feat: bounty standing reward
Re #388 I think this only missing `Field Bounties` and `Arcana Isolation Vault`
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@ -55,8 +55,10 @@ export const missionInventoryUpdateController: RequestHandler = async (req, res)
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const inventory = await getInventory(accountId);
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const inventoryUpdates = await addMissionInventoryUpdates(inventory, missionReport);
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// skip mission rewards if not GS_SUCCESS and not a bounty (by presence of jobId, as there's a reward every stage but only the last stage has GS_SUCCESS)
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if (missionReport.MissionStatus !== "GS_SUCCESS" && !missionReport.RewardInfo?.jobId) {
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if (
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missionReport.MissionStatus !== "GS_SUCCESS" &&
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!(missionReport.RewardInfo?.jobId || missionReport.RewardInfo?.challengeMissionId)
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) {
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await inventory.save();
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const inventoryResponse = await getInventoryResponse(inventory, true);
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res.json({
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@ -66,7 +68,8 @@ export const missionInventoryUpdateController: RequestHandler = async (req, res)
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return;
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}
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const { MissionRewards, inventoryChanges, credits } = await addMissionRewards(inventory, missionReport);
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const { MissionRewards, inventoryChanges, credits, AffiliationMods, SyndicateXPItemReward } =
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await addMissionRewards(inventory, missionReport);
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await inventory.save();
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const inventoryResponse = await getInventoryResponse(inventory, true);
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@ -78,7 +81,9 @@ export const missionInventoryUpdateController: RequestHandler = async (req, res)
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MissionRewards,
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...credits,
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...inventoryUpdates,
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FusionPoints: inventoryChanges?.FusionPoints
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FusionPoints: inventoryChanges?.FusionPoints,
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SyndicateXPItemReward,
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AffiliationMods
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});
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};
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@ -65,6 +65,7 @@ import { handleBundleAcqusition } from "./purchaseService";
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import libraryDailyTasks from "@/static/fixed_responses/libraryDailyTasks.json";
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import { getRandomElement, getRandomInt, SRng } from "./rngService";
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import { createMessage } from "./inboxService";
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import { getMaxStanding } from "@/src/helpers/syndicateStandingHelper";
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export const createInventory = async (
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accountOwnerId: Types.ObjectId,
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@ -947,6 +948,34 @@ export const updateStandingLimit = (
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}
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};
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export const addStanding = (
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inventory: TInventoryDatabaseDocument,
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syndicateTag: string,
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gainedStanding: number
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): IAffiliationMods => {
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let syndicate = inventory.Affiliations.find(x => x.Tag == syndicateTag);
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const syndicateMeta = ExportSyndicates[syndicateTag];
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if (!syndicate) {
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syndicate =
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inventory.Affiliations[inventory.Affiliations.push({ Tag: syndicateTag, Standing: 0, Title: 0 }) - 1];
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}
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const max = getMaxStanding(syndicateMeta, syndicate.Title ?? 0);
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if (syndicate.Standing + gainedStanding > max) gainedStanding = max - syndicate.Standing;
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if (gainedStanding > getStandingLimit(inventory, syndicateMeta.dailyLimitBin)) {
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gainedStanding = getStandingLimit(inventory, syndicateMeta.dailyLimitBin);
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}
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updateStandingLimit(inventory, syndicateMeta.dailyLimitBin, gainedStanding);
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syndicate.Standing += gainedStanding;
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return {
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Tag: syndicateTag,
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Standing: gainedStanding
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};
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};
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// TODO: AffiliationMods support (Nightwave).
