Mission reward - fixes

This commit is contained in:
holmityd 2023-09-05 19:23:17 +04:00
parent 2d4b139e0e
commit 4cc2c801b4
5 changed files with 277 additions and 239 deletions

View File

@ -1,15 +1,7 @@
import { RequestHandler } from "express";
import { missionInventoryUpdate } from "@/src/services/inventoryService";
import {
IMissionInventoryUpdate,
IMissionInventoryUpdateRewardInfo,
IMissionRewardResponse,
IReward
} from "@/src/types/missionInventoryUpdateType";
import { IRawUpgrade } from "@/src/types/inventoryTypes/inventoryTypes";
import missionsDropTable from "@/static/json/missions-drop-table.json";
import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
import { combineRewardAndLootInventory, getRewards } from "@/src/services/missionInventoryUpdateService ";
import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType";
/*
**** INPUT ****
- [ ] crossPlaySetting
@ -37,7 +29,7 @@ import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNam
- [ ] SeasonChallengeHistory
- [ ] PS (Passive anti-cheat data which includes your username, module list, process list, and system name.)
- [ ] ActiveDojoColorResearch
- [ ] RewardInfo
- [x] RewardInfo
- [ ] ReceivedCeremonyMsg
- [ ] LastCeremonyResetDate
- [ ] MissionPTS (Used to validate the mission/alive time above.)
@ -56,41 +48,25 @@ const missionInventoryUpdateController: RequestHandler = async (req, res) => {
const id = req.query.accountId as string;
try {
const parsedData = JSON.parse(data) as IMissionInventoryUpdate;
if (typeof parsedData !== "object" || parsedData === null) throw new Error("Invalid data format");
const lootInventory = JSON.parse(data) as IMissionInventoryUpdate;
if (typeof lootInventory !== "object" || lootInventory === null) {
throw new Error("Invalid data format");
}
const { InventoryChanges, MissionRewards } = getRewards(parsedData.RewardInfo);
const { InventoryChanges, MissionRewards } = getRewards(lootInventory.RewardInfo);
const missionCredits = parsedData.RegularCredits || 0;
const creditsBonus = InventoryChanges.RegularCredits || 1000;
const totalCredits = missionCredits + creditsBonus;
const { combinedInventoryChanges, TotalCredits, CreditsBonus, MissionCredits, FusionPoints } =
combineRewardAndLootInventory(InventoryChanges, lootInventory);
const MissionCredits = [missionCredits, missionCredits];
const CreditsBonus = [creditsBonus, creditsBonus];
const TotalCredits = [totalCredits, totalCredits];
const FusionPoints = (parsedData.FusionPoints || 0) + (InventoryChanges.FusionPoints || 0) || undefined;
// combine reward and loot
parsedData.RegularCredits = totalCredits;
if (FusionPoints) parsedData.FusionPoints = FusionPoints;
inventoryFields.forEach((field: InventoryFieldType) => {
if (InventoryChanges[field] && !parsedData[field]) parsedData[field] = [];
InventoryChanges[field]?.forEach(i => parsedData[field]!.push(i));
});
const Inventory = await missionInventoryUpdate(parsedData, id);
InventoryChanges.RawUpgrades?.forEach(
(i: IRawUpgrade) => (i.LastAdded = Inventory.RawUpgrades.find(j => j.ItemType === i.ItemType)?.LastAdded)
);
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const InventoryJson = JSON.stringify(Inventory);
const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, id));
res.json({
// InventoryJson, // this part will reset game data and missions will be locked
MissionRewards,
InventoryChanges,
TotalCredits,
CreditsBonus,
MissionCredits,
MissionRewards,
InventoryChanges,
...(FusionPoints !== undefined && { FusionPoints })
});
} catch (err) {
@ -109,193 +85,4 @@ const missionInventoryUpdateController: RequestHandler = async (req, res) => {
- [x] FusionPoints
*/
const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
type InventoryFieldType = (typeof inventoryFields)[number];
// need reverse engineer rewardSeed, otherwise ingame displayed rotation loot will be different than added to db
const getRewards = (
rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
if (!rewardInfo) return { InventoryChanges: {}, MissionRewards: [] };
const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
if (!rewards) return { InventoryChanges: {}, MissionRewards: [] };
const rotationCount = rewardInfo.rewardQualifications?.length || 0;
const rotations = getRotations(rotationCount);
const drops: IReward[] = [];
for (const rotation of rotations) {
const rotationRewards = rewards.filter(i => i.rotation === rotation);
// Separate guaranteed and chance drops
const guaranteedDrops: IReward[] = [];
const chanceDrops: IReward[] = [];
for (const reward of rotationRewards) {
if (reward.chance === 100) guaranteedDrops.push(reward);
else chanceDrops.push(reward);
}
const randomDrop = getRandomRewardByChance(chanceDrops);
