Mission rewards fix (#54)

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Nicat 2023-09-10 00:10:21 +04:00 committed by GitHub
parent 01cfecd9d2
commit 67b7338381
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10 changed files with 135 additions and 156 deletions

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@ -1,19 +1,18 @@
import { parseString } from "@/src/helpers/general";
import { getJSONfromString } from "@/src/helpers/stringHelpers";
import { upgradeMod } from "@/src/services/inventoryService";
import { IArtifactsRequest } from "@/src/types/requestTypes";
import { RequestHandler } from "express";
// eslint-disable-next-line @typescript-eslint/no-misused-promises
const artifactsController: RequestHandler = async (req, res) => {
const [data] = String(req.body).split("\n");
const id = req.query.accountId as string;
// TODO - salt check
const accountId = parseString(req.query.accountId);
try {
// eslint-disable-next-line @typescript-eslint/no-unsafe-assignment
const parsedData = JSON.parse(data);
// eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call
const artifactsData = getJSONfromString(req.body.toString()) as IArtifactsRequest;
// eslint-disable-next-line @typescript-eslint/no-unsafe-argument
const upgradeModId = await upgradeMod(parsedData, id);
const upgradeModId = await upgradeMod(artifactsData, accountId);
res.send(upgradeModId);
} catch (err) {
console.error("Error parsing JSON data:", err);

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@ -1,7 +1,9 @@
import { RequestHandler } from "express";
import { missionInventoryUpdate } from "@/src/services/inventoryService";
import { combineRewardAndLootInventory, getRewards } from "@/src/services/missionInventoryUpdateService ";
import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType";
import { getJSONfromString } from "@/src/helpers/stringHelpers";
import { parseString } from "@/src/helpers/general";
import { IMissionInventoryUpdateRequest } from "@/src/types/requestTypes";
/*
**** INPUT ****
- [ ] crossPlaySetting
@ -20,7 +22,7 @@ import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType"
- [ ] CurrentLoadOutIds
- [ ] AliveTime
- [ ] MissionTime
- [ ] Missions
- [x] Missions
- [ ] CompletedAlerts
- [ ] LastRegionPlayed
- [ ] GameModeId
@ -43,23 +45,20 @@ import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType"
*/
// eslint-disable-next-line @typescript-eslint/no-misused-promises
const missionInventoryUpdateController: RequestHandler = async (req, res) => {
const [data] = String(req.body).split("\n");
const id = req.query.accountId as string;
const missionInventoryUpdateController: RequestHandler = async (req, res): Promise<void> => {
const accountId = parseString(req.query.accountId);
try {
const lootInventory = JSON.parse(data) as IMissionInventoryUpdate;
if (typeof lootInventory !== "object" || lootInventory === null) {
throw new Error("Invalid data format");
}
// eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call
const lootInventory = getJSONfromString(req.body.toString()) as IMissionInventoryUpdateRequest;
const { InventoryChanges, MissionRewards } = getRewards(lootInventory.RewardInfo);
const { InventoryChanges, MissionRewards } = getRewards(lootInventory);
const { combinedInventoryChanges, TotalCredits, CreditsBonus, MissionCredits, FusionPoints } =
combineRewardAndLootInventory(InventoryChanges, lootInventory);
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, id));
const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, accountId));
res.json({
// InventoryJson, // this part will reset game data and missions will be locked
MissionRewards,

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@ -1,4 +1,4 @@
const getJSONfromString = (str: string): any => {
export const getJSONfromString = (str: string): any => {
const jsonSubstring = str.substring(0, str.lastIndexOf("}") + 1);
return JSON.parse(jsonSubstring);
};

