SpaceNinjaServer/src/controllers/api/missionInventoryUpdateController.ts

110 lines
3.4 KiB
TypeScript

import { RequestHandler } from "express";
import { getJSONfromString } from "@/src/helpers/stringHelpers";
import { getAccountIdForRequest } from "@/src/services/loginService";
import { IMissionInventoryUpdateRequest } from "@/src/types/requestTypes";
import {
addMissionInventoryUpdates,
addMissionRewards,
calculateFinalCredits
} from "@/src/services/missionInventoryUpdateService";
import { getInventory } from "@/src/services/inventoryService";
import { applyInventoryResponseOverrides } from "./inventoryController";
import { IInventoryClient } from "@/src/types/inventoryTypes/inventoryTypes";
/*
**** INPUT ****
- [ ] crossPlaySetting
- [ ] rewardsMultiplier
- [ ] ActiveBoosters
- [x] LongGuns
- [x] Pistols
- [x] Suits
- [x] Melee
- [x] RawUpgrades
- [x] MiscItems
- [x] RegularCredits
- [ ] RandomUpgradesIdentified
- [ ] MissionFailed
- [ ] MissionStatus
- [ ] CurrentLoadOutIds
- [ ] AliveTime
- [ ] MissionTime
- [x] Missions
- [ ] CompletedAlerts
- [ ] LastRegionPlayed
- [ ] GameModeId
- [ ] hosts
- [x] ChallengeProgress
- [ ] SeasonChallengeHistory
- [ ] PS (anticheat data)
- [ ] ActiveDojoColorResearch
- [x] RewardInfo
- [ ] ReceivedCeremonyMsg
- [ ] LastCeremonyResetDate
- [ ] MissionPTS (Used to validate the mission/alive time above.)
- [ ] RepHash
- [ ] EndOfMatchUpload
- [ ] ObjectiveReached
- [ ] FpsAvg
- [ ] FpsMin
- [ ] FpsMax
- [ ] FpsSamples
*/
// eslint-disable-next-line @typescript-eslint/no-misused-promises
export const missionInventoryUpdateController: RequestHandler = async (req, res): Promise<void> => {
const accountId = await getAccountIdForRequest(req);
const missionReport = getJSONfromString<IMissionInventoryUpdateRequest>((req.body as string).toString());
const inventory = await getInventory(accountId);
const inventoryUpdates = addMissionInventoryUpdates(inventory, missionReport);
if (missionReport.MissionStatus !== "GS_SUCCESS") {
await inventory.save();
const inventoryResponse = inventory.toJSON<IInventoryClient>();
applyInventoryResponseOverrides(inventoryResponse, true);
res.json({
InventoryJson: JSON.stringify(inventoryResponse),
MissionRewards: []
});
return;
}
const missionRewardsResults = await addMissionRewards(inventory, missionReport);
if (!missionRewardsResults) {
throw new Error("Failed to add mission rewards, should not happen");
}
const { MissionRewards, inventoryChanges, missionCompletionCredits } = missionRewardsResults;
//creditBonus is not correct for mirage mission 3
const credits = calculateFinalCredits(inventory, {
missionCompletionCredits,
missionDropCredits: missionReport.RegularCredits ?? 0,
rngRewardCredits: inventoryChanges.RegularCredits as number
});
await inventory.save();
const inventoryResponse = inventory.toJSON<IInventoryClient>();
applyInventoryResponseOverrides(inventoryResponse, true);
//TODO: figure out when to send inventory. it is needed for many cases.
res.json({
InventoryJson: JSON.stringify(inventoryResponse),
InventoryChanges: inventoryChanges,
MissionRewards,
...credits,
...inventoryUpdates,
FusionPoints: inventoryChanges.FusionPoints
});
};
/*
**** OUTPUT ****
- [x] InventoryJson
- [x] MissionRewards
- [x] TotalCredits
- [x] CreditsBonus
- [x] MissionCredits
- [x] InventoryChanges
- [x] FusionPoints
*/