if (randomDrop) guaranteedDrops.push(randomDrop);
drops.push(...guaranteedDrops);
}
// const testDrops = [
// { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
// { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
// { chance: 10.82, name: "2X Orokin Cell", rotation: "C" },
// { chance: 10.82, name: "Link Armor", 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" }
// ];
// console.log("Mission rewards:", testDrops);
// return formatRewardsToInventoryType(testDrops);
console.log("Mission rewards:", drops);
return formatRewardsToInventoryType(drops);
};
const getRotations = (rotationCount: number): (string | undefined)[] => {
if (rotationCount === 0) return [undefined];
const rotations = ["A", "B", "C"];
let rotationIndex = 0;
const rotatedValues = [];
for (let i = 1; i <= rotationCount; i++) {
rotatedValues.push(rotations[rotationIndex]);
rotationIndex = (rotationIndex + 1) % 3;
}
return rotatedValues;
};
const getRandomRewardByChance = (data: IReward[] | undefined): IReward | 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;
};
const formatRewardsToInventoryType = (
rewards: IReward[]
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
const InventoryChanges: IMissionInventoryUpdate = {};
const MissionRewards: IMissionRewardResponse[] = [];
for (const reward of rewards) {
if (itemCheck(InventoryChanges, MissionRewards, reward.name)) continue;
if (reward.name.includes(" Endo")) {
if (!InventoryChanges.FusionPoints) InventoryChanges.FusionPoints = 0;
InventoryChanges.FusionPoints += getCountFromName(reward.name);
} else if (reward.name.includes(" Credits Cache") || reward.name.includes("Return: ")) {
if (!InventoryChanges.RegularCredits) InventoryChanges.RegularCredits = 0;
InventoryChanges.RegularCredits += getCountFromName(reward.name);
}
}
return { InventoryChanges, MissionRewards };
};
const itemCheck = (
InventoryChanges: IMissionInventoryUpdate,
MissionRewards: IMissionRewardResponse[],
name: string
) => {
const rewardCheck = {
RawUpgrades: modNames[name],
Consumables: gearNames[name],
MiscItems:
miscNames[name] ||
miscNames[name.replace(/\d+X\s*/, "")] ||
resourceNames[name] ||
resourceNames[name.replace(/\d+X\s*/, "")] ||
relicNames[name.replace("Relic", "Intact")] ||
relicNames[name.replace("Relic (Radiant)", "Radiant")],
Recipes: blueprintNames[name]
};
for (const key of Object.keys(rewardCheck) as InventoryFieldType[]) {
if (rewardCheck[key]) {
addRewardResponse(InventoryChanges, MissionRewards, name, rewardCheck[key]!, key);
return true;
}
}
return false;
};
const getCountFromName = (name: string) => {
const regex = /(^(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)(\s|X))|(\s(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)$)/;
const countMatches = name.match(regex);
return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1;
};
const addRewardResponse = (
InventoryChanges: IMissionInventoryUpdate,
MissionRewards: IMissionRewardResponse[],
ItemName: string,
ItemType: string,
InventoryCategory: InventoryFieldType
) => {
if (!ItemType) return;
if (!InventoryChanges[InventoryCategory]) InventoryChanges[InventoryCategory] = [];
const ItemCount = getCountFromName(ItemName);
const TweetText = `${ItemName}`;
const existReward = InventoryChanges[InventoryCategory]!.find(j => j.ItemType === ItemType);
if (existReward) {
existReward.ItemCount += ItemCount;
const missionReward = MissionRewards.find(j => j.TypeName === ItemType);
if (missionReward) missionReward.ItemCount += ItemCount;
} else {
InventoryChanges[InventoryCategory]!.push({ ItemType, ItemCount });
MissionRewards.push({
ItemCount,
TweetText,
ProductCategory: InventoryCategory,
StoreItem: ItemType.replace("/Lotus/", "/Lotus/StoreItems/"),
TypeName: ItemType
});
}
};
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const _missionRewardsCheckAllNamings = () => {
let tempRewards: IReward[] = [];
Object.values(missionsDropTable as { [key: string]: IReward[] }).forEach(i => {
i.forEach(j => {
tempRewards.push(j);
});
});
tempRewards = tempRewards
.filter(i => !modNames[i.name])
.filter(i => !miscNames[i.name])
.filter(i => !miscNames[i.name.replace(/\d+X\s*/, "")])
.filter(i => !resourceNames[i.name])
.filter(i => !resourceNames[i.name.replace(/\d+X\s*/, "")])
.filter(i => !gearNames[i.name])
.filter(i => {
return (
!relicNames[i.name.replace("Relic", "Intact")] &&
!relicNames[i.name.replace("Relic (Radiant)", "Radiant")]
);
})
.filter(i => !blueprintNames[i.name])
.filter(i => !i.name.includes(" Endo"))
.filter(i => !i.name.includes(" Credits Cache") && !i.name.includes("Return: "));
console.log(tempRewards);
};
// _missionRewardsCheckAllNamings();
export { missionInventoryUpdateController };

