forked from OpenWF/SpaceNinjaServer
Mission rewards fix (#54)
This commit is contained in:
parent
01cfecd9d2
commit
67b7338381
@ -1,19 +1,18 @@
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import { parseString } from "@/src/helpers/general";
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import { getJSONfromString } from "@/src/helpers/stringHelpers";
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import { upgradeMod } from "@/src/services/inventoryService";
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import { IArtifactsRequest } from "@/src/types/requestTypes";
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import { RequestHandler } from "express";
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// eslint-disable-next-line @typescript-eslint/no-misused-promises
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const artifactsController: RequestHandler = async (req, res) => {
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const [data] = String(req.body).split("\n");
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const id = req.query.accountId as string;
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// TODO - salt check
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const accountId = parseString(req.query.accountId);
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try {
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// eslint-disable-next-line @typescript-eslint/no-unsafe-assignment
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const parsedData = JSON.parse(data);
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// eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call
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const artifactsData = getJSONfromString(req.body.toString()) as IArtifactsRequest;
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// eslint-disable-next-line @typescript-eslint/no-unsafe-argument
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const upgradeModId = await upgradeMod(parsedData, id);
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const upgradeModId = await upgradeMod(artifactsData, accountId);
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res.send(upgradeModId);
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} catch (err) {
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console.error("Error parsing JSON data:", err);
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@ -1,7 +1,9 @@
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import { RequestHandler } from "express";
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import { missionInventoryUpdate } from "@/src/services/inventoryService";
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import { combineRewardAndLootInventory, getRewards } from "@/src/services/missionInventoryUpdateService ";
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import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType";
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import { getJSONfromString } from "@/src/helpers/stringHelpers";
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import { parseString } from "@/src/helpers/general";
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import { IMissionInventoryUpdateRequest } from "@/src/types/requestTypes";
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/*
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**** INPUT ****
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- [ ] crossPlaySetting
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@ -20,7 +22,7 @@ import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType"
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- [ ] CurrentLoadOutIds
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- [ ] AliveTime
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- [ ] MissionTime
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- [ ] Missions
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- [x] Missions
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- [ ] CompletedAlerts
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- [ ] LastRegionPlayed
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- [ ] GameModeId
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@ -43,23 +45,20 @@ import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType"
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*/
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// eslint-disable-next-line @typescript-eslint/no-misused-promises
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const missionInventoryUpdateController: RequestHandler = async (req, res) => {
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const [data] = String(req.body).split("\n");
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const id = req.query.accountId as string;
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const missionInventoryUpdateController: RequestHandler = async (req, res): Promise<void> => {
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const accountId = parseString(req.query.accountId);
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try {
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const lootInventory = JSON.parse(data) as IMissionInventoryUpdate;
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if (typeof lootInventory !== "object" || lootInventory === null) {
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throw new Error("Invalid data format");
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}
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// eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call
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const lootInventory = getJSONfromString(req.body.toString()) as IMissionInventoryUpdateRequest;
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const { InventoryChanges, MissionRewards } = getRewards(lootInventory.RewardInfo);
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const { InventoryChanges, MissionRewards } = getRewards(lootInventory);
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const { combinedInventoryChanges, TotalCredits, CreditsBonus, MissionCredits, FusionPoints } =
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combineRewardAndLootInventory(InventoryChanges, lootInventory);
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, id));
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const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, accountId));
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res.json({
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// InventoryJson, // this part will reset game data and missions will be locked
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MissionRewards,
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@ -1,4 +1,4 @@
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const getJSONfromString = (str: string): any => {
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export const getJSONfromString = (str: string): any => {
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const jsonSubstring = str.substring(0, str.lastIndexOf("}") + 1);
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return JSON.parse(jsonSubstring);
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};
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@ -2,20 +2,20 @@ import { Inventory } from "@/src/models/inventoryModel";
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import new_inventory from "@/static/fixed_responses/postTutorialInventory.json";
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import config from "@/config.json";
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import { Types } from "mongoose";
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import { ISuitResponse } from "@/src/types/inventoryTypes/SuitTypes";
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import { ISuitDatabase, ISuitResponse } from "@/src/types/inventoryTypes/SuitTypes";
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import { SlotType } from "@/src/types/purchaseTypes";
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import { IWeaponResponse } from "@/src/types/inventoryTypes/weaponTypes";
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import { IWeaponDatabase, IWeaponResponse } from "@/src/types/inventoryTypes/weaponTypes";
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import {
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IChallengeProgress,
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IConsumable,
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ICrewShipSalvagedWeaponSkin,
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IFlavourItem,
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IInventoryDatabaseDocument,
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IMiscItem,
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IMission,
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IRawUpgrade
