505 lines
19 KiB
C#
505 lines
19 KiB
C#
using SptCommon.Annotations;
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using Core.Helpers;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Enums;
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using Core.Models.Spt.Config;
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using Core.Models.Spt.Repeatable;
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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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using Core.Models.Eft.Common;
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using Core.Models.Spt.Server;
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namespace Core.Generators;
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[Injectable]
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public class RepeatableQuestRewardGenerator(
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ISptLogger<RepeatableQuestRewardGenerator> _logger,
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RandomUtil _randomUtil,
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HashUtil _hashUtil,
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MathUtil _mathUtil,
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DatabaseService _databaseService,
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ItemHelper _itemHelper,
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PresetHelper _presetHelper,
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HandbookHelper _handbookHelper,
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LocalisationService _localisationService,
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ItemFilterService _itemFilterService,
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SeasonalEventService _seasonalEventService,
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ConfigServer _configServer,
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ICloner _cloner
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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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* Generate the reward for a mission. A reward can consist of:
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* - Experience
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* - Money
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* - GP coins
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* - Weapon preset
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* - Items
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* - Trader Reputation
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* - Skill level experience
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*
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* The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
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* experience / money / items / trader reputation can be defined in QuestConfig.js
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*
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* There's also a random variation of the reward the spread of which can be also defined in the config
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*
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* Additionally, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
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* @param pmcLevel Level of player reward is being generated for
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* @param difficulty Reward scaling factor from 0.2 to 1
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* @param traderId Trader reward will be given by
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* @param repeatableConfig Config for quest type (daily, weekly)
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* @param questConfig
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* @param rewardTplBlacklist OPTIONAL: list of tpls to NOT use when picking a reward
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* @returns IQuestRewards
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*/
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public QuestRewards GenerateReward(
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int pmcLevel,
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double difficulty,
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string traderId,
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RepeatableQuestConfig repeatableConfig,
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BaseQuestConfig eliminationConfig,
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List<string>? rewardTplBlacklist = null)
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{
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// Get vars to configure rewards with
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var rewardParams = GetQuestRewardValues(repeatableConfig.RewardScaling, difficulty, pmcLevel);
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// Get budget to spend on item rewards (copy of raw roubles given)
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var itemRewardBudget = rewardParams.RewardRoubles;
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// Possible improvement -> draw trader-specific items e.g. with _itemHelper.isOfBaseclass(val._id, ItemHelper.BASECLASS.FoodDrink)
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QuestRewards rewards = new() { Started = [], Success = [], Fail = [] };
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// Start reward index to keep track
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var rewardIndex = -1;
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// Add xp reward
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if (rewardParams.RewardXP > 0)
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{
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rewards.Success.Add(
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new()
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{
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Id = _hashUtil.Generate(),
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Unknown = false,
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GameMode = [],
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AvailableInGameEditions = [],
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Index = rewardIndex,
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Value = rewardParams.RewardXP,
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Type = RewardType.Experience
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}
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);
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rewardIndex++;
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}
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// Add money reward
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rewards.Success.Add(GetMoneyReward(traderId, rewardParams.RewardRoubles.Value, rewardIndex));
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rewardIndex++;
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// Add GP coin reward
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rewards.Success.Add(GenerateItemReward(Money.GP, rewardParams.GpCoinRewardCount.Value, rewardIndex));
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rewardIndex++;
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// Add preset weapon to reward if checks pass
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var traderWhitelistDetails = repeatableConfig.TraderWhitelist.FirstOrDefault(
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(traderWhitelist) => traderWhitelist.TraderId == traderId
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);
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if (traderWhitelistDetails?.RewardCanBeWeapon ?? false && _randomUtil.GetChance100(traderWhitelistDetails.WeaponRewardChancePercent ?? 0)
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)
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{
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var chosenWeapon = GetRandomWeaponPresetWithinBudget(itemRewardBudget.Value, rewardIndex);
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if (chosenWeapon is not null)
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{
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rewards.Success.Add(chosenWeapon.Value.Key);
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// Subtract price of preset from item budget so we dont give player too much stuff
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itemRewardBudget -= (int)chosenWeapon.Value.Value;
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rewardIndex++;
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}
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}
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var inBudgetRewardItemPool = ChooseRewardItemsWithinBudget(repeatableConfig, itemRewardBudget, traderId);
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if (rewardTplBlacklist is not null)
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{
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// Filter reward pool of items from blacklist, only use if there's at least 1 item remaining
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var filteredRewardItemPool = inBudgetRewardItemPool.Where(