View File

@ -145,7 +145,7 @@ const addGearExpByCategory = (
const category = inventory[categoryName];
gearArray?.forEach(({ ItemId, XP }) => {
const itemIndex = category.findIndex(i => i._id?.equals(ItemId.$oid));
const itemIndex = category.findIndex(item => item._id?.equals(ItemId.$oid));
const item = category[itemIndex];
if (itemIndex !== -1 && item.XP != undefined) {
@ -159,7 +159,7 @@ const addMiscItems = (inventory: IInventoryDatabaseDocument, itemsArray: IMiscIt
const { MiscItems } = inventory;
itemsArray?.forEach(({ ItemCount, ItemType }) => {
const itemIndex = MiscItems.findIndex(i => i.ItemType === ItemType);
const itemIndex = MiscItems.findIndex(miscItem => miscItem.ItemType === ItemType);
if (itemIndex !== -1) {
MiscItems[itemIndex].ItemCount += ItemCount;
@ -262,7 +262,7 @@ export const addBooster = async (ItemType: string, time: number, accountId: stri
const inventory = await getInventory(accountId);
const { Boosters } = inventory;
const itemIndex = Boosters.findIndex(i => i.ItemType === ItemType);
const itemIndex = Boosters.findIndex(booster => booster.ItemType === ItemType);
if (itemIndex !== -1) {
const existingBooster = Boosters[itemIndex];
@ -295,7 +295,7 @@ export const upgradeMod = async (
parsedUpgradeFingerprint.lvl += LevelDiff;
const stringifiedUpgradeFingerprint = JSON.stringify(parsedUpgradeFingerprint);
let itemIndex = Upgrades.findIndex(i => i._id?.equals(ItemId!.$oid));
let itemIndex = Upgrades.findIndex(upgrade => upgrade._id?.equals(ItemId!.$oid));
if (itemIndex !== -1) {
Upgrades[itemIndex].UpgradeFingerprint = stringifiedUpgradeFingerprint;
@ -307,7 +307,7 @@ export const upgradeMod = async (
ItemType
}) - 1;
const rawItemIndex = RawUpgrades.findIndex(i => i.ItemType === ItemType);
const rawItemIndex = RawUpgrades.findIndex(rawUpgrade => rawUpgrade.ItemType === ItemType);
RawUpgrades[rawItemIndex].ItemCount--;
if (RawUpgrades[rawItemIndex].ItemCount > 0) {
inventory.markModified(`RawUpgrades.${rawItemIndex}.UpgradeFingerprint`);