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} from "@/src/types/inventoryTypes/inventoryTypes";
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import { IMissionInventoryUpdate, IMissionInventoryUpdateGear } from "../types/missionInventoryUpdateType";
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import { IGenericUpdate } from "../types/genericUpdate";
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import { IArtifactsRequest, IMissionInventoryUpdateRequest } from "../types/requestTypes";
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const createInventory = async (accountOwnerId: Types.ObjectId) => {
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try {
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@ -139,17 +139,17 @@ export const addCustomization = async (customizatonName: string, accountId: stri
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const addGearExpByCategory = (
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inventory: IInventoryDatabaseDocument,
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gearArray: IMissionInventoryUpdateGear[] | undefined,
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gearArray: ISuitDatabase[] | IWeaponDatabase[] | undefined,
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categoryName: "Pistols" | "LongGuns" | "Melee" | "Suits"
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) => {
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const category = inventory[categoryName];
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gearArray?.forEach(({ ItemId, XP }) => {
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const itemIndex = category.findIndex(item => item._id?.equals(ItemId.$oid));
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const itemIndex = ItemId ? category.findIndex(item => item._id?.equals(ItemId.$oid)) : -1;
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const item = category[itemIndex];
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if (itemIndex !== -1 && item.XP != undefined) {
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item.XP += XP;
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item.XP += XP || 0;
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inventory.markModified(`${categoryName}.${itemIndex}.XP`);
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}
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});
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@ -229,11 +229,24 @@ const addChallenges = (inventory: IInventoryDatabaseDocument, itemsArray: IChall
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});
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};
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const addMissionComplete = (inventory: IInventoryDatabaseDocument, { Tag, Completes }: IMission) => {
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const { Missions } = inventory;
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const itemIndex = Missions.findIndex(item => item.Tag === Tag);
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if (itemIndex !== -1) {
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Missions[itemIndex].Completes += Completes;
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inventory.markModified(`Missions.${itemIndex}.Completes`);
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} else {
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Missions.push({ Tag, Completes });
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}
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};
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const gearKeys = ["Suits", "Pistols", "LongGuns", "Melee"] as const;
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type GearKeysType = (typeof gearKeys)[number];
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export const missionInventoryUpdate = async (data: IMissionInventoryUpdate, accountId: string) => {
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const { RawUpgrades, MiscItems, RegularCredits, ChallengeProgress, FusionPoints, Consumables, Recipes } = data;
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export const missionInventoryUpdate = async (data: IMissionInventoryUpdateRequest, accountId: string) => {
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const { RawUpgrades, MiscItems, RegularCredits, ChallengeProgress, FusionPoints, Consumables, Recipes, Missions } =
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data;
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const inventory = await getInventory(accountId);
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// credits
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@ -251,6 +264,7 @@ export const missionInventoryUpdate = async (data: IMissionInventoryUpdate, acco
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addConsumables(inventory, Consumables);
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addRecipes(inventory, Recipes);
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addChallenges(inventory, ChallengeProgress);
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addMissionComplete(inventory, Missions!);
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const changedInventory = await inventory.save();
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return changedInventory.toJSON();
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@ -275,15 +289,8 @@ export const addBooster = async (ItemType: string, time: number, accountId: stri
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await inventory.save();
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};
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export const upgradeMod = async (
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{
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Upgrade,
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LevelDiff,
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Cost,
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FusionPointCost
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}: { Upgrade: ICrewShipSalvagedWeaponSkin; LevelDiff: number; Cost: number; FusionPointCost: number },
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accountId: string
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): Promise<string | undefined> => {
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export const upgradeMod = async (artifactsData: IArtifactsRequest, accountId: string): Promise<string | undefined> => {
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const { Upgrade, LevelDiff, Cost, FusionPointCost } = artifactsData;
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try {
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const inventory = await getInventory(accountId);
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const { Upgrades, RawUpgrades } = inventory;
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@ -1,29 +1,26 @@
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import {
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IMissionInventoryUpdate,
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IMissionInventoryUpdateRewardInfo,
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IMissionRewardResponse,
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IReward,
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IInventoryFieldType,
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inventoryFields
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} from "@/src/types/missionInventoryUpdateType";
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import { IMissionRewardResponse, IReward, IInventoryFieldType, inventoryFields } from "@/src/types/missionTypes";
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import missionsDropTable from "@/static/json/missions-drop-table.json";
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import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
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import { IMissionInventoryUpdateRequest } from "../types/requestTypes";
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// need reverse engineer rewardSeed, otherwise ingame displayed rotation reward will be different than added to db or displayed on mission end
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const getRewards = (
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rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
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): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
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if (!rewardInfo) {
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const getRewards = ({
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RewardInfo
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}: IMissionInventoryUpdateRequest): {
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InventoryChanges: IMissionInventoryUpdateRequest;
