import { IOid } from "./commonTypes"; import { IPolarity, FocusSchool, IEquipmentClient } from "@/src/types/inventoryTypes/commonInventoryTypes"; import { IBooster, IChallengeProgress, IConsumable, ICrewShipSalvagedWeaponSkin, IEvolutionProgress, IMiscItem, IMission, IRawUpgrade, ISeasonChallenge } from "./inventoryTypes/inventoryTypes"; export interface IArtifactsRequest { Upgrade: ICrewShipSalvagedWeaponSkin; LevelDiff: number; Cost: number; FusionPointCost: number; } export interface IThemeUpdateRequest { Style?: string; Background?: string; Sounds?: string; } export interface IAffiliationChange { Tag: string; Standing: number; Title: number; } export interface IUpdateChallengeProgressRequest { ChallengeProgress: IChallengeProgress[]; SeasonChallengeHistory: ISeasonChallenge[]; SeasonChallengeCompletions: ISeasonChallenge[]; } export interface IMissionInventoryUpdateRequest { rewardsMultiplier?: number; ActiveBoosters?: IBooster[]; AffiliationChanges?: IAffiliationChange[]; LongGuns?: IEquipmentClient[]; Pistols?: IEquipmentClient[]; Suits?: IEquipmentClient[]; Melee?: IEquipmentClient[]; RawUpgrades?: IRawUpgrade[]; MiscItems?: IMiscItem[]; Consumables?: IConsumable[]; Recipes?: IConsumable[]; RegularCredits?: number; ChallengeProgress?: IChallengeProgress[]; RewardInfo?: IMissionInventoryUpdateRequestRewardInfo; FusionPoints?: number; Missions?: IMission; EvolutionProgress?: IEvolutionProgress[]; } export interface IMissionInventoryUpdateRequestRewardInfo { node: string; rewardTier?: number; nightmareMode?: boolean; useVaultManifest?: boolean; EnemyCachesFound?: number; toxinOk?: boolean; lostTargetWave?: number; defenseTargetCount?: number; EOM_AFK?: number; rewardQualifications?: string; PurgatoryRewardQualifications?: string; rewardSeed?: number; } export interface IInventorySlotsRequest { Bin: "PveBonusLoadoutBin"; } export interface IUpdateGlyphRequest { AvatarImageType: string; AvatarImage: string; } export interface IUpgradesRequest { ItemCategory: string; ItemId: IOid; ItemFeatures: number; UpgradeVersion: number; Operations: IUpgradeOperation[]; } export interface IUpgradeOperation { OperationType: string; UpgradeRequirement: string; // uniqueName of item being consumed PolarizeSlot: number; PolarizeValue: FocusSchool; PolarityRemap: IPolarity[]; }