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@ -2,20 +2,20 @@ import { Inventory } from "@/src/models/inventoryModel";
import new_inventory from "@/static/fixed_responses/postTutorialInventory.json";
import config from "@/config.json";
import { Types } from "mongoose";
import { ISuitResponse } from "@/src/types/inventoryTypes/SuitTypes";
import { ISuitDatabase, ISuitResponse } from "@/src/types/inventoryTypes/SuitTypes";
import { SlotType } from "@/src/types/purchaseTypes";
import { IWeaponResponse } from "@/src/types/inventoryTypes/weaponTypes";
import { IWeaponDatabase, IWeaponResponse } from "@/src/types/inventoryTypes/weaponTypes";
import {
IChallengeProgress,
IConsumable,
ICrewShipSalvagedWeaponSkin,
IFlavourItem,
IInventoryDatabaseDocument,
IMiscItem,
IMission,
IRawUpgrade
} from "@/src/types/inventoryTypes/inventoryTypes";
import { IMissionInventoryUpdate, IMissionInventoryUpdateGear } from "../types/missionInventoryUpdateType";
import { IGenericUpdate } from "../types/genericUpdate";
import { IArtifactsRequest, IMissionInventoryUpdateRequest } from "../types/requestTypes";
const createInventory = async (accountOwnerId: Types.ObjectId) => {
try {
@ -139,17 +139,17 @@ export const addCustomization = async (customizatonName: string, accountId: stri
const addGearExpByCategory = (
inventory: IInventoryDatabaseDocument,
gearArray: IMissionInventoryUpdateGear[] | undefined,
gearArray: ISuitDatabase[] | IWeaponDatabase[] | undefined,
categoryName: "Pistols" | "LongGuns" | "Melee" | "Suits"
) => {
const category = inventory[categoryName];
gearArray?.forEach(({ ItemId, XP }) => {
const itemIndex = category.findIndex(item => item._id?.equals(ItemId.$oid));
const itemIndex = ItemId ? category.findIndex(item => item._id?.equals(ItemId.$oid)) : -1;
const item = category[itemIndex];
if (itemIndex !== -1 && item.XP != undefined) {
item.XP += XP;
item.XP += XP || 0;
inventory.markModified(`${categoryName}.${itemIndex}.XP`);
}
});
@ -229,11 +229,24 @@ const addChallenges = (inventory: IInventoryDatabaseDocument, itemsArray: IChall
});
};
const addMissionComplete = (inventory: IInventoryDatabaseDocument, { Tag, Completes }: IMission) => {
const { Missions } = inventory;
const itemIndex = Missions.findIndex(item => item.Tag === Tag);
if (itemIndex !== -1) {
Missions[itemIndex].Completes += Completes;
inventory.markModified(`Missions.${itemIndex}.Completes`);
} else {
Missions.push({ Tag, Completes });
}
};
const gearKeys = ["Suits", "Pistols", "LongGuns", "Melee"] as const;
type GearKeysType = (typeof gearKeys)[number];
export const missionInventoryUpdate = async (data: IMissionInventoryUpdate, accountId: string) => {
const { RawUpgrades, MiscItems, RegularCredits, ChallengeProgress, FusionPoints, Consumables, Recipes } = data;
export const missionInventoryUpdate = async (data: IMissionInventoryUpdateRequest, accountId: string) => {
const { RawUpgrades, MiscItems, RegularCredits, ChallengeProgress, FusionPoints, Consumables, Recipes, Missions } =
data;
const inventory = await getInventory(accountId);
// credits
@ -251,6 +264,7 @@ export const missionInventoryUpdate = async (data: IMissionInventoryUpdate, acco
addConsumables(inventory, Consumables);
addRecipes(inventory, Recipes);
addChallenges(inventory, ChallengeProgress);
addMissionComplete(inventory, Missions!);
const changedInventory = await inventory.save();
return changedInventory.toJSON();
@ -275,15 +289,8 @@ export const addBooster = async (ItemType: string, time: number, accountId: stri
await inventory.save();
};
export const upgradeMod = async (
{
Upgrade,
LevelDiff,
Cost,
FusionPointCost
}: { Upgrade: ICrewShipSalvagedWeaponSkin; LevelDiff: number; Cost: number; FusionPointCost: number },
accountId: string
): Promise<string | undefined> => {
export const upgradeMod = async (artifactsData: IArtifactsRequest, accountId: string): Promise<string | undefined> => {
const { Upgrade, LevelDiff, Cost, FusionPointCost } = artifactsData;
try {
const inventory = await getInventory(accountId);
const { Upgrades, RawUpgrades } = inventory;