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(item) => !rewardTplBlacklist.Contains(item.Id)
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);
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if (filteredRewardItemPool.Count() > 0)
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{
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inBudgetRewardItemPool = filteredRewardItemPool.ToList();
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}
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}
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_logger.Debug(
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$"Generating: {repeatableConfig.Name} quest for: {traderId} with budget: {itemRewardBudget} totalling: {rewardParams.RewardNumItems} items"
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);
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if (inBudgetRewardItemPool.Count > 0)
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{
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var itemsToReward = GetRewardableItemsFromPoolWithinBudget(
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inBudgetRewardItemPool,
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rewardParams.RewardNumItems,
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itemRewardBudget,
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repeatableConfig
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);
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// Add item rewards
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foreach (var itemReward in itemsToReward)
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{
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rewards.Success.Add(GenerateItemReward(itemReward.Key.Id, itemReward.Value, rewardIndex));
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rewardIndex++;
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}
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}
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// Add rep reward to rewards array
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if (rewardParams.RewardReputation > 0)
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{
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Reward reward = new()
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{
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Id = _hashUtil.Generate(),
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Unknown = false,
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GameMode = [],
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AvailableInGameEditions = [],
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Target = traderId,
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Value = rewardParams.RewardReputation,
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Type = RewardType.TraderStanding,
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Index = rewardIndex
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};
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rewards.Success.Add(reward);
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rewardIndex++;
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_logger.Debug($"Adding: {rewardParams.RewardReputation} {traderId} trader reputation reward");
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}
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// Chance of adding skill reward
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if (_randomUtil.GetChance100((double)rewardParams.SkillRewardChance * 100))
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{
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var targetSkill = _randomUtil.GetArrayValue(eliminationConfig.PossibleSkillRewards);
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Reward reward = new()
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{
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Id = _hashUtil.Generate(),
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Unknown = false,
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GameMode = [],
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AvailableInGameEditions = [],
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Target = targetSkill,
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Value = rewardParams.SkillPointReward,
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Type = RewardType.Skill,
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Index = rewardIndex
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};
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rewards.Success.Add(reward);
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_logger.Debug($"Adding {rewardParams.SkillPointReward} skill points to {targetSkill}");
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}
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return rewards;
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}
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private QuestRewardValues GetQuestRewardValues(RewardScaling? rewardScaling, double? difficulty, int pmcLevel)
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{
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// difficulty could go from 0.2 ... -> for lowest difficulty receive 0.2*nominal reward
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var levelsConfig = rewardScaling.Levels;
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var roublesConfig = rewardScaling.Roubles;
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var gpCoinConfig = rewardScaling.GpCoins;
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var xpConfig = rewardScaling.Experience;
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var itemsConfig = rewardScaling.Items;
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var rewardSpreadConfig = rewardScaling.RewardSpread;
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var skillRewardChanceConfig = rewardScaling.SkillRewardChance;
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var skillPointRewardConfig = rewardScaling.SkillPointReward;
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var reputationConfig = rewardScaling.Reputation;
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var effectiveDifficulty = difficulty is null ? 1 : difficulty;
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if (difficulty is null)
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{
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_logger.Warning(_localisationService.GetText("repeatable-difficulty_was_nan"));
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}
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return new()
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{
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SkillPointReward = _mathUtil.Interp1(pmcLevel, levelsConfig, skillPointRewardConfig),
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SkillRewardChance = _mathUtil.Interp1(pmcLevel, levelsConfig, skillRewardChanceConfig),
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RewardReputation = GetRewardRep(effectiveDifficulty, pmcLevel, levelsConfig, reputationConfig, rewardSpreadConfig),
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RewardNumItems = GetRewardNumItems(pmcLevel, levelsConfig, itemsConfig),
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RewardRoubles = GetRewardRoubles(effectiveDifficulty, pmcLevel, levelsConfig, roublesConfig, rewardSpreadConfig),
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GpCoinRewardCount = GetGpCoinRewardCount(effectiveDifficulty, pmcLevel, levelsConfig, gpCoinConfig, rewardSpreadConfig),
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RewardXP = GetRewardXp(effectiveDifficulty, pmcLevel, levelsConfig, xpConfig, rewardSpreadConfig),
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};
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}
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private double GetRewardXp(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig, List<double>? xpConfig, double? rewardSpreadConfig)
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{
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return Math.Floor(
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(effectiveDifficulty *
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_mathUtil.Interp1(pmcLevel, levelsConfig, xpConfig) *
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_randomUtil.GetFloat((float)(1 - rewardSpreadConfig), (float)(1 + rewardSpreadConfig))) ??
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0
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);
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}
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private double GetGpCoinRewardCount(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig, List<double>? gpCoinConfig,
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double? rewardSpreadConfig)
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{
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return Math.Ceiling(
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(effectiveDifficulty *
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_mathUtil.Interp1(pmcLevel, levelsConfig, gpCoinConfig) *
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_randomUtil.GetFloat((float)(1 - rewardSpreadConfig), (float)(1 + rewardSpreadConfig))) ??
