Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Services/FenceService.cs
T
2025-07-23 08:45:39 +01:00

1819 lines
66 KiB
C#

using System.Collections.Frozen;
using SPTarkov.Common.Extensions;
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Common;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Fence;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Services;
[Injectable(InjectionType.Singleton)]
public class FenceService(
ISptLogger<FenceService> logger,
TimeUtil timeUtil,
RandomUtil randomUtil,
DatabaseService databaseService,
HandbookHelper handbookHelper,
ItemHelper itemHelper,
PresetHelper presetHelper,
ServerLocalisationService localisationService,
ConfigServer configServer,
ICloner _cloner
)
{
/// <summary>
/// Desired baseline counts - Hydrated on initial assort generation as part of generateFenceAssorts()
/// </summary>
protected FenceAssortGenerationValues desiredAssortCounts;
/// <summary>
/// Main assorts you see at all rep levels
/// </summary>
protected TraderAssort? fenceAssort;
/// <summary>
/// Assorts shown on a separate tab when you max out fence rep
/// </summary>
protected TraderAssort? fenceDiscountAssort;
protected readonly FrozenSet<string> fenceItemUpdCompareProperties =
[
"Buff",
"Repairable",
"RecodableComponent",
"Key",
"Resource",
"MedKit",
"FoodDrink",
"Dogtag",
"RepairKit",
];
/// <summary>
/// Time when some items in assort will be replaced
/// </summary>
protected long nextPartialRefreshTimestamp;
protected readonly TraderConfig traderConfig = configServer.GetConfig<TraderConfig>();
/// <summary>
/// Replace main fence assort with new assort
/// </summary>
/// <param name="assort"> New assorts to replace old with </param>
public void SetFenceAssort(TraderAssort assort)
{
fenceAssort = assort;
}
/// <summary>
/// Replace discount fence assort with new assort
/// </summary>
/// <param name="discountAssort"> New assorts to replace old with </param>
public void SetFenceDiscountAssort(TraderAssort discountAssort)
{
fenceDiscountAssort = discountAssort;
}
/// <summary>
/// Get main fence assort
/// </summary>
/// <returns> TraderAssort </returns>
public TraderAssort? GetMainFenceAssort()
{
return fenceAssort;
}
/// <summary>
/// Get discount fence assort
/// </summary>
/// <returns> TraderAssort </returns>
/// @return ITraderAssort
public TraderAssort? GetDiscountFenceAssort()
{
return fenceDiscountAssort;
}
/// <summary>
/// Get assorts player can purchase <br />
/// Adjust prices based on fence level of player
/// </summary>
/// <param name="pmcProfile"> Player profile </param>
/// <returns> TraderAssort </returns>
public TraderAssort GetFenceAssorts(PmcData pmcProfile)
{
if (traderConfig.Fence.RegenerateAssortsOnRefresh)
// Using base assorts made earlier, do some alterations and store in fenceAssort
{
GenerateFenceAssorts();
}
// Clone assorts so we can adjust prices before sending to client
var assort = _cloner.Clone(fenceAssort);
AdjustAssortItemPricesByConfigMultiplier(assort, 1, traderConfig.Fence.PresetPriceMult);
// merge normal fence assorts + discount assorts if player standing is large enough
if (pmcProfile.TradersInfo[Traders.FENCE].Standing >= 6)
{
var discountAssort = _cloner.Clone(fenceDiscountAssort);
AdjustAssortItemPricesByConfigMultiplier(
discountAssort,
traderConfig.Fence.DiscountOptions.ItemPriceMult,
traderConfig.Fence.DiscountOptions.PresetPriceMult
);
var mergedAssorts = MergeAssorts(assort, discountAssort);
return mergedAssorts;
}
return assort;
}
/// <summary>
/// Adds to fence assort a single item (with its children)
/// </summary>
/// <param name="items"> The items to add with all its children </param>
/// <param name="mainItem"> The most parent item of the array </param>
public void AddItemsToFenceAssort(List<Item> items, Item mainItem)
{
// HUGE THANKS TO LACYWAY AND LEAVES FOR PROVIDING THIS SOLUTION FOR SPT TO IMPLEMENT!!
// Copy the item and its children
var clonedItems = _cloner.Clone(items.GetItemWithChildren(mainItem.Id));
// I BLAME LACY FOR THIS ISSUE, I SPENT HOURS FIXING IT /s
// i think on node the one with hideout usually came first
var root = clonedItems.FirstOrDefault(x => x.SlotId == "hideout");
var cost = GetItemPrice(root.Template, clonedItems);
// Fix IDs
clonedItems = itemHelper.ReparentItemAndChildren(root, clonedItems);
root.ParentId = "hideout";
if (root.Upd?.SpawnedInSession != null)
{
root.Upd.SpawnedInSession = false;
}
// Clean up the items
// We may need to find an alternative to nodes: delete root.location;
root.Location = null;
var createAssort = new CreateFenceAssortsResult
{
SptItems = [],
BarterScheme = new Dictionary<MongoId, List<List<BarterScheme>>>(),
LoyalLevelItems = new Dictionary<MongoId, int>(),
};
createAssort.BarterScheme[root.Id] =
[
[new BarterScheme { Count = cost, Template = Money.ROUBLES }],
];
createAssort.SptItems.Add(clonedItems);
createAssort.LoyalLevelItems[root.Id] = 1;
UpdateFenceAssorts(createAssort, fenceAssort);
}
/// <summary>
/// Calculates the overall price for an item (with all its children)
/// </summary>
/// <param name="itemTpl"> The item tpl to calculate the fence price for </param>
/// <param name="items"> The items (with its children) to calculate fence price for </param>
/// <returns> Price of the item for Fence </returns>
public double? GetItemPrice(MongoId itemTpl, List<Item> items)
{
return itemHelper.IsOfBaseclass(itemTpl, BaseClasses.AMMO_BOX)
? GetAmmoBoxPrice(items) * traderConfig.Fence.ItemPriceMult
: handbookHelper.GetTemplatePrice(itemTpl) * traderConfig.Fence.ItemPriceMult;
}
/// <summary>
/// Calculate the overall price for an ammo box, where only one item is
/// the ammo box itself and every other items are the bullets in that box
/// </summary>
/// <param name="items"> The ammo box (and all its children ammo items) </param>
/// <returns> The price of the ammo box </returns>
protected double? GetAmmoBoxPrice(List<Item> items)
{
double? total = 0D;
foreach (var item in items)
{
if (itemHelper.IsOfBaseclass(item.Template, BaseClasses.AMMO))
{
total +=
handbookHelper.GetTemplatePrice(item.Template)
* (item.Upd?.StackObjectsCount ?? 1);
}
}
return total;
}
/// <summary>
/// Adjust all items contained inside an assort by a multiplier
/// </summary>
/// <param name="assort"> (clone) Assort that contains items with prices to adjust </param>
/// <param name="itemMultiplier"> Multiplier to use on items </param>
/// <param name="presetMultiplier"> Multiplier to use on presets </param>
protected void AdjustAssortItemPricesByConfigMultiplier(
TraderAssort assort,
double itemMultiplier,
double presetMultiplier
)
{
// Only get root items
foreach (var item in assort.Items.Where(x => x.SlotId is "hideout"))
{
AdjustItemPriceByModifier(item, assort, itemMultiplier, presetMultiplier);
}
}
/// <summary>
/// Merge two trader assort files together
/// </summary>
/// <param name="firstAssort"> Assort #1 </param>
/// <param name="secondAssort"> Assort #2 </param>
/// <returns> Merged assort </returns>
// TODO: can be moved to a helper?
