import { ItemHelper } from "../helpers/ItemHelper";
import { PresetHelper } from "../helpers/PresetHelper";
import { ProfileHelper } from "../helpers/ProfileHelper";
import { RagfairServerHelper } from "../helpers/RagfairServerHelper";
import { IEmptyRequestData } from "../models/eft/common/IEmptyRequestData";
import { Exit } from "../models/eft/common/ILocationBase";
import { IPmcData } from "../models/eft/common/IPmcData";
import { TraderInfo } from "../models/eft/common/tables/IBotBase";
import { ICompletion, ICompletionAvailableFor, IElimination, IEliminationCondition, IExploration, IExplorationCondition, IPmcDataRepeatableQuest, IRepeatableQuest, IReward, IRewards } from "../models/eft/common/tables/IRepeatableQuests";
import { IItemEventRouterResponse } from "../models/eft/itemEvent/IItemEventRouterResponse";
import { IRepeatableQuestChangeRequest } from "../models/eft/quests/IRepeatableQuestChangeRequest";
import { ELocationName } from "../models/enums/ELocationName";
import { IQuestConfig, IRepeatableQuestConfig } from "../models/spt/config/IQuestConfig";
import { ILogger } from "../models/spt/utils/ILogger";
import { ItemEventRouter } from "../routers/ItemEventRouter";
import { ConfigServer } from "../servers/ConfigServer";
import { DatabaseServer } from "../servers/DatabaseServer";
import { PaymentService } from "../services/PaymentService";
import { ProfileFixerService } from "../services/ProfileFixerService";
import { JsonUtil } from "../utils/JsonUtil";
import { MathUtil } from "../utils/MathUtil";
import { ObjectId } from "../utils/ObjectId";
import { ProbabilityObject, ProbabilityObjectArray, RandomUtil } from "../utils/RandomUtil";
import { TimeUtil } from "../utils/TimeUtil";
export interface IQuestTypePool {
    types: string[];
    pool: IQuestPool;
}
export interface IQuestPool {
    Exploration: IExplorationPool;
    Elimination: IEliminationPool;
}
export interface IExplorationPool {
    locations: Partial<Record<ELocationName, string[]>>;
}
export interface IEliminationPool {
    targets: IEliminationTargetPool;
}
export interface IEliminationTargetPool {
    Savage?: ITargetLocation;
    AnyPmc?: ITargetLocation;
    bossBully?: ITargetLocation;
    bossGluhar?: ITargetLocation;
    bossKilla?: ITargetLocation;
    bossSanitar?: ITargetLocation;
    bossTagilla?: ITargetLocation;
    bossKojaniy?: ITargetLocation;
}
export interface ITargetLocation {
    locations: string[];
}
export declare class RepeatableQuestController {
    protected timeUtil: TimeUtil;
    protected logger: ILogger;
    protected randomUtil: RandomUtil;
    protected mathUtil: MathUtil;
    protected jsonUtil: JsonUtil;
    protected databaseServer: DatabaseServer;
    protected itemHelper: ItemHelper;
    protected presetHelper: PresetHelper;
    protected profileHelper: ProfileHelper;
    protected profileFixerService: ProfileFixerService;
    protected ragfairServerHelper: RagfairServerHelper;
    protected itemEventRouter: ItemEventRouter;
    protected paymentService: PaymentService;
    protected objectId: ObjectId;
    protected configServer: ConfigServer;
    protected questConfig: IQuestConfig;
    constructor(timeUtil: TimeUtil, logger: ILogger, randomUtil: RandomUtil, mathUtil: MathUtil, jsonUtil: JsonUtil, databaseServer: DatabaseServer, itemHelper: ItemHelper, presetHelper: PresetHelper, profileHelper: ProfileHelper, profileFixerService: ProfileFixerService, ragfairServerHelper: RagfairServerHelper, itemEventRouter: ItemEventRouter, paymentService: PaymentService, objectId: ObjectId, configServer: ConfigServer);
    /**
     * This is the method reached by the /client/repeatalbeQuests/activityPeriods endpoint
     * Returns an array of objects in the format of repeatable quests to the client.
