SpaceNinjaServer/src/controllers/api/inventorySlotsController.ts

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import { getAccountIdForRequest } from "@/src/services/loginService";
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import { getInventory, updateCurrency, updateSlots } from "@/src/services/inventoryService";
import { RequestHandler } from "express";
import { InventorySlot } from "@/src/types/inventoryTypes/inventoryTypes";
import { exhaustive } from "@/src/utils/ts-utils";
/*
loadout slots are additionally purchased slots only
1 slot per mastery rank is automatically given above mr10, without database needing to save the mastery slots
extra = everything above the base + 2 slots (e.g. for warframes)
new slot = extra + 1 and slots +1
using slot = slots -1, except for when purchased with platinum, then slots are included in price
e.g. number of frames:
19 slots, 71 extra
= 71 - 19 + 2 = 54
19 actually available slots in ingame inventory = 17 extra + 2 Base (base amount depends on slot) (+ 1 for every mastery rank above 10)
number of frames = extra - slots + 2
*/
export const inventorySlotsController: RequestHandler = async (req, res) => {
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const accountId = await getAccountIdForRequest(req);
const body = JSON.parse(req.body as string) as IInventorySlotsRequest;
let price;
let amount;
switch (body.Bin) {
case InventorySlot.SUITS:
case InventorySlot.MECHSUITS:
case InventorySlot.PVE_LOADOUTS:
case InventorySlot.CREWMEMBERS:
price = 20;
amount = 1;
break;
case InventorySlot.SPACESUITS:
price = 12;
amount = 1;
break;
case InventorySlot.WEAPONS:
case InventorySlot.SPACEWEAPONS:
case InventorySlot.SENTINELS:
case InventorySlot.RJ_COMPONENT_AND_ARMAMENTS:
case InventorySlot.AMPS:
price = 12;
amount = 2;
break;
case InventorySlot.RIVENS:
price = 60;
amount = 3;
break;
default:
exhaustive(body.Bin);
throw new Error(`unexpected slot purchase of type ${body.Bin as string}`);
}
const inventory = await getInventory(accountId);
const currencyChanges = updateCurrency(inventory, price, true);
updateSlots(inventory, body.Bin, amount, amount);
await inventory.save();
res.json({ InventoryChanges: currencyChanges });
};
interface IInventorySlotsRequest {
Bin: InventorySlot;
}