protected TraderAssort MergeAssorts(TraderAssort firstAssort, TraderAssort secondAssort)
{
foreach (var itemId in secondAssort.BarterScheme.Keys)
{
firstAssort.BarterScheme[itemId] = secondAssort.BarterScheme[itemId];
}
foreach (var item in secondAssort.Items)
{
firstAssort.Items.Add(item);
}
foreach (var itemId in secondAssort.LoyalLevelItems.Keys)
{
firstAssort.LoyalLevelItems[itemId] = secondAssort.LoyalLevelItems[itemId];
}
return firstAssort;
}
/// <summary>
/// Adjust assorts price by a modifier
/// </summary>
/// <param name="item"> Assort item details</param>
/// <param name="assort"> Assort to be modified </param>
/// <param name="modifier"> Value to multiply item price by </param>
/// <param name="presetModifier"> Value to multiply preset price by </param>
protected void AdjustItemPriceByModifier(
Item item,
TraderAssort assort,
double modifier,
double presetModifier
)
{
if (assort?.BarterScheme is null)
{
logger.Warning(
$"Unable to adjust item: {item.Id} on assort as it lacks a barterScheme object"
);
return;
}
// Is preset
if (item.Upd?.SptPresetId != null)
{
if (assort.BarterScheme.TryGetValue(item.Id, out var barterSchemeForPreset))
{
barterSchemeForPreset[0][0].Count *= presetModifier;
}
return;
}
// Normal item
if (assort.BarterScheme.TryGetValue(item.Id, out var barterScheme))
{
barterScheme[0][0].Count *= modifier;
}
else
{
logger.Warning(
$"adjustItemPriceByModifier() - no action taken for item: {item.Template}"
);
}
}
/// <summary>
/// Get fence assorts with no price adjustments based on fence rep
/// </summary>
/// <returns> TraderAssort </returns>
public TraderAssort GetRawFenceAssorts()
{
return MergeAssorts(_cloner.Clone(fenceAssort), _cloner.Clone(fenceDiscountAssort));
}
/// <summary>
/// Does fence need to perform a partial refresh because its passed the refresh timer defined in trader.json
/// </summary>
/// <returns> True if it needs a partial refresh </returns>
public bool NeedsPartialRefresh()
{
return timeUtil.GetTimeStamp() > nextPartialRefreshTimestamp;
}
/// <summary>
/// Replace a percentage of fence assorts with freshly generated items
/// </summary>
public void PerformPartialRefresh()
{
var itemCountToReplace = GetCountOfItemsToReplace(traderConfig.Fence.AssortSize);
var discountItemCountToReplace = GetCountOfItemsToReplace(
traderConfig.Fence.DiscountOptions.AssortSize
);
// Simulate players buying items
DeleteRandomAssorts(itemCountToReplace, fenceAssort);
DeleteRandomAssorts(discountItemCountToReplace, fenceDiscountAssort);
var normalItemCountsToGenerate = GetItemCountsToGenerate(
fenceAssort.Items,
desiredAssortCounts.Normal
);
var newItems = CreateAssorts(normalItemCountsToGenerate, 1);
// Push newly generated assorts into existing data
UpdateFenceAssorts(newItems, fenceAssort);
var discountItemCountsToGenerate = GetItemCountsToGenerate(
fenceDiscountAssort.Items,
desiredAssortCounts.Discount
);
var newDiscountItems = CreateAssorts(discountItemCountsToGenerate, 2);
// Push newly generated discount assorts into existing data
UpdateFenceAssorts(newDiscountItems, fenceDiscountAssort);
// Add new barter items to fence barter scheme
foreach (var barterItemKey in newItems.BarterScheme.Keys)
{
fenceAssort.BarterScheme[barterItemKey] = newItems.BarterScheme[barterItemKey];
}
// Add loyalty items to fence assorts loyalty object
foreach (var loyaltyItemKey in newItems.LoyalLevelItems.Keys)
{
fenceAssort.LoyalLevelItems[loyaltyItemKey] = newItems.LoyalLevelItems[loyaltyItemKey];
}
// Add new barter items to fence assorts discounted barter scheme
foreach (var barterItemKey in newDiscountItems.BarterScheme.Keys)
{
fenceDiscountAssort.BarterScheme[barterItemKey] = newDiscountItems.BarterScheme[
barterItemKey
];
}
// Add loyalty items to fence discount assorts loyalty object
foreach (var loyaltyItemKey in newDiscountItems.LoyalLevelItems.Keys)
{
fenceDiscountAssort.LoyalLevelItems[loyaltyItemKey] = newDiscountItems.LoyalLevelItems[
loyaltyItemKey
];
}
// Reset the clock
IncrementPartialRefreshTime();
}
/// <summary>
/// Handle the process of folding new assorts into existing assorts, when a new assort exists already, increment its StackObjectsCount instead
/// </summary>
/// <param name="newFenceAssorts"> Assorts to fold into existing fence assorts </param>
/// <param name="existingFenceAssorts"> Current fence assorts, new assorts will be added to </param>
protected void UpdateFenceAssorts(
CreateFenceAssortsResult newFenceAssorts,
TraderAssort existingFenceAssorts
)
{
foreach (var itemWithChildren in newFenceAssorts.SptItems)
{
// Find the root item
var newRootItem = itemWithChildren.FirstOrDefault(item => item.SlotId == "hideout");
if (newRootItem == null)
{
var firstItem = itemWithChildren.FirstOrDefault(x => x != null);
logger.Error(
$"Unable to process fence assort as root item is missing: {firstItem?.Template}, skipping"
);
continue;
}
// Find a matching root item with same tpl in existing assort
var existingRootItem = existingFenceAssorts.Items.FirstOrDefault(item =>
item.Template == newRootItem.Template && item.SlotId == "hideout"
);
// Check if same type of item exists + its on list of item types to always stack
if (existingRootItem != null && ItemInPreventDupeCategoryList(newRootItem.Template))
{
var existingFullItemTree = existingFenceAssorts.Items.GetItemWithChildren(
existingRootItem.Id
);
if (
itemHelper.IsSameItems(
itemWithChildren,
existingFullItemTree,
fenceItemUpdCompareProperties
)
)
{
// Guard against a missing stack count
if (existingRootItem.Upd?.StackObjectsCount == null)
{
existingRootItem.Upd ??= new Upd();
existingRootItem.Upd.StackObjectsCount = 1;
}
// Merge new items count into existing, don't add new loyalty/barter data as it already exists
existingRootItem.Upd.StackObjectsCount +=
newRootItem?.Upd?.StackObjectsCount ?? 1;
continue;
}
}
// if the Upd doesn't exist just initialize it
newRootItem.Upd ??= new Upd { StackObjectsCount = 1 };
// New assort to be added to existing assorts
existingFenceAssorts.Items.AddRange(itemWithChildren);
existingFenceAssorts.BarterScheme[newRootItem.Id] = newFenceAssorts.BarterScheme[
newRootItem.Id
];
existingFenceAssorts.LoyalLevelItems[newRootItem.Id] = newFenceAssorts.LoyalLevelItems[
newRootItem.Id
];
}
}
/// <summary>
/// Increment fence next refresh timestamp by current timestamp + partialRefreshTimeSeconds from config
