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mirror of https://github.com/thepeacockproject/Peacock synced 2025-04-09 10:22:06 +02:00
Anthony Fuller 46052c7b0e
Multi-Version Mastery and Sniper Scoring ()
* Add multi-version mastery files

* Add pro1 unlocks to legacy allunlockables

* Add 47's suit to scpc all unlockables

* Add and remove various configs

* Remove some useless promises

* Fix scpc hub

* Fix issue with user profile saving

* Fix scpc issues for hub

* Add singleplayer/multiplayer sniper

* A great many things

- Add multi-version mastery
- Improve sniper mastery support
- Improve general H2016 support

* Fix some warnings

* Fix pro1 mastery on destination screens

* Remove entP from createInventory, lock/unlock pro1 accordingly

* Remove JSDoc entP parameter from createInventory

* Remove difficultyunlocks from safehouse pages

* Add versioned user profiles

* Prettier run

* Remove false point from user profiles docs

* Add comment about profile versioning to types

* Fix default profile links

* Remove remaining lowercase

* Fix sniper showing XP as XP

* Add game versions to the unlockable map

* Update getMasteryForUnlockable call in planning

* Fix missing locations when updating profiles

* Update versions to v7

* Fix ICA Facility destination mastery

* Fix sniper challenge unlockables showing in inventory

* Sniper Scoring ()

* Initial sniper scoring

* Fix linting errors

* Update require table

* Calculate and display final sniper score on end screen

* Bump SMP version to v5.7.0

* Update since version for scoring

* Fix create inventory call for sniper scoring

* Support sniper unlockables in the inventory

* Update versions to v7

* Reflect changes to createInventory in scoreHandler

* Get unlockable name in completion data

* It was not okay.

* Thanks webstorm

* Add support for /profiles/page/GetMasteryCompletionDataForUnlockable

* Support sniper play next

* Remove sniper gamemodes template from overrides

* Remove debug prints from scoring event handler

* Fix challenge multiplier

* Exclude sniper unlockables from stashpoint

* Start fixing up the missionEnd response for sniper

* Update misleading comment

* Use existing global challenge to check for SA on sniper contracts

* Re-add removed global challenges

* Proper support for the mission end screen on sniper contracts

* Remove redundant label

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Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>
Co-authored-by: Govert de Gans <grappigegovert@hotmail.com>

* Add co-op sniper scoring defs

* Update MasteryUnlockable template

* Bump SMP version to v5.9.3

* Re-add deepmerge

* Fix SMP checksum

* Fix linting errors caused by merge

* Fix score handler imports

* Move load flags

* Remove unnecessary game version arg

* Whoopsies

Co-authored-by: Reece Dunham <me@rdil.rocks>
Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>

---------

Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>
Co-authored-by: Govert de Gans <grappigegovert@hotmail.com>
Co-authored-by: Reece Dunham <me@rdil.rocks>
2023-07-24 23:47:28 +01:00

