Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Helpers/QuestRewardHelper.cs
T
2025-07-28 19:39:29 +00:00

188 lines
7.6 KiB
C#

using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
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.Eft.ItemEvent;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Helpers;
[Injectable]
public class QuestRewardHelper(
ISptLogger<QuestRewardHelper> logger,
PaymentHelper paymentHelper,
DatabaseService databaseService,
ProfileHelper profileHelper,
RewardHelper rewardHelper,
ServerLocalisationService serverLocalisationService,
ICloner cloner
)
{
/// <summary>
/// Value for in game reward traders to not duplicate quest rewards.
/// Value can be modified by modders by overriding this value with new traders.
/// Ensure to add Lightkeeper's ID (638f541a29ffd1183d187f57) and BTR Driver's ID (656f0f98d80a697f855d34b1)
/// </summary>
protected readonly MongoId[] InGameTraders = [Traders.LIGHTHOUSEKEEPER, Traders.BTR];
/// <summary>
/// Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
/// SKIP quests completed in-game
/// </summary>
/// <param name="profileData">Player profile (scav or pmc)</param>
/// <param name="questId">questId of quest to get rewards for</param>
/// <param name="state">State of the quest to get rewards for</param>
/// <param name="sessionId">Session id</param>
/// <param name="questResponse">Response to send back to client</param>
/// <returns>Array of reward items player was given</returns>
public IEnumerable<Item> ApplyQuestReward(
PmcData profileData,
MongoId questId,
QuestStatusEnum state,
MongoId sessionId,
ItemEventRouterResponse questResponse
)
{
// Repeatable quest base data is always in PMCProfile, `profileData` may be scav profile
// TODO: Move repeatable quest data to profile-agnostic location
var fullProfile = profileHelper.GetFullProfile(sessionId);
var pmcProfile = fullProfile.CharacterData.PmcData;
if (pmcProfile is null)
{
logger.Error($"Unable to get pmc profile for: {sessionId}, no rewards given");
return [];
}
var questDetails = GetQuestFromDb(questId, pmcProfile);
if (questDetails is null)
{
logger.Warning(serverLocalisationService.GetText("quest-unable_to_find_quest_in_db_no_quest_rewards", questId));
return [];
}
if (IsInGameTrader(questDetails))
{
// Assuming in-game traders give ALL rewards
logger.Debug(
$"Skipping quest rewards for quest: {questDetails.Id}, trader: {questDetails.TraderId} in InGameRewardTrader list"
);
return [];
}
var questMoneyRewardBonusMultiplier = GetQuestMoneyRewardBonusMultiplier(pmcProfile);
if (questMoneyRewardBonusMultiplier > 0) // money = money + (money * IntelCenterBonus / 100)
{
questDetails = ApplyMoneyBoost(questDetails, questMoneyRewardBonusMultiplier, state);
}
// e.g. 'Success' or 'AvailableForFinish'
var rewards = questDetails.Rewards[state.ToString()];
return rewardHelper.ApplyRewards(rewards, CustomisationSource.UNLOCKED_IN_GAME, fullProfile, profileData, questId, questResponse);
}
/// <summary>
/// Determines if quest rewards are given in raid by the trader instead of through messaging system.
/// </summary>
/// <param name="quest">The quest to check.</param>
/// <returns>True if the quest's trader is in the in-game reward trader list; otherwise, false.</returns>
protected bool IsInGameTrader(Quest quest)
{
return InGameTraders.Contains(quest.TraderId);
}
/// <summary>
/// Get quest by id from database (repeatable quests are stored in profile, check there if questId not found)
/// </summary>
/// <param name="questId">Id of quest to find</param>
/// <param name="pmcData">Player profile</param>
/// <returns>IQuest object</returns>
protected Quest? GetQuestFromDb(MongoId questId, PmcData pmcData)
{
// Look for quest in db
if (databaseService.GetQuests().TryGetValue(questId, out var quest))
{
return quest;
}
// Group daily/weekly/scav repeatable subtypes into one collection and find first that matched desired quest id
return pmcData
.RepeatableQuests?.SelectMany(repeatableQuestSubType => repeatableQuestSubType.ActiveQuests)
.FirstOrDefault(repeatableQuest => repeatableQuest.Id == questId);
}
/// <summary>
/// Get players money reward bonus from profile
/// </summary>
/// <param name="pmcData">player profile</param>
/// <returns>bonus as a percent</returns>
protected double GetQuestMoneyRewardBonusMultiplier(PmcData pmcData)
{
// Check player has intel center
var moneyRewardBonuses = pmcData.Bonuses.Where(bonus => bonus.Type == BonusType.QuestMoneyReward);
// Get a total of the quest money reward percent bonuses
var moneyRewardBonusPercent = moneyRewardBonuses.Aggregate(0D, (accumulate, bonus) => accumulate + bonus.Value ?? 0);
// Calculate hideout management bonus as a percentage (up to 51% bonus)
var hideoutManagementSkill = pmcData.GetSkillFromProfile(SkillTypes.HideoutManagement);
// 5100 becomes 0.51, add 1 to it, 1.51
// We multiply the money reward bonuses by the hideout management skill multiplier, giving the new result
var hideoutManagementBonusMultiplier = hideoutManagementSkill != null ? 2 + hideoutManagementSkill.Progress / 1000 : 1;
// e.g 15% * 1.4
return moneyRewardBonusPercent + hideoutManagementBonusMultiplier ?? 1;
}
/// <summary>
/// Adjust a quests money rewards by supplied multiplier
/// </summary>
/// <param name="quest">Quest to apply bonus to</param>
/// <param name="bonusPercent">Percent to adjust money rewards by</param>
/// <param name="questStatus">Status of quest to apply money boost to rewards of</param>
/// <returns>Updated quest</returns>
public Quest ApplyMoneyBoost(Quest quest, double bonusPercent, QuestStatusEnum questStatus)
{
var clonedQuest = cloner.Clone(quest);
if (clonedQuest?.Rewards?["Success"] == null)
{
return clonedQuest;
}
// Grab just the money rewards from quest reward pool
var moneyRewards = clonedQuest
.Rewards["Success"]
.Where(reward =>
reward.Type == RewardType.Item
&& reward.Items != null
&& reward.Items.Count > 0
&& paymentHelper.IsMoneyTpl(reward.Items.FirstOrDefault().Template)
);
foreach (var moneyReward in moneyRewards)
{
// Add % bonus to existing StackObjectsCount
var rewardItem = moneyReward.Items?.FirstOrDefault();
if (rewardItem is null)
{
logger.Error($"Unable to apply money reward bonus to quest: {quest.Name} as no money item found");
continue;
}
var newCurrencyAmount = Math.Floor((rewardItem.Upd.StackObjectsCount ?? 0) * (1 + (bonusPercent / 100)));
rewardItem.Upd.StackObjectsCount = newCurrencyAmount;
moneyReward.Value = newCurrencyAmount;
}
return clonedQuest;
}
}