/// </summary>
protected void IncrementPartialRefreshTime()
{
nextPartialRefreshTimestamp =
timeUtil.GetTimeStamp() + traderConfig.Fence.PartialRefreshTimeSeconds;
}
/// <summary>
/// Get values that will hydrate the passed in assorts back to the desired counts
/// </summary>
/// <param name="assortItems"> Current assorts after items have been removed </param>
/// <param name="generationValues"> Base counts assorts should be adjusted to </param>
/// <returns> GenerationAssortValues object with adjustments needed to reach desired state </returns>
protected GenerationAssortValues GetItemCountsToGenerate(
List<Item> assortItems,
GenerationAssortValues generationValues
)
{
var allRootItems = assortItems.Where(item => item.SlotId == "hideout");
var rootPresetItems = allRootItems.Where(item => item?.Upd?.SptPresetId != null);
// Get count of weapons
var currentWeaponPresetCount = rootPresetItems.Aggregate(
0,
(count, item) =>
itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON) ? count + 1 : count
);
// Get count of equipment
var currentEquipmentPresetCount = rootPresetItems.Aggregate(
0,
(count, item) => itemHelper.ArmorItemCanHoldMods(item.Template) ? count + 1 : count
);
// Normal item count is total count minus weapon + armor count
var nonPresetItemAssortCount =
allRootItems.Count() - (currentWeaponPresetCount + currentEquipmentPresetCount);
// Get counts of items to generate, never var values fall below 0
var itemCountToGenerate = Math.Max(
generationValues.Item.Value - nonPresetItemAssortCount,
0
);
var weaponCountToGenerate = Math.Max(
generationValues.WeaponPreset.Value - currentWeaponPresetCount,
0
);
var equipmentCountToGenerate = Math.Max(
generationValues.EquipmentPreset.Value - currentEquipmentPresetCount,
0
);
return new GenerationAssortValues
{
Item = itemCountToGenerate,
WeaponPreset = weaponCountToGenerate,
EquipmentPreset = equipmentCountToGenerate,
};
}
/// <summary>
/// Delete desired number of items from assort (including children)
/// </summary>
/// <param name="itemCountToReplace"> Number of items to replace </param>
/// <param name="assort"> Assort to adjust </param>
protected void DeleteRandomAssorts(int itemCountToReplace, TraderAssort assort)
{
if (assort?.Items?.Count > 0)
{
var rootItems = assort.Items.Where(item => item.SlotId == "hideout").ToList();
for (var index = 0; index < itemCountToReplace; index++)
{
RemoveRandomItemFromAssorts(assort, rootItems);
}
}
}
/// <summary>
/// Choose an item at random and remove it + mods from assorts
/// </summary>
/// <param name="assort"> Trader assort to remove item from </param>
/// <param name="rootItems"> Pool of root items to pick from to remove </param>
protected void RemoveRandomItemFromAssorts(TraderAssort assort, List<Item> rootItems)
{
// Pick a random root item to remove from Fence
var rootItemToAdjust = randomUtil.GetArrayValue(rootItems);
// Items added by mods may not have a Upd object, assume item stack size is 1
var stackSize = rootItemToAdjust.Upd?.StackObjectsCount ?? 1;
// Get a random count of the chosen item to remove if its > 1
var itemCountToRemove = randomUtil.GetDouble(1, stackSize);
// Check if we're removing all or just part of the item
var isEntireStackToBeRemoved = Math.Abs(itemCountToRemove - stackSize) < 0.1;
// Partial stack reduction
if (!isEntireStackToBeRemoved)
{
if (rootItemToAdjust.Upd == null)
{
logger.Warning(
$"Fence Item: {rootItemToAdjust.Template} lacks a Upd object, adding"
);
rootItemToAdjust.Upd = new Upd();
}
// Reduce stack to at smallest, 1
rootItemToAdjust.Upd.StackObjectsCount -= Math.Max(1, itemCountToRemove);
return;
}
// Remove item + child mods (if any)
var itemWithChildren = assort.Items.GetItemWithChildren(rootItemToAdjust.Id);
foreach (var itemToDelete in itemWithChildren)
// Delete item from assort items array
{
assort.Items.Remove(itemToDelete);
}
// Need to remove item from all areas of trader assort
// delete assort.barter_scheme[rootItemToAdjust._id];
// delete assort.loyal_level_items[rootItemToAdjust._id];
assort.BarterScheme.Remove(rootItemToAdjust.Id);
assort.LoyalLevelItems.Remove(rootItemToAdjust.Id);
}
/// <summary>
/// Get an integer rounded count of items to replace based on percentage from traderConfig value
/// </summary>
/// <param name="totalItemCount"> Total item count </param>
/// <returns> Rounded int of items to replace </returns>
protected int GetCountOfItemsToReplace(int totalItemCount)
{
return (int)
Math.Round(totalItemCount * (traderConfig.Fence.PartialRefreshChangePercent / 100));
}
/// <summary>
/// Get the count of items fence offers
/// </summary>
/// <returns> Count of fence offers </returns>
public int GetOfferCount()
{
if ((fenceAssort?.Items?.Count ?? 0) == 0)
{
return 0;
}
return fenceAssort.Items.Count;
}
/// <summary>
/// Create trader assorts for fence and store in fenceService cache
/// Uses fence base cache generation server start as a base
/// </summary>
public void GenerateFenceAssorts()
{
// Reset refresh time now assorts are being generated
IncrementPartialRefreshTime();
// Choose assort counts using config
CreateInitialFenceAssortGenerationValues();
// Create basic fence assort
var assorts = CreateAssorts(desiredAssortCounts.Normal, 1);
// Store in fenceAssort
SetFenceAssort(ConvertIntoFenceAssort(assorts));
// Create level 2 assorts accessible at rep level 6
var discountAssorts = CreateAssorts(desiredAssortCounts.Discount, 2);
// Store in fenceDiscountAssort
SetFenceDiscountAssort(ConvertIntoFenceAssort(discountAssorts));
}
/// <summary>
/// Convert the intermediary assort data generated into format client can process
/// </summary>
/// <param name="intermediaryAssorts"> Generated assorts that will be converted </param>
/// <returns> TraderAssort in the correct data format for Fence </returns>
protected TraderAssort ConvertIntoFenceAssort(CreateFenceAssortsResult intermediaryAssorts)
{
var result = CreateFenceAssortSkeleton();
foreach (var itemWithChildren in intermediaryAssorts.SptItems)
{
result.Items.AddRange(itemWithChildren);
}
result.BarterScheme = intermediaryAssorts.BarterScheme;
result.LoyalLevelItems = intermediaryAssorts.LoyalLevelItems;
return result;
}
/// <summary>
/// Create object that contains calculated fence assort item values to make based on config.