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@ -0,0 +1,249 @@
import {
IMissionInventoryUpdate,
IMissionInventoryUpdateRewardInfo,
IMissionRewardResponse,
IReward,
IInventoryFieldType,
inventoryFields
} from "@/src/types/missionInventoryUpdateType";
import missionsDropTable from "@/static/json/missions-drop-table.json";
import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
// 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) {
return { InventoryChanges: {}, MissionRewards: [] };
}
const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
if (!rewards) {
return { InventoryChanges: {}, MissionRewards: [] };
}
const rotationCount = rewardInfo.rewardQualifications?.length || 0;
const rotations = getRotations(rotationCount);
const drops: IReward[] = [];
for (const rotation of rotations) {
const rotationRewards = rewards.filter(reward => reward.rotation === rotation);
// Separate guaranteed and chance drops
const guaranteedDrops: IReward[] = [];
const chanceDrops: IReward[] = [];
for (const reward of rotationRewards) {
if (reward.chance === 100) {
guaranteedDrops.push(reward);
} else {
chanceDrops.push(reward);
}
}
const randomDrop = getRandomRewardByChance(chanceDrops);
if (randomDrop) {
guaranteedDrops.push(randomDrop);
}
drops.push(...guaranteedDrops);
}
// const testDrops = [
// { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
// { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
// { 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: "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" }
// ];
// console.log("Mission rewards:", testDrops);
// return formatRewardsToInventoryType(testDrops);
console.log("Mission rewards:", drops);
return formatRewardsToInventoryType(drops);
};
const combineRewardAndLootInventory = (
rewardInventory: IMissionInventoryUpdate,
lootInventory: IMissionInventoryUpdate
) => {
const missionCredits = lootInventory.RegularCredits || 0;
const creditsBonus = rewardInventory.RegularCredits || 0;
const totalCredits = missionCredits + creditsBonus;
const FusionPoints = (lootInventory.FusionPoints || 0) + (rewardInventory.FusionPoints || 0) || undefined;
lootInventory.RegularCredits = totalCredits;
if (FusionPoints) {
lootInventory.FusionPoints = FusionPoints;
}
inventoryFields.forEach((field: IInventoryFieldType) => {
if (rewardInventory[field] && !lootInventory[field]) {
lootInventory[field] = [];
}
rewardInventory[field]?.forEach(item => lootInventory[field]!.push(item));
});
return {
combinedInventoryChanges: lootInventory,
TotalCredits: [totalCredits, totalCredits],
CreditsBonus: [creditsBonus, creditsBonus],
MissionCredits: [missionCredits, missionCredits],
...(FusionPoints !== undefined && { FusionPoints })
};
};
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;
}
return rotatedValues;
};
const getRandomRewardByChance = (data: IReward[] | undefined): IReward | 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;
};
const formatRewardsToInventoryType = (
rewards: IReward[]
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
const InventoryChanges: IMissionInventoryUpdate = {};
const MissionRewards: IMissionRewardResponse[] = [];
for (const reward of rewards) {
if (itemCheck(InventoryChanges, MissionRewards, reward.name)) {
continue;
}
if (reward.name.includes(" Endo")) {
if (!InventoryChanges.FusionPoints) {
InventoryChanges.FusionPoints = 0;
}
InventoryChanges.FusionPoints += getCountFromName(reward.name);
} else if (reward.name.includes(" Credits Cache") || reward.name.includes("Return: ")) {
if (!InventoryChanges.RegularCredits) {
InventoryChanges.RegularCredits = 0;
}
InventoryChanges.RegularCredits += getCountFromName(reward.name);
}
}
return { InventoryChanges, MissionRewards };
};
const itemCheck = (
InventoryChanges: IMissionInventoryUpdate,
MissionRewards: IMissionRewardResponse[],
name: string
) => {
const rewardCheck = {
RawUpgrades: modNames[name],
Consumables: gearNames[name],
MiscItems:
miscNames[name] ||
miscNames[name.replace(/\d+X\s*/, "")] ||
resourceNames[name] ||
resourceNames[name.replace(/\d+X\s*/, "")] ||
relicNames[name.replace("Relic", "Intact")] ||
relicNames[name.replace("Relic (Radiant)", "Radiant")],
Recipes: blueprintNames[name]
};
for (const key of Object.keys(rewardCheck) as IInventoryFieldType[]) {
if (rewardCheck[key]) {
addRewardResponse(InventoryChanges, MissionRewards, name, rewardCheck[key]!, key);
return true;
}
}
return false;
};
const getCountFromName = (name: string) => {
const regex = /(^(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)(\s|X))|(\s(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)$)/;
const countMatches = name.match(regex);
return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1;
};
const addRewardResponse = (
InventoryChanges: IMissionInventoryUpdate,
MissionRewards: IMissionRewardResponse[],
ItemName: string,
ItemType: string,
InventoryCategory: IInventoryFieldType
) => {
if (!ItemType) return;
if (!InventoryChanges[InventoryCategory]) {
InventoryChanges[InventoryCategory] = [];
}
const ItemCount = getCountFromName(ItemName);
const TweetText = `${ItemName}`;
const existReward = InventoryChanges[InventoryCategory]!.find(item => item.ItemType === ItemType);
if (existReward) {
existReward.ItemCount += ItemCount;
const missionReward = MissionRewards.find(missionReward => missionReward.TypeName === ItemType);
if (missionReward) {
missionReward.ItemCount += ItemCount;
}
} else {
InventoryChanges[InventoryCategory]!.push({ ItemType, ItemCount });
MissionRewards.push({
ItemCount,
TweetText,
ProductCategory: InventoryCategory,
StoreItem: ItemType.replace("/Lotus/", "/Lotus/StoreItems/"),
TypeName: ItemType
});
}
};
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const _missionRewardsCheckAllNamings = () => {
let tempRewards: IReward[] = [];
Object.values(missionsDropTable as { [key: string]: IReward[] }).forEach(rewards => {
rewards.forEach(reward => {
tempRewards.push(reward);
});
});
tempRewards = tempRewards
.filter(reward => !modNames[reward.name])
.filter(reward => !miscNames[reward.name])
.filter(reward => !miscNames[reward.name.replace(/\d+X\s*/, "")])
.filter(reward => !resourceNames[reward.name])
.filter(reward => !resourceNames[reward.name.replace(/\d+X\s*/, "")])
.filter(reward => !gearNames[reward.name])
.filter(reward => {
return (
!relicNames[reward.name.replace("Relic", "Intact")] &&
!relicNames[reward.name.replace("Relic (Radiant)", "Radiant")]
);
})
.filter(reward => !blueprintNames[reward.name])
.filter(reward => !reward.name.includes(" Endo"))
.filter(reward => !reward.name.includes(" Credits Cache") && !reward.name.includes("Return: "));
console.log(tempRewards);
};
// _missionRewardsCheckAllNamings();
export { getRewards, combineRewardAndLootInventory };

