464 lines
19 KiB
C#
464 lines
19 KiB
C#
using Core.Annotations;
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using Core.Models.Eft.Common;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Eft.Hideout;
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using Core.Models.Eft.ItemEvent;
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using Core.Models.Enums;
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using Core.Models.Spt.Config;
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using Core.Models.Utils;
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using Core.Servers;
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using Core.Services;
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using Core.Utils;
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using Core.Utils.Cloners;
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namespace Core.Helpers;
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[Injectable]
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public class QuestRewardHelper(
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ISptLogger<QuestRewardHelper> _logger,
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HashUtil _hashUtil,
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TimeUtil _timeUtil,
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ItemHelper _itemHelper,
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PaymentHelper _paymentHelper,
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TraderHelper _traderHelper,
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DatabaseService _databaseService,
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QuestConditionHelper _questConditionHelper,
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ProfileHelper _profileHelper,
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PresetHelper _presetHelper,
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LocalisationService _localisationService,
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ICloner _cloner,
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ConfigServer _configServer
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)
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{
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protected QuestConfig _questConfig = _configServer.GetConfig<QuestConfig>();
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/**
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* Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
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* @param profileData Player profile (scav or pmc)
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* @param questId questId of quest to get rewards for
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* @param state State of the quest to get rewards for
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* @param sessionId Session id
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* @param questResponse Response to send back to client
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* @returns Array of reward objects
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*/
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public IEnumerable<Item> ApplyQuestReward(PmcData profileData, string questId, QuestStatusEnum state, string sessionId,
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ItemEventRouterResponse questResponse)
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{
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// Repeatable quest base data is always in PMCProfile, `profileData` may be scav profile
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// TODO: consider moving repeatable quest data to profile-agnostic location
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var fullProfile = _profileHelper.GetFullProfile(sessionId);
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var pmcProfile = fullProfile.CharacterData.PmcData;
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if (pmcProfile != null)
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{
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_logger.Error($"Unable to get pmc profile for: {sessionId}, no rewards given");
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return Enumerable.Empty<Item>();
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}
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var questDetails = GetQuestFromDb(questId, pmcProfile);
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if (questDetails != null)
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{
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_logger.Warning(_localisationService.GetText("quest-unable_to_find_quest_in_db_no_quest_rewards", questId));
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return Enumerable.Empty<Item>();
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}
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var questMoneyRewardBonusMultiplier = GetQuestMoneyRewardBonusMultiplier(pmcProfile);
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if (questMoneyRewardBonusMultiplier > 0) // money = money + (money * intelCenterBonus / 100)
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questDetails = ApplyMoneyBoost(questDetails, questMoneyRewardBonusMultiplier, state);
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// e.g. 'Success' or 'AvailableForFinish'
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var questStateAsString = state.ToString();
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var gameVersion = pmcProfile.Info.GameVersion;
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var questRewards = (List<Reward>?)questDetails.Rewards.GetType()
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.GetProperties()
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.FirstOrDefault(
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p =>
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p.Name == questStateAsString
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)
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.GetValue(questDetails.Rewards);
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foreach (var reward in questRewards)
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{
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if (!QuestRewardIsForGameEdition(reward, gameVersion))
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continue;
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SkillTypes skillType;
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if (SkillTypes.TryParse(reward.Target, out skillType))
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{
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_logger.Error($"Unable to get skill points for: {reward.Target}");
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continue;
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}
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switch (reward.Type)
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{
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case RewardType.Skill:
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_profileHelper.AddSkillPointsToPlayer(profileData, skillType, double.Parse((string)reward.Value));
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break;
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case RewardType.Experience: // this must occur first as the output object needs to take the modified profile exp value
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_profileHelper.AddExperienceToPmc(sessionId, int.Parse(reward.Target));
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break;
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case RewardType.TraderStanding:
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_traderHelper.AddStandingToTrader(sessionId, reward.Target, double.Parse((string)reward.Value));
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break;
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case RewardType.TraderUnlock:
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_traderHelper.SetTraderUnlockedState(reward.Target, true, sessionId);
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break;
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case RewardType.Item:
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// Handled by getQuestRewardItems() below
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break;
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case RewardType.AssortmentUnlock:
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// Handled by getAssort(), locked assorts are stripped out by `assortHelper.stripLockedLoyaltyAssort()` before being sent to player
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break;
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case RewardType.Achievement:
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_profileHelper.AddAchievementToProfile(fullProfile, reward.Target);
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break;
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case RewardType.StashRows: // Add specified stash rows from quest reward - requires client restart