/// Stored in desiredAssortCounts
/// </summary>
protected void CreateInitialFenceAssortGenerationValues()
{
var result = new FenceAssortGenerationValues
{
Normal = new GenerationAssortValues
{
Item = 0,
WeaponPreset = 0,
EquipmentPreset = 0,
},
Discount = new GenerationAssortValues
{
Item = 0,
WeaponPreset = 0,
EquipmentPreset = 0,
},
};
result.Normal.Item = traderConfig.Fence.AssortSize;
result.Normal.WeaponPreset = randomUtil.GetInt(
traderConfig.Fence.WeaponPresetMinMax.Min,
traderConfig.Fence.WeaponPresetMinMax.Max
);
result.Normal.EquipmentPreset = randomUtil.GetInt(
traderConfig.Fence.EquipmentPresetMinMax.Min,
traderConfig.Fence.EquipmentPresetMinMax.Max
);
result.Discount.Item = traderConfig.Fence.DiscountOptions.AssortSize;
result.Discount.WeaponPreset = randomUtil.GetInt(
traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Min,
traderConfig.Fence.DiscountOptions.WeaponPresetMinMax.Max
);
result.Discount.EquipmentPreset = randomUtil.GetInt(
traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Min,
traderConfig.Fence.DiscountOptions.EquipmentPresetMinMax.Max
);
desiredAssortCounts = result;
}
/// <summary>
/// Create skeleton to hold assort items
/// </summary>
/// <returns> TraderAssort object </returns>
protected TraderAssort CreateFenceAssortSkeleton()
{
return new TraderAssort
{
Items = [],
BarterScheme = new Dictionary<MongoId, List<List<BarterScheme>>>(),
LoyalLevelItems = new Dictionary<MongoId, int>(),
NextResupply = GetNextFenceUpdateTimestamp(),
};
}
/// <summary>
/// Hydrate assorts parameter object with generated assorts
/// </summary>
/// <param name="itemCounts"> Number of items to generate per type (Item, WeaponPreset, EquipmentPreset) </param>
/// <param name="loyaltyLevel"> Loyalty level to set new item to </param>
/// <returns> CreateFenceAssortResult object </returns>
protected CreateFenceAssortsResult CreateAssorts(
GenerationAssortValues itemCounts,
int loyaltyLevel
)
{
var result = new CreateFenceAssortsResult
{
SptItems = [],
BarterScheme = new Dictionary<MongoId, List<List<BarterScheme>>>(),
LoyalLevelItems = new Dictionary<MongoId, int>(),
};
var baseFenceAssortClone = _cloner.Clone(databaseService.GetTrader(Traders.FENCE).Assort);
var itemTypeLimitCounts = InitItemLimitCounter(traderConfig.Fence.ItemTypeLimits);
if (itemCounts.Item > 0)
{
AddItemAssorts(
itemCounts.Item,
result,
baseFenceAssortClone,
itemTypeLimitCounts,
loyaltyLevel
);
}
if (itemCounts.WeaponPreset > 0 || itemCounts.EquipmentPreset > 0)
{
AddPresetsToAssort(
itemCounts.WeaponPreset,
itemCounts.EquipmentPreset,
result,
baseFenceAssortClone,
loyaltyLevel
);
}
return result;
}
/// <summary>
/// Add item assorts to existing assort data
/// </summary>
/// <param name="assortCount"> Number to add </param>
/// <param name="assorts"> Data to add to </param>
/// <param name="baseFenceAssortClone"> Base data to draw from </param>
/// <param name="itemTypeLimits"> Item limits per base class </param>
/// <param name="loyaltyLevel"> Loyalty level to set new item to </param>
protected void AddItemAssorts(
int? assortCount,
CreateFenceAssortsResult assorts,
TraderAssort baseFenceAssortClone,
Dictionary<MongoId, (int current, int max)> itemTypeLimits,
int loyaltyLevel
)
{
var priceLimits = traderConfig.Fence.ItemCategoryRoublePriceLimit;
var assortRootItems = baseFenceAssortClone
.Items.Where(item =>
string.Equals(item.ParentId, "hideout", StringComparison.OrdinalIgnoreCase)
&& item.Upd?.SptPresetId == null
)
.ToList();
if (assortRootItems.Count == 0)
{
logger.Error(localisationService.GetText("fence-unable_to_find_root_item_to_add"));
return;
}
for (var i = 0; i < assortCount; i++)
{
var chosenBaseAssortRoot = randomUtil.GetArrayValue(assortRootItems);
if (chosenBaseAssortRoot == null)
{
logger.Error(localisationService.GetText("fence-unable_to_find_assort_by_id"));
continue;
}
var itemDbDetails = itemHelper.GetItem(chosenBaseAssortRoot.Template).Value;
var itemLimitCount = GetMatchingItemLimit(itemTypeLimits, itemDbDetails.Id);
if (itemLimitCount?.current >= itemLimitCount?.max)
{
// Skip adding item as assort as limit reached, decrement i counter so we still get another item
i--;
continue;
}
var itemIsPreset = presetHelper.IsPreset(chosenBaseAssortRoot.Id);
var price = baseFenceAssortClone.BarterScheme?[chosenBaseAssortRoot.Id][0][0].Count;
if (price == 0 || (price == 1 && !itemIsPreset) || price == 100)
{
// Don't allow "special" items / presets
i--;
continue;
}
if (
priceLimits.ContainsKey(itemDbDetails.Parent)
&& price > priceLimits[itemDbDetails.Parent]
)
{
// Too expensive for fence, try another item
i--;
continue;
}
// Increment count as item is being added
if (itemLimitCount.HasValue)
{
var value = itemLimitCount.Value;
value.current += 1;
}
// Filter to only 1 root item + all children
var childItemsAndSingleRoot = baseFenceAssortClone
.Items.Where(item =>
!string.Equals(item.ParentId, "hideout", StringComparison.Ordinal)
|| item.Id == chosenBaseAssortRoot.Id
)
.ToList();
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
var desiredAssortItemAndChildrenClone = _cloner
.Clone(childItemsAndSingleRoot.GetItemWithChildren(chosenBaseAssortRoot.Id))
.ReplaceIDs()
.ToList();
desiredAssortItemAndChildrenClone.RemapRootItemId();
var rootItemBeingAdded = desiredAssortItemAndChildrenClone.FirstOrDefault();
// Set stack size based on possible overrides, e.g. ammos, otherwise set to 1
rootItemBeingAdded.Upd.StackObjectsCount = GetSingleItemStackCount(itemDbDetails);
// Only randomise Upd values for single
var isSingleStack =
Math.Abs((rootItemBeingAdded.Upd?.StackObjectsCount ?? 0) - 1) < 0.1;
if (isSingleStack)
{
RandomiseItemUpdProperties(itemDbDetails, rootItemBeingAdded);
}
// Skip items already in the assort if it exists in the 'prevent duplicate' list
var existingItemThatMatches = GetMatchingItem(
rootItemBeingAdded,
itemDbDetails,
assorts.SptItems
);
var shouldBeStacked = ItemShouldBeForceStacked(existingItemThatMatches, itemDbDetails);
if (shouldBeStacked && existingItemThatMatches != null)
{
// Decrement loop counter so another items gets added
i--;
existingItemThatMatches.Upd.StackObjectsCount++;
continue;
}
// Add mods to armors so they don't show as red in the trade screen
if (itemHelper.ItemRequiresSoftInserts(rootItemBeingAdded.Template))
{
RandomiseArmorModDurability(desiredAssortItemAndChildrenClone, itemDbDetails);
}
assorts.SptItems.Add(desiredAssortItemAndChildrenClone);
assorts.BarterScheme[rootItemBeingAdded.Id] = _cloner.Clone(
baseFenceAssortClone.BarterScheme[chosenBaseAssortRoot.Id]
);
// Only adjust item price by quality for solo items, never multi-stack
if (isSingleStack)
{
