
return false;
|
|
}
|
|
|
|
return ItemInPreventDupeCategoryList(itemDbDetails.Id);
|
|
}
|
|
|
|
protected bool ItemInPreventDupeCategoryList(string tpl) {
|
|
// Item type in config list
|
|
return itemHelper.IsOfBaseclasses(tpl, traderConfig.Fence.PreventDuplicateOffersOfCategory);
|
|
}
|
|
|
|
/**
|
|
* Adjust price of item based on what is left to buy (resource/uses left)
|
|
* @param barterSchemes All barter scheme for item having price adjusted
|
|
* @param itemRoot Root item having price adjusted
|
|
* @param itemTemplate Db template of item
|
|
*/
|
|
protected void AdjustItemPriceByQuality(
|
|
Dictionary<string, List<List<BarterScheme>>> barterSchemes,
|
|
Item itemRoot,
|
|
TemplateItem itemTemplate
|
|
)
|
|
{
|
|
// Healing items
|
|
if (itemRoot.Upd?.MedKit != null) {
|
|
var itemTotalMax = itemTemplate.Properties.MaxHpResource;
|
|
var current = itemRoot.Upd.MedKit.HpResource;
|
|
|
|
// Current and max match, no adjustment necessary
|
|
if (itemTotalMax == current) {
|
|
return;
|
|
}
|
|
|
|
var multipler = current / itemTotalMax;
|
|
|
|
// Multiply item cost by desired multiplier
|
|
var basePrice = barterSchemes[itemRoot.Id][0][0].Count;
|
|
barterSchemes[itemRoot.Id][0][0].Count = Math.Round((double)(basePrice * multipler));
|
|
|
|
return;
|
|
}
|
|
|
|
// Adjust price based on durability
|
|
if (itemRoot.Upd?.Repairable != null || itemHelper.IsOfBaseclass(itemRoot.Template, BaseClasses.KEY_MECHANICAL)) {
|
|
var itemQualityModifier = itemHelper.GetItemQualityModifier(itemRoot);
|
|
var basePrice = barterSchemes[itemRoot.Id][0][0].Count;
|
|
barterSchemes[itemRoot.Id][0][0].Count = Math.Round((double) basePrice * itemQualityModifier);
|
|
}
|
|
}
|
|
|
|
protected (int current, int max)? GetMatchingItemLimit(Dictionary<string, (int current, int max)> itemTypeLimits, string itemTpl)
|
|
{
|
|
foreach (var baseTypeKey in itemTypeLimits.Keys) {
|
|
if (itemHelper.IsOfBaseclass(itemTpl, baseTypeKey)) {
|
|
return itemTypeLimits[baseTypeKey];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Find presets in base fence assort and add desired number to 'assorts' parameter
|
|
* @param desiredWeaponPresetsCount
|
|
* @param assorts Assorts to add preset to
|
|
* @param baseFenceAssort Base data to draw from
|
|
* @param loyaltyLevel Which loyalty level is required to see/buy item
|
|
*/
|
|
protected void AddPresetsToAssort(
|
|
int? desiredWeaponPresetsCount,
|
|
int? desiredEquipmentPresetsCount,
|
|
CreateFenceAssortsResult assorts,
|
|
TraderAssort baseFenceAssort,
|
|
int loyaltyLevel
|
|
)
|
|
{
|
|
var weaponPresetsAddedCount = 0;
|
|
if (desiredWeaponPresetsCount > 0) {
|
|
var weaponPresetRootItems = baseFenceAssort.Items.Where(item => item.Upd?.SptPresetId != null && itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON));
|
|
while (weaponPresetsAddedCount < desiredWeaponPresetsCount) {
|
|
var randomPresetRoot = randomUtil.GetArrayValue(weaponPresetRootItems);
|
|
if (traderConfig.Fence.Blacklist.Contains(randomPresetRoot.Template)) {
|
|
continue;
|
|
}
|
|
|
|
var rootItemDb = itemHelper.GetItem(randomPresetRoot.Template).Value;
|
|
|
|
var presetWithChildrenClone = cloner.Clone(itemHelper.FindAndReturnChildrenAsItems(baseFenceAssort.Items, randomPresetRoot.Id));
|
|
|
|
RandomiseItemUpdProperties(rootItemDb, presetWithChildrenClone[0]);
