Files
SPT-Server-Build/Libraries/Core/Controllers/PrestigeController.cs
T

229 lines
9.4 KiB
C#

using System.Text.Json;
using SptCommon.Annotations;
using Core.Helpers;
using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Inventory;
using Core.Models.Eft.Prestige;
using Core.Models.Eft.Profile;
using Core.Models.Enums;
using Core.Models.Utils;
using Core.Routers;
using Core.Servers;
using Core.Services;
using Core.Utils;
using Core.Utils.Cloners;
using SptCommon.Extensions;
namespace Core.Controllers;
[Injectable]
public class PrestigeController(
ISptLogger<PrestigeController> _logger,
TimeUtil _timeUtil,
InventoryHelper _inventoryHelper,
ProfileHelper _profileHelper,
EventOutputHolder _eventOutputHolder,
CreateProfileService _createProfileService,
DatabaseService _databaseService,
SaveServer _saveServer,
ICloner _cloner
)
{
protected double _prestigePercentage = 0.05;
/// <summary>
/// Handle /client/prestige/list
/// </summary>
/// <param name="sessionId"></param>
/// <param name="info"></param>
/// <returns></returns>
public Prestige GetPrestige(
string sessionId,
EmptyRequestData info)
{
return _databaseService.GetTemplates().Prestige;
}
/// <summary>
/// <para>Handle /client/prestige/obtain</para>
/// Going to Prestige 1 grants the below
/// <list type="bullet">
/// <item>5% of skills should be transfered over</item>
/// <item>5% of mastering should be transfered over</item>
/// <item>Earned achievements should be transfered over</item>
/// <item>Profile stats should be transfered over</item>
/// <item>Prestige progress should be transfered over</item>
/// <item>Items and rewards for Prestige 1</item>
/// </list>
/// Going to Prestige 2 grants the below
/// <list type="bullet">
/// <item>10% of skills should be transfered over</item>
/// <item>10% of mastering should be transfered over</item>
/// <item>Earned achievements should be transfered over</item>
/// <item>Profile stats should be transfered over</item>
/// <item>Prestige progress should be transfered over</item>
/// <item>Items and rewards for Prestige 2</item>
/// </list>
/// Each time reseting the below
/// <list type="bullet">
/// <item>Trader standing</item>
/// <item>Task progress</item>
/// <item>Character level</item>
/// <item>Stash</item>
/// <item>Hideout progress</item>
/// </list>
/// </summary>
/// <returns></returns>
public void ObtainPrestige(
string sessionId,
ObtainPrestigeRequestList request)
{
// Clone existing profile, create a new one
var prePrestigeProfileClone = _cloner.Clone(_profileHelper.GetFullProfile(sessionId));
var prePrestigePmc = prePrestigeProfileClone.CharacterData.PmcData;
var createRequest = new ProfileCreateRequestData
{
Side = prePrestigePmc.Info.Side,
Nickname = prePrestigePmc.Info.Nickname,
HeadId = prePrestigePmc.Customization.Head,
VoiceId = _databaseService.GetTemplates()
.Customization.FirstOrDefault(
(customisation) => customisation.Value.Name == prePrestigePmc.Info.Voice
)
.Value.Id
};
// Reset profile
_createProfileService.CreateProfile(sessionId, createRequest);
// Get freshly reset profile ready for editing
var newProfile = _profileHelper.GetFullProfile(sessionId);
// set this here so we can use the prestigeLevel for further calcs
newProfile.CharacterData.PmcData.Info.PrestigeLevel = prePrestigePmc.Info.PrestigeLevel ?? 0;
newProfile.CharacterData.PmcData.Info.PrestigeLevel++;
// Copy skills to new profile
var commonSkillsToCopy = prePrestigePmc.Skills.Common;
foreach (var skillToCopy in commonSkillsToCopy)
{
// Set progress 5% of what it was * prestige level to get 5% or 10% for prestige 1 or 2 respectivly
skillToCopy.Progress = (skillToCopy.Progress.Value * _prestigePercentage) * newProfile.CharacterData.PmcData.Info.PrestigeLevel;