     * repeatableQuestObject = {
     *  id: Unique Id,
     *  name: "Daily",
     *  endTime: the time when the quests expire
     *  activeQuests: currently available quests in an array. Each element of quest type format (see assets/database/templates/repeatableQuests.json).
     *  inactiveQuests: the quests which were previously active (required by client to fail them if they are not completed)
     * }
     *
     * The method checks if the player level requirement for repeatable quests (e.g. daily lvl5, weekly lvl15) is met and if the previously active quests
     * are still valid. This ischecked by endTime persisted in profile accordning to the resetTime configured for each repeatable kind (daily, weekly)
     * in QuestCondig.js
     *
     * If the condition is met, new repeatableQuests are created, old quests (which are persisted in the profile.RepeatableQuests[i].activeQuests) are
     * moved to profile.RepeatableQuests[i].inactiveQuests. This memory is required to get rid of old repeatable quest data in the profile, otherwise
     * they'll litter the profile's Quests field.
     * (if the are on "Succeed" but not "Completed" we keep them, to allow the player to complete them and get the rewards)
     * The new quests generated are again persisted in profile.RepeatableQuests
     *
     *
     * @param   {string}    sessionId       Player's session id
     * @returns  {array}                    array of "repeatableQuestObjects" as descibed above
     */
    getClientRepeatableQuests(_info: IEmptyRequestData, sessionID: string): IPmcDataRepeatableQuest[];
    /**
     * This method is called by GetClientRepeatableQuests and creates one element of quest type format (see assets/database/templates/repeatableQuests.json).
     * It randomly draws a quest type (currently Elimination, Completion or Exploration) as well as a trader who is providing the quest
     */
    generateRepeatableQuest(pmcLevel: number, pmcTraderInfo: Record<string, TraderInfo>, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IRepeatableQuest;
    /**
     * Just for debug reasons. Draws dailies a random assort of dailies extracted from dumps
     */
    generateDebugDailies(dailiesPool: any, factory: any, number: any): any;
    /**
     * Generates the base object of quest type format given as templates in assets/database/templates/repeatableQuests.json
     * The templates include Elimination, Completion and Extraction quest types
     *
     * @param   {string}    type            quest type: "Elimination", "Completion" or "Extraction"
     * @param   {string}    traderId        trader from which the quest will be provided
     * @returns {object}                    a object which contains the base elements for repeatable quests of the requests type
     *                                      (needs to be filled with reward and conditions by called to make a valid quest)
     */
    generateRepeatableTemplate(type: string, traderId: string): IRepeatableQuest;
    /**
     * Generates a valid Exploration quest
     *
     * @param   {integer}   pmcLevel            player's level for reward generation
     * @param   {string}    traderId            trader from which the quest will be provided
     * @param   {object}    questTypePool       Pools for quests (used to avoid redundant quests)
     * @param   {object}    repeatableConfig    The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
     * @returns {object}                        object of quest type format for "Exploration" (see assets/database/templates/repeatableQuests.json)
     */
    generateExplorationQuest(pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IExploration;
    /**
     * Generates a valid Completion quest
     *
     * @param   {integer}   pmcLevel            player's level for requested items and reward generation
     * @param   {string}    traderId            trader from which the quest will be provided
     * @param   {object}    repeatableConfig    The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
     * @returns {object}                        object of quest type format for "Completion" (see assets/database/templates/repeatableQuests.json)
     */
    generateCompletionQuest(pmcLevel: number, traderId: string, repeatableConfig: IRepeatableQuestConfig): ICompletion;
    /**
     * Generates a valid Elimination quest
     *
     * @param   {integer}   pmcLevel            player's level for requested items and reward generation
     * @param   {string}    traderId            trader from which the quest will be provided
     * @param   {object}    questTypePool       Pools for quests (used to avoid redundant quests)
     * @param   {object}    repeatableConfig    The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
     * @returns {object}                        object of quest type format for "Elimination" (see assets/database/templates/repeatableQuests.json)
     */
    generateEliminationQuest(pmcLevel: number, traderId: string, questTypePool: IQuestTypePool, repeatableConfig: IRepeatableQuestConfig): IElimination;
    /**
     * Exploration repeatable quests can specify a required extraction point.