AdjustItemPriceByQuality(assorts.BarterScheme, rootItemBeingAdded, itemDbDetails);
}
assorts.LoyalLevelItems[rootItemBeingAdded.Id] = loyaltyLevel;
}
}
/// <summary>
/// Find an assort item that matches the first parameter, also matches based on Upd properties
/// e.g. salewa hp resource units left
/// </summary>
/// <param name="rootItemBeingAdded"> item to look for a match against </param>
/// <param name="itemDbDetails"> DB details of matching item </param>
/// <param name="itemsWithChildren"> Items to search through </param>
/// <returns> Matching assort item </returns>
protected Item? GetMatchingItem(
Item rootItemBeingAdded,
TemplateItem itemDbDetails,
List<List<Item>> itemsWithChildren
)
{
// Get matching root items
var matchingItems = itemsWithChildren
.Where(itemWithChildren =>
itemWithChildren.FirstOrDefault(item =>
item.Template == rootItemBeingAdded.Template
&& string.Equals(item.ParentId, "hideout", StringComparison.OrdinalIgnoreCase)
) != null
)
.SelectMany(i => i)
.ToList();
if (matchingItems.Count == 0)
// Nothing matches by tpl and is root item, exit early
{
return null;
}
var isMedical = itemHelper.IsOfBaseclasses(
rootItemBeingAdded.Template,
[BaseClasses.MEDICAL, BaseClasses.MEDKIT]
);
var isGearAndHasSlots =
itemHelper.IsOfBaseclasses(
rootItemBeingAdded.Template,
[BaseClasses.ARMORED_EQUIPMENT, BaseClasses.SEARCHABLE_ITEM]
)
&& (itemDbDetails.Properties.Slots?.Count ?? 0) > 0;
// Only one match and it's not medical or armored gear
if (matchingItems.Count == 1 && !(isMedical || isGearAndHasSlots))
{
return matchingItems[0];
}
// Items have sub properties that need to be checked against
foreach (var item in matchingItems)
{
if (
isMedical
&& rootItemBeingAdded.Upd?.MedKit?.HpResource == item.Upd?.MedKit?.HpResource
)
// e.g. bandages with multiple use
// Both undefined === both max resoruce left
{
return item;
}
// Armors/helmets etc
if (
isGearAndHasSlots
&& rootItemBeingAdded.Upd.Repairable?.Durability == item.Upd.Repairable?.Durability
&& rootItemBeingAdded.Upd.Repairable?.MaxDurability
== item.Upd.Repairable?.MaxDurability
)
{
return item;
}
}
return null;
}
/// <summary>
/// Should this item be forced into only 1 stack on fence
/// </summary>
/// <param name="existingItem"> Existing item from fence assort </param>
/// <param name="itemDbDetails"> Item we want to add DB details </param>
/// <returns> True item should be force stacked </returns>
protected bool ItemShouldBeForceStacked(Item? existingItem, TemplateItem itemDbDetails)
{
// No existing item in assort
if (existingItem == null)
{
return false;
}
// Don't stack child items, only root items
if (existingItem.ParentId != "hideout")
{
return false;
}
return ItemInPreventDupeCategoryList(itemDbDetails.Id);
}
protected bool ItemInPreventDupeCategoryList(MongoId tpl)
{
// Item type in config list
return itemHelper.IsOfBaseclasses(tpl, traderConfig.Fence.PreventDuplicateOffersOfCategory);
}
/// <summary>
/// Adjust price of item based on what is left to buy (resource/uses left)
/// </summary>
/// <param name="barterSchemes"> All barter scheme for item having price adjusted </param>
/// <param name="itemRoot"> Root item having price adjusted </param>
/// <param name="itemTemplate"> DB template of item </param>
protected void AdjustItemPriceByQuality(
Dictionary<MongoId, List<List<BarterScheme>>> barterSchemes,
Item itemRoot,
TemplateItem itemTemplate
)
{
// Healing items
if (itemRoot.Upd?.MedKit != null)
{
var itemTotalMax = itemTemplate.Properties.MaxHpResource;
var current = itemRoot.Upd.MedKit.HpResource;
// Current and max match, no adjustment necessary
if (itemTotalMax == current)
{
return;
}
var multiplier = current / itemTotalMax;
// Multiply item cost by desired multiplier
var basePrice = barterSchemes[itemRoot.Id][0][0].Count;
barterSchemes[itemRoot.Id][0][0].Count = Math.Round(basePrice.Value * multiplier.Value);
return;
}
// Adjust price based on durability
if (
itemRoot.Upd?.Repairable != null
|| itemHelper.IsOfBaseclass(itemRoot.Template, BaseClasses.KEY_MECHANICAL)
)
{
var itemQualityModifier = itemHelper.GetItemQualityModifier(itemRoot);
var basePrice = barterSchemes[itemRoot.Id][0][0].Count;
barterSchemes[itemRoot.Id][0][0].Count = Math.Round(
(double)basePrice * itemQualityModifier
);
}
}
protected (int current, int max)? GetMatchingItemLimit(
Dictionary<MongoId, (int current, int max)> itemTypeLimits,
MongoId itemTpl
)
{
foreach (var baseTypeKey in itemTypeLimits.Keys)
{
if (itemHelper.IsOfBaseclass(itemTpl, baseTypeKey))
{
return itemTypeLimits[baseTypeKey];
}
}
return null;
}
/// <summary>
/// Find presets in base fence assort and add desired number to 'assorts' parameter
/// </summary>
/// <param name="desiredWeaponPresetsCount"> How many WeaponPresets to add </param>
/// <param name="desiredEquipmentPresetsCount"> How many WeaponPresets to add </param>
/// <param name="assorts"> Assorts to add preset to </param>
/// <param name="baseFenceAssort"> Base data to draw from </param>
/// <param name="loyaltyLevel"> Loyalty level to set new presets to </param>
protected void AddPresetsToAssort(
int? desiredWeaponPresetsCount,
int? desiredEquipmentPresetsCount,
CreateFenceAssortsResult assorts,
TraderAssort baseFenceAssort,
int loyaltyLevel
)
{
var failedAttemptsCount = 0;
var weaponPresetsAddedCount = 0;
if (desiredWeaponPresetsCount > 0)
{
var weaponPresetRootItems = baseFenceAssort.Items.Where(item =>
item.Upd?.SptPresetId is not null
&& itemHelper.IsOfBaseclass(item.Template, BaseClasses.WEAPON)
&& !traderConfig.Fence.Blacklist.Contains(item.Template)
);
while (weaponPresetsAddedCount < desiredWeaponPresetsCount)
{
var randomPresetRoot = randomUtil.GetArrayValue(weaponPresetRootItems);
var rootItemDb = itemHelper.GetItem(randomPresetRoot.Template).Value;
var presetWithChildrenClone = _cloner.Clone(
baseFenceAssort.Items.GetItemWithChildren(randomPresetRoot.Id)
);
RandomiseItemUpdProperties(rootItemDb, presetWithChildrenClone[0]);
// Simulate players listing weapons with parts removed
RemoveRandomModsOfItem(presetWithChildrenClone);
// Check chosen preset is below listing cap in config
var presetPrice =
handbookHelper.GetTemplatePriceForItems(presetWithChildrenClone)
* itemHelper.GetItemQualityModifierForItems(presetWithChildrenClone);
if (
traderConfig.Fence.ItemCategoryRoublePriceLimit.TryGetValue(
rootItemDb.Parent,
out var priceLimitRouble
)
)
{
if (presetPrice > priceLimitRouble)
// Too expensive, try again
{
failedAttemptsCount++;
if (failedAttemptsCount > 25)
{
logger.Warning(
$"Unable to add: {desiredWeaponPresetsCount} presets to Fence as all presets found after 25 attempts were too expensive."