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@ -1,29 +1,26 @@
import {
IMissionInventoryUpdate,
IMissionInventoryUpdateRewardInfo,
IMissionRewardResponse,
IReward,
IInventoryFieldType,
inventoryFields
} from "@/src/types/missionInventoryUpdateType";
import { IMissionRewardResponse, IReward, IInventoryFieldType, inventoryFields } from "@/src/types/missionTypes";
import missionsDropTable from "@/static/json/missions-drop-table.json";
import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
import { IMissionInventoryUpdateRequest } from "../types/requestTypes";
// need reverse engineer rewardSeed, otherwise ingame displayed rotation reward will be different than added to db or displayed on mission end
const getRewards = (
rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
if (!rewardInfo) {
const getRewards = ({
RewardInfo
}: IMissionInventoryUpdateRequest): {
InventoryChanges: IMissionInventoryUpdateRequest;
MissionRewards: IMissionRewardResponse[];
} => {
if (!RewardInfo) {
return { InventoryChanges: {}, MissionRewards: [] };
}
const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
const rewards = (missionsDropTable as { [key: string]: IReward[] })[RewardInfo.node];
if (!rewards) {
return { InventoryChanges: {}, MissionRewards: [] };
}
const rotationCount = rewardInfo.rewardQualifications?.length || 0;
const rotationCount = RewardInfo.rewardQualifications?.length || 0;
const rotations = getRotations(rotationCount);
const drops: IReward[] = [];
for (const rotation of rotations) {
@ -54,6 +51,7 @@ const getRewards = (
// { chance: 10.82, name: "2X Orokin Cell", rotation: "C" },
// { chance: 10.82, name: "Arrow Mutation", rotation: "C" },
// { chance: 10.82, name: "200 Endo", rotation: "C" },
// { chance: 10.82, name: "200 Endo", rotation: "C" },
// { chance: 10.82, name: "2,000,000 Credits Cache", rotation: "C" },
// { chance: 7.69, name: "Health Restore (Large)", rotation: "C" },
// { chance: 7.69, name: "Vapor Specter Blueprint", rotation: "C" }
@ -66,8 +64,8 @@ const getRewards = (
};
const combineRewardAndLootInventory = (
rewardInventory: IMissionInventoryUpdate,
lootInventory: IMissionInventoryUpdate
rewardInventory: IMissionInventoryUpdateRequest,
lootInventory: IMissionInventoryUpdateRequest
) => {
const missionCredits = lootInventory.RegularCredits || 0;
const creditsBonus = rewardInventory.RegularCredits || 0;
@ -98,12 +96,10 @@ const getRotations = (rotationCount: number): (string | undefined)[] => {
if (rotationCount === 0) return [undefined];
const rotationPattern = ["A", "A", "B", "C"];
let rotationIndex = 0;
const rotatedValues = [];
for (let i = 1; i <= rotationCount; i++) {
rotatedValues.push(rotationPattern[rotationIndex]);
rotationIndex = (rotationIndex + 1) % 3;
for (let i = 0; i < rotationCount; i++) {
rotatedValues.push(rotationPattern[i % rotationPattern.length]);
}
return rotatedValues;
@ -128,8 +124,8 @@ const getRandomRewardByChance = (data: IReward[] | undefined): IReward | undefin
const formatRewardsToInventoryType = (
rewards: IReward[]
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
const InventoryChanges: IMissionInventoryUpdate = {};
): { InventoryChanges: IMissionInventoryUpdateRequest; MissionRewards: IMissionRewardResponse[] } => {
const InventoryChanges: IMissionInventoryUpdateRequest = {};
const MissionRewards: IMissionRewardResponse[] = [];
for (const reward of rewards) {
if (itemCheck(InventoryChanges, MissionRewards, reward.name)) {
@ -152,7 +148,7 @@ const formatRewardsToInventoryType = (
};
const itemCheck = (
InventoryChanges: IMissionInventoryUpdate,
InventoryChanges: IMissionInventoryUpdateRequest,
MissionRewards: IMissionRewardResponse[],
name: string
) => {
@ -184,7 +180,7 @@ const getCountFromName = (name: string) => {
};
const addRewardResponse = (
InventoryChanges: IMissionInventoryUpdate,
InventoryChanges: IMissionInventoryUpdateRequest,
MissionRewards: IMissionRewardResponse[],
ItemName: string,
ItemType: string,