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MissionRewards: IMissionRewardResponse[];
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} => {
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if (!RewardInfo) {
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return { InventoryChanges: {}, MissionRewards: [] };
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}
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const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
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const rewards = (missionsDropTable as { [key: string]: IReward[] })[RewardInfo.node];
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if (!rewards) {
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return { InventoryChanges: {}, MissionRewards: [] };
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}
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const rotationCount = rewardInfo.rewardQualifications?.length || 0;
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const rotationCount = RewardInfo.rewardQualifications?.length || 0;
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const rotations = getRotations(rotationCount);
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const drops: IReward[] = [];
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for (const rotation of rotations) {
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@ -54,6 +51,7 @@ const getRewards = (
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// { chance: 10.82, name: "2X Orokin Cell", rotation: "C" },
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// { chance: 10.82, name: "Arrow Mutation", rotation: "C" },
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// { chance: 10.82, name: "200 Endo", rotation: "C" },
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// { chance: 10.82, name: "200 Endo", rotation: "C" },
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// { chance: 10.82, name: "2,000,000 Credits Cache", rotation: "C" },
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// { chance: 7.69, name: "Health Restore (Large)", rotation: "C" },
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// { chance: 7.69, name: "Vapor Specter Blueprint", rotation: "C" }
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@ -66,8 +64,8 @@ const getRewards = (
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};
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const combineRewardAndLootInventory = (
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rewardInventory: IMissionInventoryUpdate,
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lootInventory: IMissionInventoryUpdate
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rewardInventory: IMissionInventoryUpdateRequest,
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lootInventory: IMissionInventoryUpdateRequest
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) => {
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const missionCredits = lootInventory.RegularCredits || 0;
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const creditsBonus = rewardInventory.RegularCredits || 0;
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@ -98,12 +96,10 @@ const getRotations = (rotationCount: number): (string | undefined)[] => {
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if (rotationCount === 0) return [undefined];
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const rotationPattern = ["A", "A", "B", "C"];
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let rotationIndex = 0;
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const rotatedValues = [];
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for (let i = 1; i <= rotationCount; i++) {
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rotatedValues.push(rotationPattern[rotationIndex]);
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rotationIndex = (rotationIndex + 1) % 3;
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for (let i = 0; i < rotationCount; i++) {
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rotatedValues.push(rotationPattern[i % rotationPattern.length]);
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}
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return rotatedValues;
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@ -128,8 +124,8 @@ const getRandomRewardByChance = (data: IReward[] | undefined): IReward | undefin
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const formatRewardsToInventoryType = (
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rewards: IReward[]
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): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
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const InventoryChanges: IMissionInventoryUpdate = {};
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): { InventoryChanges: IMissionInventoryUpdateRequest; MissionRewards: IMissionRewardResponse[] } => {
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const InventoryChanges: IMissionInventoryUpdateRequest = {};
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const MissionRewards: IMissionRewardResponse[] = [];
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for (const reward of rewards) {
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if (itemCheck(InventoryChanges, MissionRewards, reward.name)) {
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@ -152,7 +148,7 @@ const formatRewardsToInventoryType = (
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};
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const itemCheck = (
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InventoryChanges: IMissionInventoryUpdate,
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InventoryChanges: IMissionInventoryUpdateRequest,
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MissionRewards: IMissionRewardResponse[],
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name: string
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) => {
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@ -184,7 +180,7 @@ const getCountFromName = (name: string) => {
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};
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const addRewardResponse = (
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InventoryChanges: IMissionInventoryUpdate,
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InventoryChanges: IMissionInventoryUpdateRequest,
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MissionRewards: IMissionRewardResponse[],
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ItemName: string,
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ItemType: string,
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@ -24,6 +24,7 @@ export interface ISuitDatabase {
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FocusLens?: string;
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UnlockLevel?: number;
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_id: Types.ObjectId;
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ItemId?: IOid;
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}
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export interface SuitConfig {
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@ -22,6 +22,7 @@ export interface IWeaponDatabase {
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ModularParts?: string[];
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UnlockLevel?: number;
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_id?: Types.ObjectId;
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ItemId?: IOid;
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}
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export interface WeaponConfig {
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@ -1,94 +0,0 @@
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/* eslint-disable @typescript-eslint/no-explicit-any */
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import { IOid } from "./commonTypes";
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import { IDate } from "./inventoryTypes/inventoryTypes";
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export const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
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export type IInventoryFieldType = (typeof inventoryFields)[number];
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export interface IMissionInventoryUpdateGear {
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ItemType: string;
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ItemName: string;
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ItemId: IOid;
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XP: number;
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UpgradeVer: number;
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Features: number;
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Polarized: number;