);
break;
}
continue;
}
}
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
itemHelper.ReparentItemAndChildren(
presetWithChildrenClone[0],
presetWithChildrenClone
);
presetWithChildrenClone.RemapRootItemId();
// Remapping IDs causes parentId to be altered, fix
presetWithChildrenClone[0].ParentId = "hideout";
assorts.SptItems.Add(presetWithChildrenClone);
// Set assort price
// Must be careful to use correct id as the item has had its IDs regenerated
assorts.BarterScheme[presetWithChildrenClone[0].Id] =
[
[
new BarterScheme
{
Template = Money.ROUBLES,
Count = Math.Round(presetPrice),
},
],
];
assorts.LoyalLevelItems[presetWithChildrenClone[0].Id] = loyaltyLevel;
weaponPresetsAddedCount++;
}
}
var equipmentPresetsAddedCount = 0;
if (desiredEquipmentPresetsCount <= 0)
{
return;
}
var equipmentPresetRootItems = baseFenceAssort.Items.Where(item =>
item.Upd?.SptPresetId != null && itemHelper.ArmorItemCanHoldMods(item.Template)
);
while (equipmentPresetsAddedCount < desiredEquipmentPresetsCount)
{
var randomPresetRoot = randomUtil.GetArrayValue(equipmentPresetRootItems);
var rootItemDb = itemHelper.GetItem(randomPresetRoot.Template).Value;
var presetWithChildrenClone = _cloner.Clone(
baseFenceAssort.Items.GetItemWithChildren(randomPresetRoot.Id)
);
// Need to add mods to armors so they don't show as red in the trade screen
if (itemHelper.ItemRequiresSoftInserts(randomPresetRoot.Template))
{
RandomiseArmorModDurability(presetWithChildrenClone, rootItemDb);
}
RemoveRandomModsOfItem(presetWithChildrenClone);
// Check chosen item is below price cap
var priceLimitRouble = traderConfig.Fence.ItemCategoryRoublePriceLimit[
rootItemDb.Parent
];
var itemPrice =
handbookHelper.GetTemplatePriceForItems(presetWithChildrenClone)
* itemHelper.GetItemQualityModifierForItems(presetWithChildrenClone);
if (priceLimitRouble != null)
{
if (itemPrice > priceLimitRouble)
// Too expensive, try again
{
continue;
}
}
// MUST randomise Ids as its possible to add the same base fence assort twice = duplicate IDs = dead client
itemHelper.ReparentItemAndChildren(presetWithChildrenClone[0], presetWithChildrenClone);
presetWithChildrenClone.RemapRootItemId();
// Remapping IDs causes parentId to be altered
presetWithChildrenClone[0].ParentId = "hideout";
assorts.SptItems.Add(presetWithChildrenClone);
// Set assort price
// Must be careful to use correct id as the item has had its IDs regenerated
assorts.BarterScheme[presetWithChildrenClone[0].Id] =
[
[new BarterScheme { Template = Money.ROUBLES, Count = Math.Round(itemPrice) }],
];
assorts.LoyalLevelItems[presetWithChildrenClone[0].Id] = loyaltyLevel;
equipmentPresetsAddedCount++;
}
}
/// <summary>
/// Adjust plate / soft insert durability values
/// </summary>
/// <param name="armor"> Armor item array to add mods into </param>
/// <param name="itemDbDetails"> Armor items db template </param>
protected void RandomiseArmorModDurability(List<Item> armor, TemplateItem itemDbDetails)
{
// Armor has no mods, nothing to randomise
if (itemDbDetails.Properties.Slots == null)
{
return;
}
// Check for and adjust soft insert durability values
var requiredSlots = itemDbDetails
.Properties.Slots?.Where(slot => slot.Required ?? false)
.ToList();
if ((requiredSlots?.Count ?? 0) > 1)
{
RandomiseArmorSoftInsertDurabilities(requiredSlots, armor);
}
// Check for and adjust plate durability values
var plateSlots = itemDbDetails
.Properties.Slots?.Where(slot => itemHelper.IsRemovablePlateSlot(slot.Name))
.ToList();
if ((plateSlots?.Count ?? 0) > 1)
{
RandomiseArmorInsertsDurabilities(plateSlots, armor);
}
}
/// <summary>
/// Randomise the durability values of items on armor with a passed in slot
/// </summary>
/// <param name="softInsertSlots"> Slots of items to randomise </param>
/// <param name="armorItemAndMods"> Array of armor + inserts to get items from </param>
protected void RandomiseArmorSoftInsertDurabilities(
List<Slot> softInsertSlots,
List<Item> armorItemAndMods
)
{
foreach (var requiredSlot in softInsertSlots)
{
var modItemDbDetails = itemHelper
.GetItem(requiredSlot.Props.Filters[0].Plate.Value)
.Value;
var durabilityValues = GetRandomisedArmorDurabilityValues(
modItemDbDetails,
traderConfig.Fence.ArmorMaxDurabilityPercentMinMax
);
var plateTpl = requiredSlot.Props.Filters[0].Plate ?? string.Empty; // "Plate" property appears to be the 'default' item for slot
if (plateTpl.IsEmpty())
// Some bsg plate properties are empty, skip mod
{
continue;
}
// Find items mod to apply dura changes to
var modItemToAdjust = armorItemAndMods.FirstOrDefault(mod =>
string.Equals(
mod.SlotId,
requiredSlot.Name.ToLowerInvariant(),
StringComparison.OrdinalIgnoreCase
)
);
itemHelper.AddUpdObjectToItem(modItemToAdjust);
// Ensure property isn't null
modItemToAdjust.Upd.Repairable ??= new UpdRepairable
{
Durability = modItemDbDetails.Properties.MaxDurability,
MaxDurability = modItemDbDetails.Properties.MaxDurability,
};
modItemToAdjust.Upd.Repairable.Durability = durabilityValues.Durability;
modItemToAdjust.Upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
// 25% chance to add shots to visor items when its below max durability
if (
randomUtil.GetChance100(25)
&& modItemToAdjust.ParentId == BaseClasses.ARMORED_EQUIPMENT
&& modItemToAdjust.SlotId == "mod_equipment_000"
&& modItemToAdjust.Upd.Repairable.Durability
< modItemDbDetails.Properties.MaxDurability
)
// Is damaged
{
modItemToAdjust.Upd.FaceShield = new UpdFaceShield
{
Hits = randomUtil.GetInt(1, 3),
};
}
}
}
/// <summary>
/// Randomise the durability values of plate items in armor <br />
/// Has chance to remove plate
/// </summary>
/// <param name="plateSlots"> Slots of items to randomise </param>
/// <param name="armorItemAndMods"> Array of armor + inserts to get items from </param>
protected void RandomiseArmorInsertsDurabilities(
List<Slot> plateSlots,
List<Item> armorItemAndMods
)
{
foreach (var plateSlot in plateSlots)
{
var plateTpl = plateSlot.Props.Filters[0].Plate;
if (plateTpl == null || plateTpl.Value.IsEmpty())
// Bsg data lacks a default plate, skip randomising for this mod
{
continue;
}
var armorWithMods = armorItemAndMods;
