432 lines
17 KiB
C#
432 lines
17 KiB
C#
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.Hideout;
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using SPTarkov.Server.Core.Models.Eft.ItemEvent;
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using SPTarkov.Server.Core.Models.Eft.Profile;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Utils;
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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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using SPTarkov.Common.Annotations;
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namespace SPTarkov.Server.Core.Helpers;
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[Injectable]
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public class RewardHelper(
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ISptLogger<RewardHelper> _logger,
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HashUtil _hashUtil,
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TimeUtil _timeUtil,
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ItemHelper _itemHelper,
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DatabaseService _databaseService,
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ProfileHelper _profileHelper,
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LocalisationService _localisationService,
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TraderHelper _traderHelper,
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PresetHelper _presetHelper,
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ICloner _cloner,
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PlayerService _playerService
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)
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{
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/**
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* Apply the given rewards to the passed in profile
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* @param rewards List of rewards to apply
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* @param source The source of the rewards (Achievement, quest)
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* @param fullProfile The full profile to apply the rewards to
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* @param questId The quest or achievement ID, used for finding production unlocks
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* @param questResponse Response to quest completion when a production is unlocked
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* @returns List of items that were rewarded
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*/
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public List<Item> ApplyRewards(
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List<Reward> rewards,
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string source,
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SptProfile fullProfile,
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PmcData profileData,
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string questId,
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ItemEventRouterResponse questResponse = null
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)
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{
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var sessionId = fullProfile?.ProfileInfo?.ProfileId;
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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 gameVersion = pmcProfile.Info.GameVersion;
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foreach (var reward in rewards)
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{
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// Handle reward availability for different game versions, notAvailableInGameEditions currently not used
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if (!RewardIsForGameEdition(reward, gameVersion))
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{
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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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// This needs to use the passed in profileData, as it could be the scav profile
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_profileHelper.AddSkillPointsToPlayer(
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profileData,
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Enum.Parse<SkillTypes>(reward.Target),
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reward.Value as double?
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);
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break;
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case RewardType.Experience:
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_profileHelper.AddExperienceToPmc(
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sessionId,
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int.Parse(reward.Value.ToString())
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); // this must occur first as the output object needs to take the modified profile exp value
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// Recalculate level in event player leveled up
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pmcProfile.Info.Level = _playerService.CalculateLevel(pmcProfile);
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break;
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case RewardType.TraderStanding:
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_traderHelper.AddStandingToTrader(
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sessionId,
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reward.Target,
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double.Parse(reward.Value.ToString())
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);
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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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// Item rewards are retrieved by getRewardItems() below, and returned to be handled by caller
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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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AddAchievementToProfile(fullProfile, reward.Target);
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break;
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case RewardType.StashRows:
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_profileHelper.AddStashRowsBonusToProfile(
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sessionId,
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(int) reward.Value
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); // Add specified stash rows from reward - requires client restart
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break;
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case RewardType.ProductionScheme:
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FindAndAddHideoutProductionIdToProfile(pmcProfile, reward, questId, 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, source);
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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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"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
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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 GetRewardItems(rewards, gameVersion);
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}
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/**
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* Does the provided 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 RewardIsForGameEdition(Reward reward, string gameVersion)
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{
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if (reward.AvailableInGameEditions?.Count > 0 && !reward.AvailableInGameEditions.Contains(gameVersion))
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// Reward has edition whitelist and game version isn't in it
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{
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return false;
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}
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if (reward.NotAvailableInGameEditions?.Count > 0 &&
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reward.NotAvailableInGameEditions.Contains(gameVersion))
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// Reward has edition blacklist and game version is in it
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{
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return false;
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}
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// No whitelist/blacklist or reward isn't blacklisted/whitelisted
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return true;
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}
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/**
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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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* @param pmcData Player profile
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* @param craftUnlockReward Reward with craft unlock details
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* @param questId Quest or achievement ID with craft unlock reward
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* @param sessionID Session id
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* @param response Response to send back to client
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*/
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protected void FindAndAddHideoutProductionIdToProfile(
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PmcData pmcData,
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Reward craftUnlockReward,
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string questId,
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string sessionID,
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ItemEventRouterResponse response)
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{
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var matchingProductions = GetRewardProductionMatch(craftUnlockReward, questId);
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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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"reward-unable_to_find_matching_hideout_production",
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new
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{
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questId,
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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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if (response is not null)
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{
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response.ProfileChanges[sessionID].RecipeUnlocked ??= new Dictionary<string, bool>();
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response.ProfileChanges[sessionID].RecipeUnlocked[matchingCraftId] = true;
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}
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}
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/**
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* Find hideout craft for the specified reward
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* @param craftUnlockReward Reward with craft unlock details
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* @param questId Quest or achievement ID with craft unlock reward
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* @returns Hideout craft
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*/
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public List<HideoutProduction> GetRewardProductionMatch(Reward craftUnlockReward, string questId)
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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 = (HideoutAreas) int.Parse(craftUnlockReward.TraderId.ToString());
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var matchingProductions = craftingRecipes.Where(
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prod =>
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prod.AreaType == desiredHideoutAreaType &&
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//prod.requirements.some((requirement) => requirement.questId == questId) && // BSG don't store the quest id in requirement any more!