163 lines
5.7 KiB
TypeScript

/*
* The Peacock Project - a HITMAN server replacement.
* Copyright (C) 2021-2023 The Peacock Project Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
import { ContractSession, GameVersion, UserProfile } from "../types/types"
import { randomUUID } from "crypto"
import { nilUuid } from "../utils"
import { log, LogLevel } from "../loggingInterop"
import assert from "assert"
import { getUnlockableById } from "../inventory"
export interface MultiplayerScore {
Header?: {
GameMode: "Ghost" | string
Result: "Win" | "Loss" | string
}
Metadata?: Record<string, never>
Data?: {
Score: number
OpponentScore: number
PacifiedNpcs: number
DisguisesUsed: number
DisguisesRuined: number
BodiesHidden: number
UnnoticedKills: number
KilledNpcs: number
Deaths: number
Duration: number | Date
}
}
export function calculateMpScore(
sessionDetails: ContractSession,
): MultiplayerScore {
if (!sessionDetails.ghost) {
throw new Error("no mp details on mp session")
}
return {
Header: {
GameMode: "Ghost",
Result: sessionDetails.ghost.IsWinner ? "Win" : "Loss",
},
Metadata: {},
Data: {
Score: sessionDetails.ghost.Score,
OpponentScore: sessionDetails.ghost.OpponentScore,
PacifiedNpcs: [...sessionDetails.pacifications].filter(
(id) =>
!sessionDetails.npcKills.has(id) &&
!sessionDetails.targetKills.has(id),
).length,
DisguisesUsed: sessionDetails.disguisesUsed.size,
DisguisesRuined: sessionDetails.disguisesRuined.size,
BodiesHidden: sessionDetails.bodiesHidden.size,
UnnoticedKills: sessionDetails.ghost.unnoticedKills,
KilledNpcs:
sessionDetails.npcKills.size + sessionDetails.crowdNpcKills,
Deaths: sessionDetails.ghost.deaths,
Duration: sessionDetails.duration,
},
}
}
export function getMultiplayerLoadoutData(
userData: UserProfile,
disguiseUnlockableId: string,
gameVersion: GameVersion,
) {
let unlockable = getUnlockableById(disguiseUnlockableId, gameVersion)
if (!unlockable || unlockable.Type !== "disguise") {
unlockable = getUnlockableById("TOKEN_OUTFIT_HITMANSUIT", gameVersion)
assert.ok(unlockable)
}
unlockable.GameAsset = null
unlockable.DisplayNameLocKey = `UI_${unlockable.Id}_NAME`
return [
{
SlotName: "disguise",
SlotId: "3",
Recommended: {
item: {
InstanceId: randomUUID(),
ProfileId: nilUuid,
Unlockable: unlockable,
Properties: {},
},
type: "disguise",
owned: true,
},
},
]
}
export function encodePushMessage<T>(timestamp: bigint, message: T): string {
const msgstr = JSON.stringify(message)
const msglength = Buffer.byteLength(msgstr, "utf8")
let totallength = msglength + 8 + 80 // using a fixed length of 8 for the timestamp for now...
totallength += 4 - (totallength % 4) // pad to the nearest multiple of 4
const output = Buffer.alloc(totallength)
let offset = 0
offset = output.writeUInt32LE(totallength, offset)
// no idea what these first two chunks are for
offset = output.writeUInt32LE(0x0000000c, offset)
offset = output.writeUInt16LE(0x0008, offset)
offset = output.writeUInt16LE(0x000e, offset)
offset = output.writeUInt16LE(0x0007, offset)
offset = output.writeUInt16LE(0x0008, offset)
offset = output.writeUInt32LE(0x00000008, offset)
offset = output.writeUInt32BE(0x00000002, offset)
offset = output.writeUInt32LE(0x00000014, offset)
offset = output.writeUInt16LE(0x0000, offset)
offset = output.writeUInt16LE(0x000e, offset)
offset = output.writeUInt16LE(0x0014, offset)
offset = output.writeUInt16LE(0x0006, offset)
offset = output.writeUInt16LE(0x0000, offset)
offset = output.writeUInt16LE(0x0005, offset)
offset = output.writeUInt16LE(0x0008, offset)
offset = output.writeUInt16LE(0x000c, offset)
offset = output.writeUInt32LE(0x0000000e, offset)
offset = output.writeUInt32BE(0x00010300, offset)
offset = output.writeUInt32LE(0x0c + 8, offset)
offset = output.writeBigUInt64LE(timestamp, offset)
offset = output.writeUInt16LE(0x0008, offset)
offset = output.writeUInt16LE(0x000c, offset)
offset = output.writeUInt16LE(0x0006, offset)
offset = output.writeUInt16LE(0x0008, offset)
offset = output.writeUInt32LE(0x00000008, offset)
offset = output.writeUInt32BE(0x00008300, offset)
offset = output.writeUInt32LE(0x04, offset)
offset = output.writeUInt32LE(msglength, offset)
offset = output.write(msgstr, offset, "utf8")
if (PEACOCK_DEV) {
log(LogLevel.DEBUG, `Encoded message offset: ${offset}`)
}
return output.toString("base64")
}