|
|
|
|
RemoveRandomModsOfItem(presetWithChildrenClone);
|
|
|
|
// Check chosen item is below price cap
|
|
var priceLimitRouble = traderConfig.Fence.ItemCategoryRoublePriceLimit[rootItemDb.Parent];
|
|
var itemPrice =
|
|
handbookHelper.GetTemplatePriceForItems(presetWithChildrenClone) *
|
|
itemHelper.GetItemQualityModifierForItems(presetWithChildrenClone);
|
|
if (priceLimitRouble != null) {
|
|
if (itemPrice > priceLimitRouble) {
|
|
// Too expensive, try again
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
|
|
itemHelper.ReparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
|
|
itemHelper.RemapRootItemId(presetWithChildrenClone);
|
|
|
|
// Remapping IDs causes parentid to be altered
|
|
presetWithChildrenClone[0].ParentId = "hideout";
|
|
|
|
assorts.SptItems.Add(presetWithChildrenClone);
|
|
|
|
// Set assort price
|
|
// Must be careful to use correct id as the item has had its IDs regenerated
|
|
assorts.BarterScheme[presetWithChildrenClone[0].Id] = [
|
|
[
|
|
new BarterScheme() {
|
|
Template = Money.ROUBLES,
|
|
Count = Math.Round(itemPrice),
|
|
}
|
|
]
|
|
];
|
|
assorts.LoyalLevelItems[presetWithChildrenClone[0].Id] = loyaltyLevel;
|
|
|
|
weaponPresetsAddedCount++;
|
|
}
|
|
}
|
|
|
|
var equipmentPresetsAddedCount = 0;
|
|
if (desiredEquipmentPresetsCount <= 0) {
|
|
return;
|
|
}
|
|
|
|
var equipmentPresetRootItems = baseFenceAssort.Items.Where((item) => item.Upd?.SptPresetId != null && itemHelper.ArmorItemCanHoldMods(item.Template));
|
|
while (equipmentPresetsAddedCount < desiredEquipmentPresetsCount) {
|
|
var randomPresetRoot = randomUtil.GetArrayValue(equipmentPresetRootItems);
|
|
var rootItemDb = itemHelper.GetItem(randomPresetRoot.Template).Value;
|
|
|
|
var presetWithChildrenClone = cloner.Clone(itemHelper.FindAndReturnChildrenAsItems(baseFenceAssort.Items, randomPresetRoot.Id));
|
|
|
|
// Need to add mods to armors so they dont show as red in the trade screen
|
|
if (itemHelper.ItemRequiresSoftInserts(randomPresetRoot.Template))
|
|
{
|
|
RandomiseArmorModDurability(presetWithChildrenClone, rootItemDb);
|
|
}
|
|
|
|
RemoveRandomModsOfItem(presetWithChildrenClone);
|
|
|
|
// Check chosen item is below price cap
|
|
var priceLimitRouble = traderConfig.Fence.ItemCategoryRoublePriceLimit[rootItemDb.Parent];
|
|
var itemPrice =
|
|
handbookHelper.GetTemplatePriceForItems(presetWithChildrenClone) *
|
|
itemHelper.GetItemQualityModifierForItems(presetWithChildrenClone);
|
|
if (priceLimitRouble != null) {
|
|
if (itemPrice > priceLimitRouble) {
|
|
// Too expensive, try again
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
|
|
itemHelper.ReparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
|
|
itemHelper.RemapRootItemId(presetWithChildrenClone);
|
|
|
|
// Remapping IDs causes parentid to be altered
|
|
presetWithChildrenClone[0].ParentId = "hideout";
|
|
|
|
assorts.SptItems.Add(presetWithChildrenClone);
|
|
|
|
// Set assort price
|
|
// Must be careful to use correct id as the item has had its IDs regenerated
|
|
assorts.BarterScheme[presetWithChildrenClone[0].Id] = [
|
|
[
|
|
new BarterScheme(){
|
|
Template = Money.ROUBLES,
|
|
Count = Math.Round(itemPrice),
|
|
}
|
|
]
|
|
];
|
|
assorts.LoyalLevelItems[presetWithChildrenClone[0].Id] = loyaltyLevel;
|
|
|
|