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prod.Requirements.Any(requirement => requirement.Type == "QuestComplete") &&
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prod.Requirements.Any(
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requirement => requirement.RequiredLevel == craftUnlockReward.LoyaltyLevel
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) &&
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prod.EndProduct == craftUnlockReward.Items.FirstOrDefault().Template
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)
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.ToList();
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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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// Multiple matches were found, last ditch attempt to match by questid (value we add manually to production.json via `gen:productionquests` command)
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{
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matchingProductions = matchingProductions.Where(
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prod =>
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prod.Requirements.Any(requirement => requirement.QuestId == questId)
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)
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.ToList();
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}
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return matchingProductions;
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}
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/**
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* Gets a flat list of reward items from the given rewards for the specified game version
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* @param rewards Array of rewards to get the items from
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* @param gameVersion The game version of the profile
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* @returns array of items with the correct maxStack
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*/
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protected List<Item> GetRewardItems(List<Reward> rewards, string gameVersion)
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{
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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 rewardItems = rewards.SelectMany(
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reward =>
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reward.Type == RewardType.Item && RewardIsForGameEdition(reward, gameVersion)
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? ProcessReward(reward)
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: []
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);
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return rewardItems.ToList();
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}
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/**
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* Take reward item and set FiR status + fix stack sizes + fix mod Ids
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* @param reward 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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List<Item> rewardItems = [];
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List<Item> targets = [];
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List<Item> mods = [];
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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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// Only process items with slots
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{
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if (_itemHelper.ItemHasSlots(reward.Items.FirstOrDefault().Template))
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// Attempt to pull default preset from globals and add child items to reward (clones reward.items)
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{
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GenerateArmorRewardChildSlots(reward.Items.FirstOrDefault(), reward);
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}
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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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_itemHelper.SetFoundInRaid(rewardItem);
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// Is root item, fix stacks
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if (rewardItem.Id == reward.Target)
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{
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// Is base reward item
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if (
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rewardItem.ParentId != null &&
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rewardItem.ParentId == "hideout" && // Has parentId of hideout
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rewardItem.Upd != null &&
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rewardItem.Upd.StackObjectsCount != null && // Has upd with stackobject count
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rewardItem.Upd.StackObjectsCount > 1 // More than 1 item in stack
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)
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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.FirstOrDefault().Upd.SpawnedInSession.GetValueOrDefault(false))
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// Propagate FiR status into child items
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{
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if (!_itemHelper.IsOfBaseclasses(rewardItem.Template, [BaseClasses.AMMO, BaseClasses.MONEY]))
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{
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rewardItem.Upd.SpawnedInSession = reward.Items.FirstOrDefault()?.Upd.SpawnedInSession;
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}
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}
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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>
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{
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_cloner.Clone(target)
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};
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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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// Add cloned mods to root item array
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var clonedMods = _cloner.Clone(mods);
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foreach (var mod in clonedMods)
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{
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itemsClone.Add(mod);
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}
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// Re-parent items + generate new ids to ensure valid ids
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var itemsToAdd = _itemHelper.ReparentItemAndChildren(target, itemsClone);
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rewardItems.AddRange(itemsToAdd);
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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 an armor reward
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* @param originalRewardRootItem Original armor reward item from IReward.items object
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* @param reward Armor reward
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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 is not 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(_cloner.Clone(defaultPreset.Items));
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var newRootId = _itemHelper.RemapRootItemId(presetAndMods);
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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(item => item.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(
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"Unable to find default preset for armor {originalRewardRootItem._tpl}, adding mods manually"
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);
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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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* Add an achievement to player profile and handle any rewards for the achievement
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* Triggered from a quest, or another achievement
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* @param fullProfile Profile to add achievement to
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* @param achievementId Id of achievement to add
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*/
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public void AddAchievementToProfile(SptProfile fullProfile, string achievementId)
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{
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// Add achievement id to profile with timestamp it was unlocked
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fullProfile.CharacterData.PmcData.Achievements.TryAdd(achievementId, _timeUtil.GetTimeStamp());
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// Check for any customisation unlocks
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var achievementDataDb = _databaseService
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.GetTemplates()
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.Achievements.FirstOrDefault(achievement => achievement.Id == achievementId);
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if (achievementDataDb is null)
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{
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return;
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}
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// Note: At the moment, we don't know the exact quest and achievement data layout for an achievement
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// that is triggered by a quest, that gives an item, because BSG has only done this once. However
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// based on deduction, I am going to assume that the *quest* will handle the initial item reward,
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// and the achievement reward should only be handled post-wipe.
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// All of that is to say, we are going to ignore the list of returned reward items here
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var pmcProfile = fullProfile.CharacterData.PmcData;
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ApplyRewards(
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achievementDataDb.Rewards,
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CustomisationSource.ACHIEVEMENT,
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fullProfile,
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pmcProfile,
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achievementDataDb.Id
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);
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}
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}
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