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0
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);
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}
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private double GetRewardRep(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig, List<double>? reputationConfig,
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double? rewardSpreadConfig)
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{
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return Math.Round(
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100 *
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effectiveDifficulty *
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_mathUtil.Interp1(pmcLevel, levelsConfig, reputationConfig) *
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_randomUtil.GetFloat((float)(1 - rewardSpreadConfig), (float)(1 + rewardSpreadConfig)) ??
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0
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) /
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100;
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}
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private double GetRewardNumItems(int pmcLevel, List<double>? levelsConfig, List<double>? itemsConfig)
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{
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return _randomUtil.RandInt(1, (int)Math.Round(_mathUtil.Interp1(pmcLevel, levelsConfig, itemsConfig) ?? 0) + 1);
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}
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private double GetRewardRoubles(double? effectiveDifficulty, int pmcLevel, List<double>? levelsConfig, List<double>? roublesConfig,
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double? rewardSpreadConfig)
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{
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return Math.Floor(
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(effectiveDifficulty *
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_mathUtil.Interp1(pmcLevel, levelsConfig, roublesConfig) *
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_randomUtil.GetFloat((float)(1 - rewardSpreadConfig), (float)(1 + rewardSpreadConfig))) ??
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0
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);
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}
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private List<KeyValuePair<TemplateItem, double>> GetRewardableItemsFromPoolWithinBudget(List<TemplateItem> inBudgetRewardItemPool,
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object rewardNumItems, double? itemRewardBudget, RepeatableQuestConfig repeatableConfig)
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{
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throw new NotImplementedException();
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}
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private List<TemplateItem> ChooseRewardItemsWithinBudget(RepeatableQuestConfig repeatableConfig, double? roublesBudget, string traderId)
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{
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// First filter for type and baseclass to avoid lookup in handbook for non-available items
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var rewardableItemPool = GetRewardableItems(repeatableConfig, traderId);
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var minPrice = Math.Min(25000, 0.5 * roublesBudget.Value);
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var rewardableItemPoolWithinBudget = FilterRewardPoolWithinBudget(
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rewardableItemPool,
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roublesBudget.Value,
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minPrice);
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if (rewardableItemPoolWithinBudget.Count == 0)
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{
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_logger.Warning(_localisationService.GetText("repeatable-no_reward_item_found_in_price_range", new {
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minPrice = minPrice,
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roublesBudget = roublesBudget }));
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// In case we don't find any items in the price range
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rewardableItemPoolWithinBudget = rewardableItemPool
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.Where((x) => _itemHelper.GetItemPrice(x.Id) < roublesBudget)
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.ToList();
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}
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return rewardableItemPoolWithinBudget;
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}
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private List<TemplateItem> FilterRewardPoolWithinBudget(List<TemplateItem> rewardItems, double roublesBudget, double minPrice)
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{
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return rewardItems.Where((item) => {
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var itemPrice = _presetHelper.GetDefaultPresetOrItemPrice(item.Id);
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return itemPrice < roublesBudget && itemPrice > minPrice;
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}).ToList();
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}
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private KeyValuePair<Reward, double>? GetRandomWeaponPresetWithinBudget(double roublesBudget, int rewardIndex)
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{
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// Add a random default preset weapon as reward
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var defaultPresetPool = new ExhaustableArray<Preset>(
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_presetHelper.GetDefaultWeaponPresets().Values.ToList(),
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_randomUtil,
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_cloner);
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while (defaultPresetPool.HasValues())
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{
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var randomPreset = defaultPresetPool.GetRandomValue();
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if (randomPreset is null)
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{
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continue;
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}
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// Gather all tpls so we can get prices of them
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var tpls = randomPreset.Items.Select((item) => item.Template).ToList();
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// Does preset items fit our budget
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var presetPrice = _itemHelper.GetItemAndChildrenPrice(tpls);
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if (presetPrice <= roublesBudget)
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{
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_logger.Debug("Added weapon: ${ tpls[0]}with price: ${ presetPrice}");
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var chosenPreset = _cloner.Clone(randomPreset);
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return new KeyValuePair<Reward, double>(GeneratePresetReward(chosenPreset.Encyclopedia, 1, rewardIndex, chosenPreset.Items), presetPrice);
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}
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}
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return null;
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}
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/**
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* Helper to create a reward item structured as required by the client
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*
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* @param {string} tpl ItemId of the rewarded item
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* @param {integer} count Amount of items to give
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* @param {integer} index All rewards will be appended to a list, for unknown reasons the client wants the index
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* @param preset Optional array of preset items
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* @returns {object} Object of "Reward"-item-type
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*/
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protected Reward GeneratePresetReward(string tpl, int count, int index, List<Item>? preset, bool foundInRaid = true)
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{
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var id = _hashUtil.Generate();
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var questRewardItem = new Reward{