equipmentPresetsAddedCount++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adjust plate / soft insert durability values
|
|
* @param armor Armor item array to add mods into
|
|
* @param itemDbDetails Armor items db template
|
|
*/
|
|
protected void RandomiseArmorModDurability(List<Item> armor, TemplateItem itemDbDetails)
|
|
{
|
|
// Armor has no mods, nothing to randomise
|
|
if (itemDbDetails.Properties.Slots == null) {
|
|
return;
|
|
}
|
|
|
|
// Check for and adjust soft insert durability values
|
|
var requiredSlots = itemDbDetails.Properties.Slots?.Where(slot => slot.Required ?? false).ToList();
|
|
if ((requiredSlots?.Count ?? 0) > 1) {
|
|
RandomiseArmorSoftInsertDurabilities(requiredSlots, armor);
|
|
}
|
|
|
|
// Check for and adjust plate durability values
|
|
var plateSlots = itemDbDetails.Properties.Slots?.Where(slot => itemHelper.IsRemovablePlateSlot(slot.Name)).ToList();
|
|
if ((plateSlots?.Count ?? 0) > 1) {
|
|
RandomiseArmorInsertsDurabilities(plateSlots, armor);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Randomise the durability values of items on armor with a passed in slot
|
|
* @param softInsertSlots Slots of items to randomise
|
|
* @param armorItemAndMods Array of armor + inserts to get items from
|
|
*/
|
|
protected void RandomiseArmorSoftInsertDurabilities(List<Slot> softInsertSlots, List<Item> armorItemAndMods)
|
|
{
|
|
foreach (var requiredSlot in softInsertSlots) {
|
|
var modItemDbDetails = itemHelper.GetItem(requiredSlot.Props.Filters[0].Plate).Value;
|
|
var durabilityValues = GetRandomisedArmorDurabilityValues(modItemDbDetails, traderConfig.Fence.ArmorMaxDurabilityPercentMinMax);
|
|
var plateTpl = requiredSlot.Props.Filters[0].Plate ?? string.Empty; // "Plate" property appears to be the 'default' item for slot
|
|
if (plateTpl == "") {
|
|
// Some bsg plate properties are empty, skip mod
|
|
continue;
|
|
}
|
|
|
|
// Find items mod to apply dura changes to
|
|
var modItemToAdjust = armorItemAndMods.FirstOrDefault(mod => mod.SlotId.ToLower() == requiredSlot.Name.ToLower());
|
|
|
|
itemHelper.AddUpdObjectToItem(modItemToAdjust);
|
|
|
|
if (modItemToAdjust.Upd.Repairable == null) {
|
|
modItemToAdjust.Upd.Repairable = new UpdRepairable(){
|
|
Durability = modItemDbDetails.Properties.MaxDurability,
|
|
MaxDurability = modItemDbDetails.Properties.MaxDurability
|
|
};
|
|
}
|
|
modItemToAdjust.Upd.Repairable.Durability = durabilityValues.Durability;
|
|
modItemToAdjust.Upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
|
|
|
|
// 25% chance to add shots to visor items when its below max durability
|
|
if (randomUtil.GetChance100(25) &&
|
|
modItemToAdjust.ParentId == BaseClasses.ARMORED_EQUIPMENT &&
|
|
modItemToAdjust.SlotId == "mod_equipment_000" &&
|
|
modItemToAdjust.Upd.Repairable.Durability < modItemDbDetails.Properties.MaxDurability)
|
|
{
|
|
// Is damaged
|
|
modItemToAdjust.Upd.FaceShield = new UpdFaceShield() { Hits = randomUtil.GetInt(1, 3) };
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Randomise the durability values of plate items in armor
|
|
* Has chance to remove plate
|
|
* @param plateSlots Slots of items to randomise
|
|
* @param armorItemAndMods Array of armor + inserts to get items from
|
|
*/
|
|
protected void RandomiseArmorInsertsDurabilities(List<Slot> plateSlots, List<Item> armorItemAndMods)
|
|
{
|