     * This method creates the according object which will be appended to the conditions array
     *
     * @param   {string}        exit                The exit name to generate the condition for
     * @returns {object}                            Exit condition
     */
    generateExplorationExitCondition(exit: Exit): IExplorationCondition;
    /**
     * A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
     * This is a helper method for GenerateCompletionQuest to create a completion condition (of which a completion quest theoretically can have many)
     *
     * @param   {string}    targetItemId    id of the item to request
     * @param   {integer}   value           amount of items of this specific type to request
     * @returns {object}                    object of "Completion"-condition
     */
    generateCompletionAvailableForFinish(targetItemId: string, value: number): ICompletionAvailableFor;
    /**
     * A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
     * This is a helper method for GenerateEliminationQuest to create a location condition.
     *
     * @param   {string}    location        the location on which to fulfill the elimination quest
     * @returns {object}                    object of "Elimination"-location-subcondition
     */
    generateEliminationLocation(location: string[]): IEliminationCondition;
    /**
     * A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
     * This is a helper method for GenerateEliminationQuest to create a kill condition.
     *
     * @param   {string}    target          array of target npcs e.g. "AnyPmc", "Savage"
     * @param   {array}     bodyParts       array of body parts with which to kill e.g. ["stomach", "thorax"]
     * @param   {number}    distance        distance from which to kill (currently only >= supported)
     * @returns {object}                    object of "Elimination"-kill-subcondition
     */
    generateEliminationCondition(target: string, bodyPart: string[], distance: number): IEliminationCondition;
    /**
     * Used to create a quest pool during each cycle of repeatable quest generation. The pool will be subsequently
     * narrowed down during quest generation to avoid duplicate quests. Like duplicate extractions or elimination quests
     * where you have to e.g. kill scavs in same locations.
     *
     * @returns {object}                    the quest pool
     */
    generateQuestPool(repeatableConfig: IRepeatableQuestConfig): IQuestTypePool;
    /**
     * Generate the reward for a mission. A reward can consist of
     * - Experience
     * - Money
     * - Items
     * - Trader Reputation
     *
     * The reward is dependent on the player level as given by the wiki. The exact mapping of pmcLevel to
     * experience / money / items / trader reputation can be defined in QuestConfig.js
     *
     * There's also a random variation of the reward the spread of which can be also defined in the config.
     *
     * Additonaly, a scaling factor w.r.t. quest difficulty going from 0.2...1 can be used
     *
     * @param   {integer}   pmcLevel            player's level
     * @param   {number}    difficulty          a reward scaling factor goint from 0.2 to 1
     * @param   {string}    traderId            the trader for reputation gain (and possible in the future filtering of reward item type based on trader)
     * @param   {object}    repeatableConfig    The configuration for the repeatably kind (daily, weekly) as configured in QuestConfig for the requestd quest
     * @returns {object}                        object of "Reward"-type that can be given for a repeatable mission
     */
    generateReward(pmcLevel: number, difficulty: number, traderId: string, repeatableConfig: IRepeatableQuestConfig): IRewards;
    /**
     * Helper to create a reward item structured as required by the client
     *
     * @param   {string}    tpl             itemId of the rewarded item
     * @param   {integer}   value           amount of items to give
     * @param   {integer}   index           all rewards will be appended to a list, for unkown reasons the client wants the index
     * @returns {object}                    object of "Reward"-item-type
     */
    generateRewardItem(tpl: string, value: number, index: number, preset?: any): IReward;
    debugLogRepeatableQuestIds(pmcData: IPmcData): void;
    probabilityObjectArray<K, V>(configArrayInput: ProbabilityObject<K, V>[]): ProbabilityObjectArray<K, V>;
    changeRepeatableQuest(pmcDataIn: IPmcData, body: IRepeatableQuestChangeRequest, sessionID: string): IItemEventRouterResponse;
}