var existingSkill = newProfile.CharacterData.PmcData.Skills.Common.FirstOrDefault((skill) => skill.Id == skillToCopy.Id);
if (existingSkill is not null)
existingSkill.Progress = skillToCopy.Progress;
else
newProfile.CharacterData.PmcData.Skills.Common.Add(skillToCopy);
}
// Copy mastering to new profile
var masteringSkillsToCopy = prePrestigePmc.Skills.Mastering;
foreach (var skillToCopy in masteringSkillsToCopy)
{
// Set progress 5% of what it was * prestige level to get 5% or 10% for prestige 1 or 2 respectivly
skillToCopy.Progress = (skillToCopy.Progress.Value * _prestigePercentage) * newProfile.CharacterData.PmcData.Info.PrestigeLevel;
var existingSkill = newProfile.CharacterData.PmcData.Skills.Mastering.FirstOrDefault(
(skill) => skill.Id == skillToCopy.Id
);
if (existingSkill is not null)
existingSkill.Progress = skillToCopy.Progress;
else
newProfile.CharacterData.PmcData.Skills.Mastering.Add(skillToCopy);
}
// Add existing completed achievements and new one for prestige
newProfile.CharacterData.PmcData.Achievements = prePrestigeProfileClone.CharacterData.PmcData.Achievements; // this *should* only contain completed ones
// Add "Prestigious" achievement
if (!newProfile.CharacterData.PmcData.Achievements.ContainsKey("676091c0f457869a94017a23"))
newProfile.CharacterData.PmcData.Achievements.Add("676091c0f457869a94017a23", _timeUtil.GetTimeStamp());
// TODO: is there one for second prestige
// Add existing Stats to profile
newProfile.CharacterData.PmcData.Stats = prePrestigePmc.Stats;
// Assumes Prestige data is in descending order
var indexOfPrestigeObtained = newProfile.CharacterData.PmcData.Info.PrestigeLevel ?? 0; // Index starts at 0
var currentPrestigeData = _databaseService.GetTemplates().Prestige.Elements[indexOfPrestigeObtained];
var prestigeRewards = currentPrestigeData.Rewards;
AddPrestigeRewardsToProfile(sessionId, newProfile, prestigeRewards);
// Flag profile as having achieved this prestige level
newProfile.CharacterData.PmcData.Prestige[currentPrestigeData.Id] = _timeUtil.GetTimeStamp();
if (request is not null)
// Copy transferred items
foreach (var transferRequest in request)
{
var item = prePrestigePmc.Inventory.Items.FirstOrDefault((item) => item.Id == transferRequest.Id);
var addItemRequest = new AddItemDirectRequest
{
ItemWithModsToAdd = [item],
FoundInRaid = item.Upd?.SpawnedInSession,
UseSortingTable = false,
Callback = null
};
_inventoryHelper.AddItemToStash(
sessionId,
addItemRequest,
newProfile.CharacterData.PmcData,
_eventOutputHolder.GetOutput(sessionId)
);
}
// Force save of above changes to disk
_saveServer.SaveProfile(sessionId);
}
private void AddPrestigeRewardsToProfile(string sessionId, SptProfile newProfile, IEnumerable<Reward> rewards)
{
foreach (var reward in rewards)
switch (reward.Type)
{
case RewardType.CustomizationDirect:
{
_profileHelper.AddHideoutCustomisationUnlock(newProfile, reward, CustomisationSource.PRESTIGE);
break;
}
case RewardType.Skill:
if (Enum.TryParse(reward.Target, out SkillTypes result))
_profileHelper.AddSkillPointsToPlayer(
newProfile.CharacterData.PmcData,
result,
((JsonElement)reward.Value).ToObject<double>()
);
else
_logger.Error($"Unable to parse reward Target to Enum: {reward.Target}");
break;
case RewardType.Item:
{
var addItemRequest = new AddItemDirectRequest
{
ItemWithModsToAdd = reward.Items,
FoundInRaid = reward.Items.FirstOrDefault()?.Upd?.SpawnedInSession,
UseSortingTable = false,
Callback = null
};
_inventoryHelper.AddItemToStash(
sessionId,
addItemRequest,
newProfile.CharacterData.PmcData,
_eventOutputHolder.GetOutput(sessionId)
);
break;
}
case RewardType.ExtraDailyQuest:
{
_logger.Info("additional quests will be added when generating repeatables");
break;
}
default:
_logger.Error($"Unhandled prestige reward type: {reward.Type}");
break;
}
}
}