|
foreach (var plateSlot in plateSlots) {
|
|
var plateTpl = plateSlot.Props.Filters[0].Plate;
|
|
if (plateTpl == null) {
|
|
// Bsg data lacks a default plate, skip randomisng for this mod
|
|
continue;
|
|
}
|
|
|
|
var armorWithMods = armorItemAndMods;
|
|
|
|
var modItemDbDetails = itemHelper.GetItem(plateTpl).Value;
|
|
|
|
// Chance to remove plate
|
|
var plateExistsChance = traderConfig.Fence.ChancePlateExistsInArmorPercent[modItemDbDetails?.Properties?.ArmorClass?.ToString() ?? "3"];
|
|
if (!randomUtil.GetChance100(plateExistsChance)) {
|
|
// Remove plate from armor
|
|
armorWithMods = armorItemAndMods.Where(item => item.SlotId.ToLower() != plateSlot.Name.ToLower()).ToList();
|
|
|
|
continue;
|
|
}
|
|
|
|
var durabilityValues = GetRandomisedArmorDurabilityValues(
|
|
modItemDbDetails,
|
|
traderConfig.Fence.ArmorMaxDurabilityPercentMinMax
|
|
);
|
|
|
|
// Find items mod to apply dura changes to
|
|
var modItemToAdjust = armorWithMods.FirstOrDefault(mod => mod.SlotId.ToLower() == plateSlot.Name.ToLower());
|
|
|
|
if (modItemToAdjust == null) {
|
|
logger.LogWarning($"Unable to randomise armor items {armorWithMods[0].Template} ${plateSlot.Name} slot as it cannot be found, skipping");
|
|
continue;
|
|
}
|
|
|
|
itemHelper.AddUpdObjectToItem(modItemToAdjust);
|
|
|
|
if (modItemToAdjust?.Upd?.Repairable == null) {
|
|
modItemToAdjust.Upd.Repairable = new UpdRepairable(){
|
|
Durability = modItemDbDetails.Properties.MaxDurability,
|
|
MaxDurability = modItemDbDetails.Properties.MaxDurability
|
|
};
|
|
}
|
|
|
|
modItemToAdjust.Upd.Repairable.Durability = durabilityValues.Durability;
|
|
modItemToAdjust.Upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get stack size of a singular item (no mods)
|
|
* @param itemDbDetails item being added to fence
|
|
* @returns Stack size
|
|
*/
|
|
protected int GetSingleItemStackCount(TemplateItem itemDbDetails)
|
|
{
|
|
MinMax? overrideValues;
|
|
if (itemHelper.IsOfBaseclass(itemDbDetails.Id, BaseClasses.AMMO)) {
|
|
overrideValues = traderConfig.Fence.ItemStackSizeOverrideMinMax[itemDbDetails.Parent];
|
|
if (overrideValues != null) {
|
|
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
|
}
|
|
|
|
// No override, use stack max size from item db
|
|
return itemDbDetails.Properties.StackMaxSize == 1
|
|
? 1
|
|
: randomUtil.GetInt((int) itemDbDetails.Properties.StackMinRandom, (int) itemDbDetails.Properties.StackMaxRandom);
|
|
}
|
|
|
|
// Check for override in config, use values if exists
|
|
overrideValues = traderConfig.Fence.ItemStackSizeOverrideMinMax[itemDbDetails.Id];
|
|
if (overrideValues != null) {
|
|
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
|
}
|
|
|
|
// Check for parent override
|
|
overrideValues = traderConfig.Fence.ItemStackSizeOverrideMinMax[itemDbDetails.Parent];
|
|
if (overrideValues != null) {
|
|
return randomUtil.GetInt((int) overrideValues.Min, (int) overrideValues.Max);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Remove parts of a weapon prior to being listed on flea
|
|
* @param itemAndMods Weapon to remove parts from
|
|
*/
|
|
protected void RemoveRandomModsOfItem(List<Item> itemAndMods)
|
|
{
|
|
// Items to be removed from inventory
|
|
var toDelete = new List<string>();
|
|
|
|
// Find mods to remove from item that could've been scavenged by other players in-raid