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_profileHelper.AddStashRowsBonusToProfile(sessionId, int.Parse((string)reward.Value));
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break;
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case RewardType.ProductionScheme:
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FindAndAddHideoutProductionIdToProfile(pmcProfile, reward, questDetails, sessionId, questResponse);
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break;
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case RewardType.Pockets:
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_profileHelper.ReplaceProfilePocketTpl(pmcProfile, reward.Target);
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break;
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case RewardType.CustomizationDirect:
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_profileHelper.AddHideoutCustomisationUnlock(fullProfile, reward, CustomisationSource.UNLOCKED_IN_GAME);
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break;
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default:
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_logger.Error(
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_localisationService.GetText(
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"quest-reward_type_not_handled",
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new
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{
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rewardType = reward.Type,
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questId = questId,
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questName = questDetails.QuestName
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}
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)
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);
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break;
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}
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}
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return GetQuestRewardItems(questDetails, state, gameVersion);
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}
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/**
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* Does the provided quest reward have a game version requirement to be given and does it match
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* @param reward Reward to check
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* @param gameVersion Version of game to check reward against
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* @returns True if it has requirement, false if it doesnt pass check
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*/
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public bool QuestRewardIsForGameEdition(Reward reward, string gameVersion)
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{
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if (reward?.AvailableInGameEditions?.Count > 0 && !reward.AvailableInGameEditions.Any(ge => ge == gameVersion))
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{
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// Reward has edition whitelist and game version isnt in it
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return false;
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}
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if (reward?.NotAvailableInGameEditions?.Count > 0 && reward.NotAvailableInGameEditions.Any(ge => ge == gameVersion))
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{
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// Reward has edition blacklist and game version is in it
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return false;
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}
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// No whitelist/blacklist or reward isnt blacklisted/whitelisted
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return true;
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}
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/**
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* Get quest by id from database (repeatables are stored in profile, check there if questId not found)
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* @param questId Id of quest to find
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* @param pmcData Player profile
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* @returns IQuest object
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*/
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protected Quest GetQuestFromDb(string questId, PmcData pmcData)
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{
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// May be a repeatable quest
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var quest = _databaseService.GetQuests()[questId];
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if (quest == null)
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{
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// Check daily/weekly objects
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foreach (var repeatableQuest in pmcData.RepeatableQuests)
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{
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quest = repeatableQuest.ActiveQuests.FirstOrDefault(r => r.Id == questId);
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if (quest != null)
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break;
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}
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}
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return quest;
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}
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/// <summary>
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/// Get players money reward bonus from profile
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/// </summary>
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/// <param name="pmcData">player profile</param>
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/// <returns>bonus as a percent</returns>
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protected double GetQuestMoneyRewardBonusMultiplier(PmcData pmcData)
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{
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// Check player has intel center
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var moneyRewardbonuses = pmcData.Bonuses.Where(bonus => bonus.Type == BonusType.QuestMoneyReward);
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// Get a total of the quest money reward percent bonuses
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var moneyRewardBonusPercent = moneyRewardbonuses.Aggregate(0D, (accumulate, bonus) => accumulate + bonus.Value ?? 0);
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// Calculate hideout management bonus as a percentage (up to 51% bonus)
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var hideoutManagementSkill = _profileHelper.GetSkillFromProfile(pmcData, SkillTypes.HideoutManagement);
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// 5100 becomes 0.51, add 1 to it, 1.51
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// We multiply the money reward bonuses by the hideout management skill multipler, giving the new result
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var hideoutManagementBonusMultiplier = (hideoutManagementSkill != null)
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? (1 + hideoutManagementSkill.Progress / 1000)
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: 1;
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// e.g 15% * 1.4
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return moneyRewardBonusPercent * hideoutManagementBonusMultiplier ?? 1;
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}
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/**
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* Adjust quest money rewards by passed in multiplier
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* @param quest Quest to multiple money rewards
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* @param bonusPercent Percent to adjust money rewards by
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* @param questStatus Status of quest to apply money boost to rewards of
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* @returns Updated quest
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*/
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public Quest ApplyMoneyBoost(Quest quest, double bonusPercent, QuestStatusEnum questStatus)
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{
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var rewards = (List<Reward>)quest.Rewards.GetType()
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.GetProperties()
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.FirstOrDefault(p => p.Name == questStatus.ToString())
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.GetValue(quest.Rewards) ??