var modItemDbDetails = itemHelper.GetItem(plateTpl.Value).Value;
// Chance to remove plate
var plateExistsChance = traderConfig.Fence.ChancePlateExistsInArmorPercent[
modItemDbDetails?.Properties?.ArmorClass?.ToString() ?? "3"
];
if (!randomUtil.GetChance100(plateExistsChance))
{
// Remove plate from armor
armorItemAndMods = armorItemAndMods
.Where(item =>
!string.Equals(
item.SlotId,
plateSlot.Name,
StringComparison.CurrentCultureIgnoreCase
)
)
.ToList();
continue;
}
var durabilityValues = GetRandomisedArmorDurabilityValues(
modItemDbDetails,
traderConfig.Fence.ArmorMaxDurabilityPercentMinMax
);
// Find items mod to apply durability changes to
var modItemToAdjust = armorWithMods.FirstOrDefault(mod =>
string.Equals(mod.SlotId, plateSlot.Name, StringComparison.OrdinalIgnoreCase)
);
if (modItemToAdjust == null)
{
logger.Warning(
$"Unable to randomise armor items {armorWithMods[0].Template} {plateSlot.Name} slot as it cannot be found, skipping"
);
continue;
}
itemHelper.AddUpdObjectToItem(modItemToAdjust);
if (modItemToAdjust?.Upd?.Repairable == null)
{
modItemToAdjust.Upd.Repairable = new UpdRepairable
{
Durability = modItemDbDetails.Properties.MaxDurability,
MaxDurability = modItemDbDetails.Properties.MaxDurability,
};
}
modItemToAdjust.Upd.Repairable.Durability = durabilityValues.Durability;
modItemToAdjust.Upd.Repairable.MaxDurability = durabilityValues.MaxDurability;
}
}
/// <summary>
/// Get stack size of a singular item (no mods)
/// </summary>
/// <param name="itemDbDetails"> Item being added to fence </param>
/// <returns> Stack size </returns>
protected int GetSingleItemStackCount(TemplateItem itemDbDetails)
{
MinMax<int>? overrideValues;
if (itemHelper.IsOfBaseclass(itemDbDetails.Id, BaseClasses.AMMO))
{
overrideValues = traderConfig.Fence.ItemStackSizeOverrideMinMax[itemDbDetails.Parent];
if (overrideValues != null)
{
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
}
// No override, use stack max size from item db
return itemDbDetails.Properties.StackMaxSize == 1
? 1
: randomUtil.GetInt(
itemDbDetails.Properties.StackMinRandom.Value,
itemDbDetails.Properties.StackMaxRandom.Value
);
}
// Check for override in config, use values if exists
if (
traderConfig.Fence.ItemStackSizeOverrideMinMax.TryGetValue(
itemDbDetails.Id,
out overrideValues
)
)
{
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
}
// Check for parent override
if (
traderConfig.Fence.ItemStackSizeOverrideMinMax.TryGetValue(
itemDbDetails.Parent,
out overrideValues
)
)
{
return randomUtil.GetInt(overrideValues.Min, overrideValues.Max);
}
return 1;
}
/// <summary>
/// Remove parts of a weapon prior to being listed on flea
/// </summary>
/// <param name="itemAndMods"> Weapon to remove parts from </param>
protected void RemoveRandomModsOfItem(List<Item> itemAndMods)
{
// Items to be removed from inventory
var toDelete = new HashSet<MongoId>();
// Find mods to remove from item that could've been scavenged by other players in-raid
foreach (var itemMod in itemAndMods)
{
if (PresetModItemWillBeRemoved(itemMod, toDelete))
{
// Skip if not an item
var itemDbDetails = itemHelper.GetItem(itemMod.Template);
if (!itemDbDetails.Key)
{
continue;
}
// Remove item and its sub-items to prevent orphans
toDelete.UnionWith(itemAndMods.GetItemWithChildrenTpls(itemMod.Id));
}
}
// Reverse loop and remove items
for (var index = itemAndMods.Count - 1; index >= 0; --index)
{
if (toDelete.Contains(itemAndMods[index].Id))
{
itemAndMods.Splice(index, 1);
}
}
}
/// <summary>
/// Roll % chance check to see if item should be removed
/// </summary>
/// <param name="weaponMod"> Weapon mod being checked </param>
/// <param name="itemsBeingDeleted"> Current list of items on weapon being deleted </param>
/// <returns> True if item will be removed </returns>
protected bool PresetModItemWillBeRemoved(Item weaponMod, HashSet<MongoId> itemsBeingDeleted)
{
var slotIdsThatCanFail = traderConfig.Fence.PresetSlotsToRemoveChancePercent;
if (
!slotIdsThatCanFail.TryGetValue(weaponMod.SlotId, out var removalChance)
|| removalChance == 0.0
)
{
return false;
}
// Roll from 0 to 9999, then divide it by 100: 9999 = 99.99%
var randomChance = randomUtil.GetInt(0, 9999) / 100;
return removalChance > randomChance && !itemsBeingDeleted.Contains(weaponMod.Id);
}
/// <summary>
/// Randomise items' Upd properties e.g. med packs/weapons/armor
/// </summary>
/// <param name="itemDetails"> Item being randomised </param>
/// <param name="itemToAdjust"> Item being edited </param>
protected void RandomiseItemUpdProperties(TemplateItem itemDetails, Item itemToAdjust)
{
if (itemDetails.Properties == null)
{
logger.Error(
$"Item {itemDetails.Name} lacks a _props field, unable to randomise item: {itemToAdjust.Id}"
);
return;
}
// Randomise hp resource of med items
if (
itemDetails.Properties.MaxHpResource != null
&& (itemDetails.Properties.MaxHpResource ?? 0) > 0
)
{
itemToAdjust.Upd.MedKit = new UpdMedKit
{
HpResource = randomUtil.GetInt(1, itemDetails.Properties.MaxHpResource.Value),
};
}
// Randomise armor durability
if (
(
itemDetails.Parent == BaseClasses.ARMORED_EQUIPMENT
|| itemDetails.Parent == BaseClasses.FACECOVER
|| itemDetails.Parent == BaseClasses.ARMOR_PLATE
)
&& itemDetails.Properties.MaxDurability.GetValueOrDefault(0) > 0
)
{
var values = GetRandomisedArmorDurabilityValues(
itemDetails,
traderConfig.Fence.ArmorMaxDurabilityPercentMinMax
);
itemToAdjust.Upd.Repairable = new UpdRepairable
{
Durability = values.Durability,
MaxDurability = values.MaxDurability,
};
return;
}
// Randomise Weapon durability
if (itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.WEAPON))
{
var weaponDurabilityLimits = traderConfig.Fence.WeaponDurabilityPercentMinMax;
var maxDuraMin =
weaponDurabilityLimits.Max.Min / 100 * itemDetails.Properties.MaxDurability;
var maxDuraMax =
weaponDurabilityLimits.Max.Max / 100 * itemDetails.Properties.MaxDurability;
var chosenMaxDurability = randomUtil.GetDouble(maxDuraMin.Value, maxDuraMax.Value);
var currentDuraMin =
weaponDurabilityLimits.Current.Min / 100 * itemDetails.Properties.MaxDurability;
var currentDuraMax =