|
|
foreach (var itemMod in itemAndMods) {
|
|
if (PresetModItemWillBeRemoved(itemMod, toDelete)) {
|
|
// Skip if not an item
|
|
var itemDbDetails = itemHelper.GetItem(itemMod.Template);
|
|
if (!itemDbDetails.Key) {
|
|
continue;
|
|
}
|
|
|
|
// Remove item and its sub-items to prevent orphans
|
|
toDelete.AddRange(itemHelper.FindAndReturnChildrenByItems(itemAndMods, itemMod.Id));
|
|
}
|
|
}
|
|
|
|
// Reverse loop and remove items
|
|
for (var index = itemAndMods.Count - 1; index >= 0; --index) {
|
|
if (toDelete.Contains(itemAndMods[index].Id)) {
|
|
itemAndMods.Splice(index, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Roll % chance check to see if item should be removed
|
|
* @param weaponMod Weapon mod being checked
|
|
* @param itemsBeingDeleted Current list of items on weapon being deleted
|
|
* @returns True if item will be removed
|
|
*/
|
|
protected bool PresetModItemWillBeRemoved(Item weaponMod, List<string> itemsBeingDeleted)
|
|
{
|
|
var slotIdsThatCanFail = traderConfig.Fence.PresetSlotsToRemoveChancePercent;
|
|
var removalChance = slotIdsThatCanFail[weaponMod.SlotId];
|
|
if (removalChance is null or 0.0) {
|
|
return false;
|
|
}
|
|
|
|
// Roll from 0 to 9999, then divide it by 100: 9999 = 99.99%
|
|
var randomChance = randomUtil.GetInt(0, 9999) / 100;
|
|
|
|
return removalChance > randomChance && !itemsBeingDeleted.Contains(weaponMod.Id);
|
|
}
|
|
|
|
/**
|
|
* Randomise items' Upd properties e.g. med packs/weapons/armor
|
|
* @param itemDetails Item being randomised
|
|
* @param itemToAdjust Item being edited
|
|
*/
|
|
protected void RandomiseItemUpdProperties(TemplateItem itemDetails, Item itemToAdjust)
|
|
{
|
|
if (itemDetails.Properties == null) {
|
|
logger.LogError($"Item {itemDetails.Name} lacks a _props field, unable to randomise item: {itemToAdjust.Id}");
|
|
return;
|
|
}
|
|
|
|
// Randomise hp resource of med items
|
|
if (itemDetails.Properties.MaxHpResource != null && (itemDetails.Properties.MaxHpResource ?? 0) > 0) {
|
|
itemToAdjust.Upd.MedKit = new UpdMedKit() { HpResource = randomUtil.GetInt(1, (int) itemDetails.Properties.MaxHpResource) };
|
|
}
|
|
|
|
// Randomise armor durability
|
|
if (
|
|
(itemDetails.Parent == BaseClasses.ARMORED_EQUIPMENT ||
|
|
itemDetails.Parent == BaseClasses.FACECOVER ||
|
|
itemDetails.Parent == BaseClasses.ARMOR_PLATE) &&
|
|
(itemDetails.Properties.MaxDurability ?? 0) > 0
|
|
) {
|
|
var values = GetRandomisedArmorDurabilityValues(
|
|
itemDetails,
|
|
traderConfig.Fence.ArmorMaxDurabilityPercentMinMax
|
|
);
|
|
itemToAdjust.Upd.Repairable = new UpdRepairable() { Durability = values.Durability, MaxDurability= values.MaxDurability };
|
|
|
|
return;
|
|
}
|
|
|
|
// Randomise Weapon durability
|
|
if (itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.WEAPON)) {
|
|
var weaponDurabilityLimits = traderConfig.Fence.WeaponDurabilityPercentMinMax;
|
|
var maxDuraMin = (weaponDurabilityLimits.Max.Min / 100) * itemDetails.Properties.MaxDurability;
|
|
var maxDuraMax = (weaponDurabilityLimits.Max.Max / 100) * itemDetails.Properties.MaxDurability;
|
|
var chosenMaxDurability = randomUtil.GetInt((int) maxDuraMin, (int) maxDuraMax);
|
|
|
|
var currentDuraMin = (weaponDurabilityLimits.Current.Min / 100) * itemDetails.Properties.MaxDurability;
|
|