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new();
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var currencyRewards = rewards.Where(
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r =>
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r.Type.ToString() == "Item" &&
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_paymentHelper.IsMoneyTpl(r.Items[0].Template)
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);
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foreach (var reward in currencyRewards)
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{
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// Add % bonus to existing StackObjectsCount
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var rewardItem = reward.Items[0];
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var newCurrencyAmount = Math.Floor((rewardItem.Upd.StackObjectsCount ?? 0) * (1 + bonusPercent / 100));
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rewardItem.Upd.StackObjectsCount = (int)newCurrencyAmount;
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reward.Value = newCurrencyAmount;
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}
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return quest;
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}
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/// <summary>
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/// WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
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/// also update client response recipeUnlocked array with craft id
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/// </summary>
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/// <param name="pmcData">Player profile</param>
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/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
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/// <param name="questDetails">Quest with craft unlock reward</param>
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/// <param name="sessionID">Session id</param>
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/// <param name="response">Response to send back to client</param>
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protected void FindAndAddHideoutProductionIdToProfile(PmcData pmcData, Reward craftUnlockReward, Quest questDetails, string sessionID,
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ItemEventRouterResponse response)
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{
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var matchingProductions = GetRewardProductionMatch(craftUnlockReward, questDetails);
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if (matchingProductions.Count != 1)
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{
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_logger.Error(
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_localisationService.GetText(
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"quest-unable_to_find_matching_hideout_production",
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new
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{
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questName = questDetails.QuestName,
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matchCount = matchingProductions.Count
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}
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)
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);
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return;
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}
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// Add above match to pmc profile + client response
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var matchingCraftId = matchingProductions[0]?.Id;
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pmcData?.UnlockedInfo?.UnlockedProductionRecipe?.Add(matchingCraftId);
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response.ProfileChanges[sessionID].RecipeUnlocked[matchingCraftId] = true;
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}
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/// <summary>
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/// Find hideout craft for the specified quest reward
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/// </summary>
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/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
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/// <param name="questDetails">Quest with craft unlock reward</param>
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/// <returns>Hideout craft</returns>
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public List<HideoutProduction> GetRewardProductionMatch(Reward craftUnlockReward, Quest questDetails)
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{
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// Get hideout crafts and find those that match by areatype/required level/end product tpl - hope for just one match
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var craftingRecipes = _databaseService.GetHideout().Production.Recipes;
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// Area that will be used to craft unlocked item
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var desiredHideoutAreaType = int.Parse((string)craftUnlockReward.TraderId);
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var matchingProductions = craftingRecipes.Where(
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p =>
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p.AreaType == desiredHideoutAreaType &&
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p.Requirements.Any(r => r.Type == "QuestComplete") &&
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p.Requirements.Any(r => r.RequiredLevel == craftUnlockReward.LoyaltyLevel) &&
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p.EndProduct == craftUnlockReward.Items[0].Template
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);
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// More/less than single match, above filtering wasn't strict enough
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if (matchingProductions.Count() != 1)
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matchingProductions = matchingProductions.Where(
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p =>
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p.Requirements.Any(
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r =>
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r.QuestId == questDetails.Id
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)
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);
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return matchingProductions.ToList();
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}
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/**
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* Gets a flat list of reward items for the given quest at a specific state for the specified game version (e.g. Fail/Success)
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* @param quest quest to get rewards for
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* @param status Quest status that holds the items (Started, Success, Fail)
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* @returns List of items with the correct maxStack
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*/
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protected List<Item> GetQuestRewardItems(Quest quest, QuestStatusEnum status, string gameVersion)
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{
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var rewards = (List<Reward>)quest?.Rewards.GetType()
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.GetProperties()
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.FirstOrDefault(p => p.Name == status.ToString())
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.GetValue(quest.Rewards);
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if (rewards == null)
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return new();
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// Iterate over all rewards with the desired status, flatten out items that have a type of Item
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var questRewards = rewards.SelectMany(
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r =>
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r.Type.ToString() == "Item" &&
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QuestRewardIsForGameEdition(r, gameVersion)
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? ProcessReward(r)
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: new()