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Id = _hashUtil.Generate(),
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Unknown = false,
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GameMode =[],
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AvailableInGameEditions =[],
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Index = index,
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Target =id,
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Value = count,
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IsEncoded = false,
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FindInRaid =foundInRaid,
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Type =RewardType.Item,
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Items =[],
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};
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// Get presets root item
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var rootItem = preset.FirstOrDefault((item) => item.Template == tpl);
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if (rootItem is null)
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{
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_logger.Warning($"Root item of preset: ${ tpl} not found");
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}
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if (rootItem.Upd is not null)
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{
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rootItem.Upd.SpawnedInSession = foundInRaid;
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}
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questRewardItem.Items = _itemHelper.ReparentItemAndChildren(rootItem, preset);
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questRewardItem.Target = rootItem.Id; // Target property and root items id must match
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return questRewardItem;
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}
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private Reward GenerateItemReward(string tpl, double count, int index, bool foundInRaid = true)
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{
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var id = _hashUtil.Generate();
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var questRewardItem = new Reward{
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Id = _hashUtil.Generate(),
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Unknown = false,
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GameMode = [],
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AvailableInGameEditions = [],
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Index = index,
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Target = id,
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Value = count,
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IsEncoded = false,
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FindInRaid = foundInRaid,
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Type = RewardType.Item,
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Items = [],
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};
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var rootItem = new Item { Id = id, Template = tpl, Upd = new Upd { StackObjectsCount = count, SpawnedInSession = foundInRaid }
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};
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questRewardItem.Items = [rootItem];
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return questRewardItem;
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}
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private Reward GetMoneyReward(string traderId, double rewardRoubles, int rewardIndex)
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{
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// Determine currency based on trader
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// PK and Fence use Euros, everyone else is Roubles
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var currency = traderId is Traders.PEACEKEEPER or Traders.FENCE ? Money.EUROS : Money.ROUBLES;
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// Convert reward amount to Euros if necessary
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var rewardAmountToGivePlayer =
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currency == Money.EUROS ? _handbookHelper.FromRUB(rewardRoubles, Money.EUROS) : rewardRoubles;
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// Get chosen currency + amount and return
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return GenerateItemReward(currency, rewardAmountToGivePlayer, rewardIndex, false);
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}
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public List<TemplateItem> GetRewardableItems(RepeatableQuestConfig repeatableQuestConfig, string traderId)
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{
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// Get an array of seasonal items that should not be shown right now as seasonal event is not active
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var seasonalItems = _seasonalEventService.GetInactiveSeasonalEventItems();
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// Check for specific baseclasses which don't make sense as reward item
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// also check if the price is greater than 0; there are some items whose price can not be found
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// those are not in the game yet (e.g. AGS grenade launcher)
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return _databaseService.GetItems().Values.Where((itemTemplate => {
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// Base "Item" item has no parent, ignore it
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if (itemTemplate.Parent == "")
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{
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return false;
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}
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if (seasonalItems.Contains(itemTemplate.Id))
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{
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return false;
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}
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var traderWhitelist = repeatableQuestConfig.TraderWhitelist.FirstOrDefault(
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(trader) => trader.TraderId == traderId);
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return IsValidRewardItem(itemTemplate.Id, repeatableQuestConfig, traderWhitelist?.RewardBaseWhitelist);
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})).ToList();
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}
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private bool IsValidRewardItem(string tpl, RepeatableQuestConfig repeatableQuestConfig, List<string>? itemBaseWhitelist = null)
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{
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// Return early if not valid item to give as reward
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if (!_itemHelper.isValidItem(tpl))
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{
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return false;
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}
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// Check item is not blacklisted
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if (
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_itemFilterService.IsItemBlacklisted(tpl) ||
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_itemFilterService.IsItemRewardBlacklisted(tpl) ||
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repeatableQuestConfig.RewardBlacklist.Contains(tpl) ||
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_itemFilterService.IsItemBlacklisted(tpl)
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)
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{
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return false;
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}
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// Item has blacklisted base types
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if (_itemHelper.IsOfBaseclasses(tpl, repeatableQuestConfig.RewardBaseTypeBlacklist ))
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{
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return false;
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}
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// Skip boss items
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if (_itemFilterService.IsBossItem(tpl))
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{
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return false;
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}
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|
// Trader has specific item base types they can give as rewards to player
|
|
if (itemBaseWhitelist is not null && !_itemHelper.IsOfBaseclasses(tpl, itemBaseWhitelist))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|