var currentDuraMax = (weaponDurabilityLimits.Current.Max / 100) * itemDetails.Properties.MaxDurability;
|
|
var currentDurability = Math.Min(
|
|
randomUtil.GetInt((int) currentDuraMin, (int) currentDuraMax),
|
|
chosenMaxDurability
|
|
);
|
|
|
|
itemToAdjust.Upd.Repairable = new UpdRepairable { Durability = currentDurability, MaxDurability = chosenMaxDurability };
|
|
|
|
return;
|
|
}
|
|
|
|
if (itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.REPAIR_KITS)) {
|
|
itemToAdjust.Upd.RepairKit = new UpdRepairKit {
|
|
Resource = randomUtil.GetInt(1, (int) itemDetails.Properties.MaxRepairResource),
|
|
};
|
|
|
|
return;
|
|
}
|
|
|
|
// Mechanical key + has limited uses
|
|
if (itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.KEY_MECHANICAL) &&
|
|
(itemDetails.Properties.MaximumNumberOfUsage ?? 0) > 1) {
|
|
itemToAdjust.Upd.Key = new UpdKey {
|
|
NumberOfUsages = randomUtil.GetInt(0, (int) itemDetails.Properties.MaximumNumberOfUsage - 1),
|
|
};
|
|
|
|
return;
|
|
}
|
|
|
|
// Randomise items that use resources (e.g. fuel)
|
|
if ((itemDetails.Properties.MaxResource ?? 0) > 0) {
|
|
var resourceMax = itemDetails.Properties.MaxResource;
|
|
var resourceCurrent = randomUtil.GetInt(1, (int) itemDetails.Properties.MaxResource);
|
|
|
|
itemToAdjust.Upd.Resource = new UpdResource { Value = resourceMax - resourceCurrent, UnitsConsumed = resourceCurrent };
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Generate a randomised current and max durabiltiy value for an armor item
|
|
* @param itemDetails Item to create values for
|
|
* @param equipmentDurabilityLimits Max durabiltiy percent min/max values
|
|
* @returns Durability + MaxDurability values
|
|
*/
|
|
protected UpdRepairable GetRandomisedArmorDurabilityValues(
|
|
TemplateItem itemDetails,
|
|
ItemDurabilityCurrentMax equipmentDurabilityLimits
|
|
)
|
|
{
|
|
var maxDuraMin = (equipmentDurabilityLimits.Max.Min / 100) * itemDetails.Properties.MaxDurability;
|
|
var maxDuraMax = (equipmentDurabilityLimits.Max.Max / 100) * itemDetails.Properties.MaxDurability;
|
|
var chosenMaxDurability = randomUtil.GetInt((int) maxDuraMin, (int) maxDuraMax);
|
|
|
|
var currentDuraMin = (equipmentDurabilityLimits.Current.Min / 100) * itemDetails.Properties.MaxDurability;
|
|
var currentDuraMax = (equipmentDurabilityLimits.Current.Max / 100) * itemDetails.Properties.MaxDurability;
|
|
var chosenCurrentDurability = Math.Min(
|
|
randomUtil.GetInt((int) currentDuraMin, (int) currentDuraMax),
|
|
chosenMaxDurability
|
|
);
|
|
|
|
return new UpdRepairable() { Durability = chosenCurrentDurability, MaxDurability = chosenMaxDurability };
|
|
}
|
|
|
|
/**
|
|
* Construct item limit record to hold max and current item count
|
|
* @param limits limits as defined in config
|
|
* @returns record, key: item tplId, value: current/max item count allowed
|
|
*/
|
|
protected Dictionary<string, (int current, int max)> InitItemLimitCounter(Dictionary<string, int> limits)
|
|
{
|
|
var itemTypeCounts = new Dictionary<string, (int current, int max)>();
|
|
|
|
foreach (var x in limits.Keys) {
|
|
itemTypeCounts[x] = new () { current = 0, max = limits[x] };
|
|
}
|
|
|
|
return itemTypeCounts;
|
|
}
|
|
|
|
/**
|
|
* Get the next Update timestamp for fence
|
|
* @returns future timestamp
|
|
*/
|
|
public long GetNextFenceUpdateTimestamp()