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@ -2,6 +2,8 @@
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;

View File

@ -18,8 +18,8 @@ export const items: MinItem[] = new Items({ category: ["All"] }).map(item => {
});
const getNamesObj = (category: Category) =>
new Items({ category: [category] }).reduce((acc, i) => {
acc[i.name!.replace("'S", "'s")] = i.uniqueName!;
new Items({ category: [category] }).reduce((acc, item) => {
acc[item.name!.replace("'S", "'s")] = item.uniqueName!;
return acc;
}, {} as ImportAssertions);
@ -47,14 +47,14 @@ export const craftNames: ImportAssertions = Object.fromEntries(
]
}) as Warframe[]
)
.flatMap(j => j.components || [])
.filter(i => i.drops && i.drops[0])
.map(i => [i.drops![0].type, i.uniqueName])
.flatMap(item => item.components || [])
.filter(item => item.drops && item.drops[0])
.map(item => [item.drops![0].type, item.uniqueName])
);
craftNames["Forma Blueprint"] = "/Lotus/StoreItems/Types/Items/MiscItems/Forma";
craftNames["Forma Blueprint"] = "/Lotus/Types/Recipes/Components/FormaBlueprint";
export const blueprintNames: ImportAssertions = Object.fromEntries(
Object.keys(craftNames)
.filter(i => i.includes("Blueprint"))
.map(i => [i, craftNames[i]])
.filter(name => name.includes("Blueprint"))
.map(name => [name, craftNames[name]])
);