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CustomizationSlotPurchases: number;
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ModSlotPurchases: number;
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FocusLens: string;
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Expiry: IDate;
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Polarity: any[];
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Configs: any[];
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ModularParts: any[];
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SkillTree: string;
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UpgradeType: string;
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UpgradeFingerprint: string;
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OffensiveUpgrade: string;
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DefensiveUpgrade: string;
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UpgradesExpiry: IDate;
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ArchonCrystalUpgrades: any[];
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}
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export interface IMissionInventoryUpdateItem {
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ItemCount: number;
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ItemType: string;
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}
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export interface IMissionInventoryUpdateCard extends IMissionInventoryUpdateItem {
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ItemId: IOid;
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UpgradeFingerprint: string;
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PendingRerollFingerprint: string;
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LastAdded: IOid;
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}
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export interface IMissionInventoryUpdateChallange {
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Name: string;
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Progress: number;
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Completed: any[];
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}
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export interface IMissionInventoryUpdateRewardInfo {
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node: string;
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rewardTier?: number;
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nightmareMode?: boolean;
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useVaultManifest?: boolean;
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EnemyCachesFound?: number;
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toxinOk?: boolean;
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lostTargetWave?: number;
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defenseTargetCount?: number;
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EOM_AFK?: number;
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rewardQualifications?: string;
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PurgatoryRewardQualifications?: string;
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rewardSeed?: number;
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}
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export interface IMissionInventoryUpdate {
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rewardsMultiplier?: number;
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ActiveBoosters?: any[];
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LongGuns?: IMissionInventoryUpdateGear[];
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Pistols?: IMissionInventoryUpdateGear[];
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Suits?: IMissionInventoryUpdateGear[];
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Melee?: IMissionInventoryUpdateGear[];
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RawUpgrades?: IMissionInventoryUpdateItem[];
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MiscItems?: IMissionInventoryUpdateItem[];
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Consumables?: IMissionInventoryUpdateItem[];
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Recipes?: IMissionInventoryUpdateItem[];
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RegularCredits?: number;
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ChallengeProgress?: IMissionInventoryUpdateChallange[];
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RewardInfo?: IMissionInventoryUpdateRewardInfo;
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FusionPoints?: number;
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}
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export interface IMissionRewardResponse {
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StoreItem?: string;
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TypeName: string;
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UpgradeLevel?: number;
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ItemCount: number;
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TweetText: string;
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ProductCategory: string;
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}
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export interface IReward {
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name: string;
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chance: number;
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rotation?: string;
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}
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17
src/types/missionTypes.ts
Normal file
17
src/types/missionTypes.ts
Normal file
@ -0,0 +1,17 @@
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export const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
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export type IInventoryFieldType = (typeof inventoryFields)[number];
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export interface IMissionRewardResponse {
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StoreItem?: string;
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TypeName: string;
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UpgradeLevel?: number;
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ItemCount: number;
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TweetText: string;
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ProductCategory: string;
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}
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export interface IReward {
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name: string;
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chance: number;
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rotation?: string;
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}
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53
src/types/requestTypes.ts
Normal file
53
src/types/requestTypes.ts
Normal file
@ -0,0 +1,53 @@
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import {
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IBooster,
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IChallengeProgress,
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IConsumable,
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ICrewShipSalvagedWeaponSkin,
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IMiscItem,
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IMission,
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IRawUpgrade
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} from "./inventoryTypes/inventoryTypes";
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import { IWeaponDatabase } from "./inventoryTypes/weaponTypes";
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import { ISuitDatabase } from "./inventoryTypes/SuitTypes";
|
||||
|
||||
interface IArtifactsRequest {
|
||||
Upgrade: ICrewShipSalvagedWeaponSkin;
|
||||
LevelDiff: number;
|
||||
Cost: number;
|
||||
FusionPointCost: number;
|
||||
}
|
||||
|
||||
interface IMissionInventoryUpdateRequest {
|
||||
rewardsMultiplier?: number;
|
||||
ActiveBoosters?: IBooster[];
|
||||
LongGuns?: IWeaponDatabase[];
|
||||
Pistols?: IWeaponDatabase[];
|
||||
Suits?: ISuitDatabase[];
|
||||
Melee?: IWeaponDatabase[];
|
||||
RawUpgrades?: IRawUpgrade[];
|
||||
MiscItems?: IMiscItem[];
|
||||
Consumables?: IConsumable[];
|
||||
Recipes?: IConsumable[];
|
||||
RegularCredits?: number;
|
||||
ChallengeProgress?: IChallengeProgress[];
|
||||
RewardInfo?: IMissionInventoryUpdateRequestRewardInfo;
|
||||
FusionPoints?: number;
|
||||
Missions?: IMission;
|
||||
}
|
||||
|
||||
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 { IArtifactsRequest, IMissionInventoryUpdateRequest };
|
Loading…
x
Reference in New Issue
Block a user