|
|
{
|
|
var time = timeUtil.GetTimeStamp();
|
|
var UpdateSeconds = GetFenceRefreshTime();
|
|
return time + UpdateSeconds;
|
|
}
|
|
|
|
/**
|
|
* Get fence refresh time in seconds
|
|
* @returns Refresh time in seconds
|
|
*/
|
|
protected int GetFenceRefreshTime() {
|
|
var fence = traderConfig.UpdateTime.FirstOrDefault((x) => x.TraderId == Traders.FENCE).Seconds;
|
|
|
|
return randomUtil.GetInt((int) fence.Min, (int) fence.Max);
|
|
}
|
|
|
|
/**
|
|
* Get fence level the passed in profile has
|
|
* @param pmcData Player profile
|
|
* @returns FenceLevel object
|
|
*/
|
|
public FenceLevel GetFenceInfo(PmcData pmcData)
|
|
{
|
|
var fenceSettings = databaseService.GetGlobals().Configuration.FenceSettings;
|
|
var pmcFenceInfo = pmcData.TradersInfo[fenceSettings.FenceIdentifier];
|
|
|
|
if (pmcFenceInfo == null) {
|
|
return fenceSettings.Levels["0"];
|
|
}
|
|
|
|
var fenceLevels = fenceSettings.Levels.Keys.Select(int.Parse);
|
|
var minLevel = fenceLevels.Min();
|
|
var maxLevel = fenceLevels.Max();
|
|
var pmcFenceLevel = Math.Floor((double) pmcFenceInfo.Standing);
|
|
|
|
if (pmcFenceLevel < minLevel) {
|
|
return fenceSettings.Levels[minLevel.ToString()];
|
|
}
|
|
|
|
if (pmcFenceLevel > maxLevel) {
|
|
return fenceSettings.Levels[maxLevel.ToString()];
|
|
}
|
|
|
|
return fenceSettings.Levels[pmcFenceLevel.ToString()];
|
|
}
|
|
|
|
/**
|
|
* Remove or lower stack size of an assort from fence by id
|
|
* @param assortId assort id to adjust
|
|
* @param buyCount Count of items bought
|
|
*/
|
|
public void AmendOrRemoveFenceOffer(string assortId, int buyCount)
|
|
{
|
|
var isNormalAssort = true;
|
|
var fenceAssortItem = fenceAssort.Items.FirstOrDefault((item) => item.Id == assortId);
|
|
if (fenceAssortItem == null) {
|
|
// Not in main assorts, check secondary section
|
|
fenceAssortItem = fenceDiscountAssort.Items.FirstOrDefault((item) => item.Id == assortId);
|
|
if (fenceAssortItem == null) {
|
|
logger.LogError(localisationService.GetText("fence-unable_to_find_offer_by_id", assortId));
|
|
|
|
return;
|
|
}
|
|
isNormalAssort = false;
|
|
}
|
|
|
|
// Player wants to buy whole stack, delete stack
|
|
if ((fenceAssortItem.Upd?.StackObjectsCount ?? 0) == buyCount) {
|
|
DeleteOffer(assortId, isNormalAssort ? fenceAssort.Items : fenceDiscountAssort.Items);
|
|
return;
|
|
}
|
|
|
|
// Adjust stack size
|
|
fenceAssortItem.Upd.StackObjectsCount -= buyCount;
|
|
}
|
|
|
|
protected void DeleteOffer(string assortId, List<Item> assorts)
|
|
{
|
|
// Assort could have child items, remove those too
|
|
var itemWithChildrenToRemove = itemHelper.FindAndReturnChildrenAsItems(assorts, assortId);
|
|
foreach (var itemToRemove in itemWithChildrenToRemove) {
|
|
var indexToRemove = assorts.FindIndex((item) => item.Id == itemToRemove.Id);
|
|
|
|
// No offer found in main assort, check discount items
|
|
if (indexToRemove == -1) {
|
|
indexToRemove = fenceDiscountAssort.Items.FindIndex((item) => item.Id == itemToRemove.Id);
|
|
fenceDiscountAssort.Items.Splice(indexToRemove, 1);
|
|
|
|
if (indexToRemove == -1) {
|
|
logger.LogWarning($"unable to remove fence assort item: {itemToRemove.Id} tpl: {itemToRemove.Template}");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Remove offer from assort
|
|
assorts.Splice(indexToRemove, 1);
|
|
}
|
|
}
|
|
}
|