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);
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return questRewards.ToList();
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}
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/**
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* Take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
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* @param questReward Reward item to fix
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* @returns Fixed rewards
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*/
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protected List<Item> ProcessReward(Reward reward)
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{
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// item with mods to return
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var rewardItems = new List<Item>();
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var targets = new List<Item>();
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var mods = new List<Item>();
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// Is armor item that may need inserts / plates
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if (reward.Items.Count == 1 && _itemHelper.ArmorItemCanHoldMods(reward.Items[0].Template))
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{
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// Attempt to pull default preset from globals and add child items to reward (clones questReward.items)
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GenerateArmorRewardChildSlots(reward.Items[0], reward);
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}
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foreach (var rewardItem in reward.Items)
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{
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_itemHelper.AddUpdObjectToItem(rewardItem);
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// Reward items are granted Found in Raid status
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rewardItem.Upd.SpawnedInSession = true;
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// Is root item, fix stacks
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if (rewardItem.Id == reward.Type.ToString())
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{
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// Is base reward item
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if (rewardItem.ParentId != null &&
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rewardItem.ParentId == "hideout" &&
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rewardItem.Upd != null &&
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rewardItem.Upd.StackObjectsCount != null &&
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rewardItem.Upd.StackObjectsCount > 0)
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{
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rewardItem.Upd.StackObjectsCount = 1;
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}
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targets = _itemHelper.SplitStack(rewardItem);
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// splitStack created new ids for the new stacks. This would destroy the relation to possible children.
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// Instead, we reset the id to preserve relations and generate a new id in the downstream loop, where we are also reparenting if required
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foreach (var target in targets)
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{
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target.Id = rewardItem.Id;
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}
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}
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else
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{
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// Is child mod
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if (reward.Items[0].Upd.SpawnedInSession ?? false) // Propigate FiR status into child items
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rewardItem.Upd.SpawnedInSession = reward.Items[0].Upd.SpawnedInSession;
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mods.Add(rewardItem);
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}
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}
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// Add mods to the base items, fix ids
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foreach (var target in targets)
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{
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// This has all the original id relations since we reset the id to the original after the splitStack
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var itemsClone = new List<Item> { _cloner.Clone(target) };
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// Here we generate a new id for the root item
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target.Id = _hashUtil.Generate();
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foreach (var mod in mods)
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{
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itemsClone.Add(_cloner.Clone(mod));
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}
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rewardItems.AddRange(_itemHelper.ReparentItemAndChildren(target, itemsClone));
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}
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return rewardItems;
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}
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/**
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* Add missing mod items to a quest armor reward
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* @param originalRewardRootItem Original armor reward item from QuestReward.items object
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* @param questReward Armor reward from quest
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*/
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protected void GenerateArmorRewardChildSlots(Item originalRewardRootItem, Reward reward)
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{
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// Look for a default preset from globals for armor
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var defaultPreset = _presetHelper.GetDefaultPreset(originalRewardRootItem.Template);
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if (defaultPreset != null)
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{
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// Found preset, use mods to hydrate reward item
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var presetAndMods = _itemHelper.ReplaceIDs(defaultPreset.Items);
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var newRootId = _itemHelper.RemapRootItemId(presetAndMods, _hashUtil.Generate());
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reward.Items = presetAndMods;
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// Find root item and set its stack count
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var rootItem = reward.Items.FirstOrDefault(i => i.Id == newRootId);
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// Remap target id to the new presets root id
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reward.Target = rootItem.Id;
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// Copy over stack count otherwise reward shows as missing in client
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_itemHelper.AddUpdObjectToItem(rootItem);
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rootItem.Upd.StackObjectsCount = originalRewardRootItem.Upd.StackObjectsCount;
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return;
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}
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_logger.Warning($"Unable to find default preset for armor {originalRewardRootItem.Template}, adding mods manually");
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var itemDbData = _itemHelper.GetItem(originalRewardRootItem.Template).Value;
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// Hydrate reward with only 'required' mods - necessary for things like helmets otherwise you end up with nvgs/visors etc
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reward.Items = _itemHelper.AddChildSlotItems(reward.Items, itemDbData, null, true);
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}
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}
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