SpaceNinjaServer/src/controllers/api/missionInventoryUpdateController.ts

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import { RequestHandler } from "express";
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import { missionInventoryUpdate } from "@/src/services/inventoryService";
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import { MissionInventoryUpdate, MissionInventoryUpdateRewardInfo } from "@/src/types/missionInventoryUpdateType";
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import missionsDropTable from "@/static/json/missions-drop-table.json";
import missionNames from "@/static/json/mission-names.json";
import modNames from "@/static/json/mod-names.json";
import relicNames from "@/static/json/relic-names.json";
import skinNames from "@/static/json/skin-names.json";
import miscNames from "@/static/json/misc-names.json";
import resourceNames from "@/static/json/resource-names.json";
import gearNames from "@/static/json/gear-names.json";
import arcaneNames from "@/static/json/arcane-names.json";
import craftNames from "@/static/json/craft-names.json";
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/*
**** INPUT ****
- [ ] crossPlaySetting
- [ ] rewardsMultiplier
- [ ] ActiveBoosters
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- [x] LongGuns
- [x] Pistols
- [x] Suits
- [x] Melee
- [x] RawUpgrades
- [x] MiscItems
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- [x] RegularCredits
- [ ] RandomUpgradesIdentified
- [ ] MissionFailed
- [ ] MissionStatus
- [ ] CurrentLoadOutIds
- [ ] AliveTime
- [ ] MissionTime
- [ ] Missions
- [ ] CompletedAlerts
- [ ] LastRegionPlayed
- [ ] GameModeId
- [ ] hosts
- [x] ChallengeProgress
- [ ] SeasonChallengeHistory
- [ ] PS
- [ ] ActiveDojoColorResearch
- [ ] RewardInfo
- [ ] ReceivedCeremonyMsg
- [ ] LastCeremonyResetDate
- [ ] MissionPTS
- [ ] RepHash
- [ ] EndOfMatchUpload
- [ ] ObjectiveReached
- [ ] FpsAvg
- [ ] FpsMin
- [ ] FpsMax
- [ ] FpsSamples
*/
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// eslint-disable-next-line @typescript-eslint/no-misused-promises
const missionInventoryUpdateController: RequestHandler = async (req, res) => {
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const [data] = String(req.body).split("\n");
const id = req.query.accountId as string;
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// TODO - salt check
try {
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const parsedData = JSON.parse(data) as MissionInventoryUpdate;
if (typeof parsedData !== "object" || parsedData === null) throw new Error("Invalid data format");
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const InventoryJson = JSON.stringify(await missionInventoryUpdate(parsedData, id));
const missionCredits = parsedData.RegularCredits || 0;
const creditsBonus = 0;
const totalCredits = missionCredits + creditsBonus;
const MissionCredits = [missionCredits, missionCredits]; // collected credits
const CreditsBonus = [creditsBonus, creditsBonus]; // mission reward
const TotalCredits = [totalCredits, totalCredits];
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console.log(getRewards(parsedData.RewardInfo));
res.json({
// InventoryJson, // this part will reset game data and missions will be locked
TotalCredits,
CreditsBonus,
MissionCredits
});
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} catch (err) {
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console.error("Error parsing JSON data:", err);
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}
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};
/*
**** OUTPUT ****
- [x] InventoryJson
- [ ] MissionRewards
- [x] TotalCredits
- [x] CreditsBonus
- [x] MissionCredits
- [ ] InventoryChanges
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- [ ] FusionPoints int
*/
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interface StringDictionary {
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[key: string]: string;
}
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const getRewards = (rewardInfo: MissionInventoryUpdateRewardInfo | undefined) => {
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if (!rewardInfo) return;
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const missionName = (missionNames as StringDictionary)[rewardInfo.node];
const rewards = missionsDropTable.find(i => i.mission === missionName)?.rewards;
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if (!rewards) return [];
// TODO - add Rotation logic
// Separate guaranteed and chance drops
const guaranteedDrops: Reward[] = [];
const chanceDrops: Reward[] = [];
for (const reward of rewards) {
if (reward.chance === 100) guaranteedDrops.push(reward);
else chanceDrops.push(reward);
}
const randomDrop = getRandomRewardByChance(chanceDrops);
if (randomDrop) guaranteedDrops.push(randomDrop);
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return formatRewardsToInventoryType(guaranteedDrops);
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};
interface Reward {
name: string;
chance: number;
rotation?: string;
}
const getRandomRewardByChance = (data: Reward[] | undefined): Reward | undefined => {
if (!data || data.length == 0) return;
const totalChance = data.reduce((sum, item) => sum + item.chance, 0);
const randomValue = Math.random() * totalChance;
let cumulativeChance = 0;
for (const item of data) {
cumulativeChance += item.chance;
if (randomValue <= cumulativeChance) {
return item;
}
}
return;
};
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const formatRewardsToInventoryType = (rewards: Reward[]) => {
return rewards.map(i => {
const mod = (modNames as StringDictionary)[i.name];
const skin = (skinNames as StringDictionary)[i.name];
const gear = (gearNames as StringDictionary)[i.name];
const arcane = (arcaneNames as StringDictionary)[i.name];
const craft = (craftNames as StringDictionary)[i.name];
const misc =
(miscNames as StringDictionary)[i.name] || (miscNames as StringDictionary)[i.name.replace(/\d+X\s*/, "")];
const resource =
(resourceNames as StringDictionary)[i.name] ||
(resourceNames as StringDictionary)[i.name.replace(/\d+X\s*/, "")];
const relic =
(relicNames as StringDictionary)[i.name.replace("Relic", "Exceptional")] ||
(relicNames as StringDictionary)[i.name.replace("Relic (Radiant)", "Radiant")];
let ItemType: string = mod;
const ItemCount = 1;
if (mod) {
ItemType = mod;
} else if (skin) {
ItemType = skin;
} else if (gear) {
ItemType = gear;
} else if (arcane) {
ItemType = arcane;
} else if (craft) {
ItemType = craft;
} else if (misc) {
ItemType = misc;
} else if (resource) {
ItemType = resource;
} else if (relic) {
ItemType = relic;
} else if (i.name.includes(" Endo")) {
/* endo */
} else if (i.name.includes(" Credits Cache") || i.name.includes("Return: ")) {
/* credits */
}
return { ItemType, ItemCount };
});
};
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export { missionInventoryUpdateController };