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@ -24,6 +24,7 @@ export interface ISuitDatabase {
FocusLens?: string;
UnlockLevel?: number;
_id: Types.ObjectId;
ItemId?: IOid;
}
export interface SuitConfig {

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@ -22,6 +22,7 @@ export interface IWeaponDatabase {
ModularParts?: string[];
UnlockLevel?: number;
_id?: Types.ObjectId;
ItemId?: IOid;
}
export interface WeaponConfig {

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@ -1,94 +0,0 @@
/* eslint-disable @typescript-eslint/no-explicit-any */
import { IOid } from "./commonTypes";
import { IDate } from "./inventoryTypes/inventoryTypes";
export const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
export type IInventoryFieldType = (typeof inventoryFields)[number];
export interface IMissionInventoryUpdateGear {
ItemType: string;
ItemName: string;
ItemId: IOid;
XP: number;
UpgradeVer: number;
Features: number;
Polarized: number;
CustomizationSlotPurchases: number;
ModSlotPurchases: number;
FocusLens: string;
Expiry: IDate;
Polarity: any[];
Configs: any[];
ModularParts: any[];
SkillTree: string;
UpgradeType: string;
UpgradeFingerprint: string;
OffensiveUpgrade: string;
DefensiveUpgrade: string;
UpgradesExpiry: IDate;
ArchonCrystalUpgrades: any[];
}
export interface IMissionInventoryUpdateItem {
ItemCount: number;
ItemType: string;
}
export interface IMissionInventoryUpdateCard extends IMissionInventoryUpdateItem {
ItemId: IOid;
UpgradeFingerprint: string;
PendingRerollFingerprint: string;
LastAdded: IOid;
}
export interface IMissionInventoryUpdateChallange {
Name: string;
Progress: number;
Completed: any[];
}
export interface IMissionInventoryUpdateRewardInfo {
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 IMissionInventoryUpdate {
rewardsMultiplier?: number;
ActiveBoosters?: any[];
LongGuns?: IMissionInventoryUpdateGear[];
Pistols?: IMissionInventoryUpdateGear[];
Suits?: IMissionInventoryUpdateGear[];
Melee?: IMissionInventoryUpdateGear[];
RawUpgrades?: IMissionInventoryUpdateItem[];
MiscItems?: IMissionInventoryUpdateItem[];
Consumables?: IMissionInventoryUpdateItem[];
Recipes?: IMissionInventoryUpdateItem[];
RegularCredits?: number;
ChallengeProgress?: IMissionInventoryUpdateChallange[];
RewardInfo?: IMissionInventoryUpdateRewardInfo;
FusionPoints?: number;
}
export interface IMissionRewardResponse {
StoreItem?: string;
TypeName: string;
UpgradeLevel?: number;
ItemCount: number;
TweetText: string;
ProductCategory: string;
}
export interface IReward {
name: string;
chance: number;
rotation?: string;
}

17
src/types/missionTypes.ts Normal file
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@ -0,0 +1,17 @@
export const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
export type IInventoryFieldType = (typeof inventoryFields)[number];
export interface IMissionRewardResponse {
StoreItem?: string;
TypeName: string;
UpgradeLevel?: number;
ItemCount: number;
TweetText: string;
ProductCategory: string;
}
export interface IReward {
name: string;
chance: number;
rotation?: string;
}

53
src/types/requestTypes.ts Normal file
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@ -0,0 +1,53 @@
import {
IBooster,
IChallengeProgress,
IConsumable,
ICrewShipSalvagedWeaponSkin,
IMiscItem,
IMission,
IRawUpgrade
} from "./inventoryTypes/inventoryTypes";
import { IWeaponDatabase } from "./inventoryTypes/weaponTypes";
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 };