c9e28e05bb
Replaced magic strings with string consts inside `IngameTraders` collection Various comment improvements
205 lines
8.0 KiB
C#
205 lines
8.0 KiB
C#
using SPTarkov.Common.Extensions;
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using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Eft.ItemEvent;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Spt.Config;
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using SPTarkov.Server.Core.Models.Utils;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils;
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using SPTarkov.Server.Core.Utils.Cloners;
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namespace SPTarkov.Server.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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RewardHelper _rewardHelper,
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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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/// <summary>
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/// Value for in game reward traders to not duplicate quest rewards.
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/// Value can be modified by modders by overriding this value with new traders.
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/// Ensure to add Lightkeeper's ID (638f541a29ffd1183d187f57) and BTR Driver's ID (656f0f98d80a697f855d34b1)
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/// </summary>
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protected string[] InGameTraders =
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[
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Traders.LIGHTHOUSEKEEPER,
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Traders.BTR
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];
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/// <summary>
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/// Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
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/// SKIP quests completed in-game
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/// </summary>
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/// <param name="profileData">Player profile (scav or pmc)</param>
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/// <param name="questId">questId of quest to get rewards for</param>
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/// <param name="state">State of the quest to get rewards for</param>
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/// <param name="sessionId">Session id</param>
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/// <param name="questResponse">Response to send back to client</param>
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/// <returns>Array of reward items player was given</returns>
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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: Move 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 is null)
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{
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_logger.Error($"Unable to get pmc profile for: {sessionId}, no rewards given");
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return [];
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}
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var questDetails = GetQuestFromDb(questId, pmcProfile);
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if (questDetails is null)
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{
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_logger.Warning(_localisationService.GetText("quest-unable_to_find_quest_in_db_no_quest_rewards", questId));
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return [];
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}
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if (IsInGameTrader(questDetails))
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{
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// Assuming in-game traders give ALL rewards
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_logger.Debug(
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$"Skipping quest rewards for quest: {questDetails.Id}, trader: {questDetails.TraderId} in InGameRewardTrader list"
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);
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return [];
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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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{
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questDetails = ApplyMoneyBoost(questDetails, questMoneyRewardBonusMultiplier, state);
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}
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// e.g. 'Success' or 'AvailableForFinish'
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var rewards = questDetails.Rewards.GetByJsonProp<List<Reward>>(state.ToString());
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return _rewardHelper.ApplyRewards(
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rewards,
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CustomisationSource.UNLOCKED_IN_GAME,
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fullProfile,
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profileData,
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questId,
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questResponse
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);
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}
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/// <summary>
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/// Determines if quest rewards are given in raid by the trader instead of through messaging system.
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/// </summary>
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/// <param name="quest">The quest to check.</param>
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/// <returns>True if the quest's trader is in the in-game reward trader list; otherwise, false.</returns>
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protected bool IsInGameTrader(Quest quest)
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{
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return InGameTraders.Contains(quest.TraderId);
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}
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/// <summary>
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/// Get quest by id from database (repeatable quests are stored in profile, check there if questId not found)
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/// </summary>
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/// <param name="questId">Id of quest to find</param>
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/// <param name="pmcData">Player profile</param>
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/// <returns>IQuest object</returns>
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protected Quest? GetQuestFromDb(string questId, PmcData pmcData)
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{
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// Look for quest in db
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if (_databaseService.GetQuests().TryGetValue(questId, out var quest))
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{
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return quest;
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}
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// Group daily/weekly/scav repeatable subtypes into one collection and find first that matched desired quest id
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return pmcData.RepeatableQuests?.SelectMany(repeatableQuestSubType => repeatableQuestSubType.ActiveQuests)
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.FirstOrDefault(repeatableQuest => repeatableQuest.Id == questId);
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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 multiplier, giving the new result
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var hideoutManagementBonusMultiplier = hideoutManagementSkill != null
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? 2 + 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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/// <summary>
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/// Adjust a quests money rewards by supplied multiplier
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/// </summary>
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/// <param name="quest">Quest to apply bonus to</param>
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/// <param name="bonusPercent">Percent to adjust money rewards by</param>
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/// <param name="questStatus">Status of quest to apply money boost to rewards of</param>
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/// <returns>Updated quest</returns>
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public Quest ApplyMoneyBoost(Quest quest, double bonusPercent, QuestStatusEnum questStatus)
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{
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var clonedQuest = _cloner.Clone(quest);
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if (clonedQuest?.Rewards?.Success == null)
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{
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return clonedQuest;
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}
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// Grab just the money rewards from quest reward pool
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var moneyRewards = clonedQuest.Rewards.Success
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.Where(reward =>
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reward.Type == RewardType.Item &&
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reward.Items != null && reward.Items.Count > 0 &&
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_paymentHelper.IsMoneyTpl(reward.Items.FirstOrDefault().Template)
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);
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foreach (var moneyReward in moneyRewards)
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{
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// Add % bonus to existing StackObjectsCount
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var rewardItem = moneyReward.Items?.FirstOrDefault();
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if (rewardItem is null)
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{
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_logger.Error($"Unable to apply money reward bonus to quest: {quest.Name} as no money item found");
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continue;
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}
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var newCurrencyAmount = Math.Floor((rewardItem.Upd.StackObjectsCount ?? 0) * (1 + (bonusPercent / 100)));
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rewardItem.Upd.StackObjectsCount = newCurrencyAmount;
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moneyReward.Value = newCurrencyAmount;
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}
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return clonedQuest;
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}
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}
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