weaponDurabilityLimits.Current.Max / 100 * itemDetails.Properties.MaxDurability;
var currentDurability = Math.Min(
randomUtil.GetDouble(currentDuraMin.Value, currentDuraMax.Value),
chosenMaxDurability
);
itemToAdjust.Upd.Repairable = new UpdRepairable
{
Durability = currentDurability,
MaxDurability = chosenMaxDurability,
};
return;
}
if (itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.REPAIR_KITS))
{
itemToAdjust.Upd.RepairKit = new UpdRepairKit
{
Resource = randomUtil.GetDouble(1, itemDetails.Properties.MaxRepairResource.Value),
};
return;
}
// Mechanical key + has limited uses
if (
itemHelper.IsOfBaseclass(itemDetails.Id, BaseClasses.KEY_MECHANICAL)
&& (itemDetails.Properties.MaximumNumberOfUsage ?? 0) > 1
)
{
itemToAdjust.Upd.Key = new UpdKey
{
NumberOfUsages = randomUtil.GetInt(
0,
itemDetails.Properties.MaximumNumberOfUsage.Value - 1
),
};
return;
}
// Randomise items that use resources (e.g. fuel)
if ((itemDetails.Properties.MaxResource ?? 0) > 0)
{
var resourceMax = itemDetails.Properties.MaxResource;
var resourceCurrent = randomUtil.GetInt(1, itemDetails.Properties.MaxResource.Value);
itemToAdjust.Upd.Resource = new UpdResource
{
Value = resourceMax - resourceCurrent,
UnitsConsumed = resourceCurrent,
};
}
}
/// <summary>
/// Generate a randomised current and max durability value for an armor item
/// </summary>
/// <param name="itemDetails"> Item to create values for </param>
/// <param name="equipmentDurabilityLimits"> Max durability percent min/max values </param>
/// <returns> Durability + MaxDurability values </returns>
protected UpdRepairable GetRandomisedArmorDurabilityValues(
TemplateItem itemDetails,
ItemDurabilityCurrentMax equipmentDurabilityLimits
)
{
var maxDuraMin =
equipmentDurabilityLimits.Max.Min / 100 * itemDetails.Properties.MaxDurability;
var maxDuraMax =
equipmentDurabilityLimits.Max.Max / 100 * itemDetails.Properties.MaxDurability;
var chosenMaxDurability = randomUtil.GetDouble(maxDuraMin.Value, maxDuraMax.Value);
var currentDuraMin =
equipmentDurabilityLimits.Current.Min / 100 * itemDetails.Properties.MaxDurability;
var currentDuraMax =
equipmentDurabilityLimits.Current.Max / 100 * itemDetails.Properties.MaxDurability;
var chosenCurrentDurability = Math.Min(
randomUtil.GetDouble(currentDuraMin.Value, currentDuraMax.Value),
chosenMaxDurability
);
return new UpdRepairable
{
Durability = chosenCurrentDurability,
MaxDurability = chosenMaxDurability,
};
}
/// <summary>
/// Construct item limit record to hold max and current item count
/// </summary>
/// <param name="limits"> Limits as defined in config </param>
/// <returns> Record, key: item tplId, value: current/max item count allowed </returns>
protected Dictionary<MongoId, (int current, int max)> InitItemLimitCounter(
Dictionary<MongoId, int> limits
)
{
var itemTypeCounts = new Dictionary<MongoId, (int current, int max)>();
foreach (var x in limits.Keys)
{
itemTypeCounts[x] = new ValueTuple<int, int>(0, limits[x]);
}
return itemTypeCounts;
}
/// <summary>
/// Get the next Update timestamp for fence
/// </summary>
/// <returns> Future timestamp </returns>
public long GetNextFenceUpdateTimestamp()
{
var time = timeUtil.GetTimeStamp();
var updateSeconds = GetFenceRefreshTime();
return time + updateSeconds;
}
/// <summary>
/// Get fence refresh time in seconds
/// </summary>
/// <returns> Refresh time in seconds </returns>
protected int GetFenceRefreshTime()
{
var fence = traderConfig
.UpdateTime.FirstOrDefault(x => x.TraderId == Traders.FENCE)
.Seconds;
return randomUtil.GetInt(fence.Min, fence.Max);
}
/// <summary>
/// Get fence level the passed in profile has
/// </summary>
/// <param name="pmcData"> Player profile </param>
/// <returns> FenceLevel object </returns>
public FenceLevel? GetFenceInfo(PmcData pmcData)
{
var fenceSettings = databaseService.GetGlobals().Configuration.FenceSettings;
if (!pmcData.TradersInfo.TryGetValue(fenceSettings.FenceIdentifier, out var pmcFenceInfo))
{
return fenceSettings.Levels[0];
}
var fenceLevels = fenceSettings.Levels.Keys;
var minLevel = fenceLevels.Min();
var maxLevel = fenceLevels.Max();
var pmcFenceLevel = Math.Floor(pmcFenceInfo.Standing.Value);
if (pmcFenceLevel < minLevel)
{
return fenceSettings.Levels[minLevel];
}
if (pmcFenceLevel > maxLevel)
{
return fenceSettings.Levels[maxLevel];
}
return fenceSettings.Levels.GetValueOrDefault(pmcFenceLevel);
}
/// <summary>
/// Remove or lower stack size of an assort from fence by id
/// </summary>
/// <param name="assortId"> Assort ID to adjust </param>
/// <param name="buyCount">`Count of items bought </param>
public void AmendOrRemoveFenceOffer(MongoId assortId, int buyCount)
{
var isNormalAssort = true;
var fenceAssortItem = fenceAssort.Items.FirstOrDefault(item => item.Id == assortId);
if (fenceAssortItem == null)
{
// Not in main assorts, check secondary section
fenceAssortItem = fenceDiscountAssort.Items.FirstOrDefault(item => item.Id == assortId);
if (fenceAssortItem == null)
{
logger.Error(
localisationService.GetText("fence-unable_to_find_offer_by_id", assortId)
);
return;
}
isNormalAssort = false;
}
// Player wants to buy whole stack, delete stack
if ((fenceAssortItem.Upd?.StackObjectsCount ?? 0) == buyCount)
{
DeleteOffer(assortId, isNormalAssort ? fenceAssort.Items : fenceDiscountAssort.Items);
return;
}
// Adjust stack size
fenceAssortItem.Upd.StackObjectsCount -= buyCount;
}
protected void DeleteOffer(MongoId assortId, List<Item> assorts)
{
// Assort could have child items, remove those too
var itemWithChildrenToRemove = assorts.GetItemWithChildren(assortId);
foreach (var itemToRemove in itemWithChildrenToRemove)
{
var indexToRemove = assorts.FindIndex(item => item.Id == itemToRemove.Id);
// No offer found in main assort, check discount items
if (indexToRemove == -1)
{
indexToRemove = fenceDiscountAssort.Items.FindIndex(item =>
item.Id == itemToRemove.Id
);
fenceDiscountAssort.Items.Splice(indexToRemove, 1);
if (indexToRemove == -1)
{
logger.Warning(
$"unable to remove fence assort item: {itemToRemove.Id} tpl: {itemToRemove.Template}"
);
}
return;
}
// Remove offer from assort
assorts.Splice(indexToRemove, 1);
}
}
}