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export const updateGeneric = async (data: IGenericUpdate, accountId: string): Promise<IUpdateNodeIntrosResponse> => {
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const inventory = await getInventory(accountId, "NodeIntrosCompleted MiscItems");
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@ -28,13 +28,14 @@ import {
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addMods,
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addRecipes,
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addShipDecorations,
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addStanding,
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combineInventoryChanges,
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updateCurrency,
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updateSyndicate
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} from "@/src/services/inventoryService";
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import { updateQuestKey } from "@/src/services/questService";
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import { Types } from "mongoose";
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import { IInventoryChanges } from "@/src/types/purchaseTypes";
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import { IAffiliationMods, IInventoryChanges } from "@/src/types/purchaseTypes";
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import { getLevelKeyRewards, toStoreItem } from "@/src/services/itemDataService";
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import { TInventoryDatabaseDocument } from "@/src/models/inventoryModels/inventoryModel";
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import { getEntriesUnsafe } from "@/src/utils/ts-utils";
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@ -529,6 +530,8 @@ interface AddMissionRewardsReturnType {
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MissionRewards: IMissionReward[];
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inventoryChanges?: IInventoryChanges;
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credits?: IMissionCredits;
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AffiliationMods?: IAffiliationMods[];
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SyndicateXPItemReward?: number;
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}
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//TODO: return type of partial missioninventoryupdate response
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@ -555,6 +558,8 @@ export const addMissionRewards = async (
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const MissionRewards: IMissionReward[] = getRandomMissionDrops(rewardInfo, wagerTier);
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logger.debug("random mission drops:", MissionRewards);
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const inventoryChanges: IInventoryChanges = {};
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const AffiliationMods: IAffiliationMods[] = [];
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let SyndicateXPItemReward;
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let missionCompletionCredits = 0;
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//inventory change is what the client has not rewarded itself, also the client needs to know the credit changes for display
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@ -718,7 +723,98 @@ export const addMissionRewards = async (
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inventoryChanges.Nemesis.InfNodes = inventory.Nemesis.InfNodes;
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}
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}
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return { inventoryChanges, MissionRewards, credits };
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if (rewardInfo.JobStage != undefined && rewardInfo.jobId) {
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const [jobType, tierStr, hubNode, syndicateId, locationTag] = rewardInfo.jobId.split("_");
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const tier = Number(tierStr);
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const worldState = getWorldState();
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let syndicateEntry = worldState.SyndicateMissions.find(m => m._id.$oid === syndicateId);
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if (!syndicateEntry) syndicateEntry = worldState.SyndicateMissions.find(m => m.Tag === syndicateId); // Sometimes syndicateId can be tag
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if (syndicateEntry && syndicateEntry.Jobs) {
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let currentJob = syndicateEntry.Jobs[tier];
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if (syndicateEntry.Tag === "EntratiSyndicate") {
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const vault = syndicateEntry.Jobs.find(j => j.locationTag === locationTag);
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if (vault) currentJob = vault;
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let medallionAmount = currentJob.xpAmounts[rewardInfo.JobStage];
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if (
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["DeimosEndlessAreaDefenseBounty", "DeimosEndlessExcavateBounty", "DeimosEndlessPurifyBounty"].some(
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ending => jobType.endsWith(ending)
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)
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) {
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const endlessJob = syndicateEntry.Jobs.find(j => j.endless);
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if (endlessJob) {
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currentJob = endlessJob;
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const index = rewardInfo.JobStage % currentJob.xpAmounts.length;
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const excess = Math.floor(rewardInfo.JobStage / currentJob.xpAmounts.length);
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medallionAmount = Math.floor(currentJob.xpAmounts[index] * (1 + 0.15000001 * excess));
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}
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}
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await addItem(inventory, "/Lotus/Types/Items/Deimos/EntratiFragmentUncommonB", medallionAmount);
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MissionRewards.push({
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StoreItem: "/Lotus/StoreItems/Types/Items/Deimos/EntratiFragmentUncommonB",
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ItemCount: medallionAmount
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});
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SyndicateXPItemReward = medallionAmount;
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} else {
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if (tier >= 0) {
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AffiliationMods.push(
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addStanding(inventory, syndicateEntry.Tag, currentJob.xpAmounts[rewardInfo.JobStage])
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);
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} else {
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if (
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[
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"Hunts/TeralystHunt",
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"Heists/HeistProfitTakerBountyOne",
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"Heists/HeistProfitTakerBountyTwo",
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"Heists/HeistProfitTakerBountyThree",
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"Heists/HeistProfitTakerBountyFour",
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"Heists/HeistExploiterBountyOne"
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].some(ending => jobType.endsWith(ending))
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) {
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AffiliationMods.push(addStanding(inventory, syndicateEntry.Tag, 1000));
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}
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if (jobType.endsWith("Hunts/AllTeralystsHunt")) {
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AffiliationMods.push(addStanding(inventory, syndicateEntry.Tag, 5000));
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}
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}
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}
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}
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}
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if (rewardInfo.challengeMissionId) {
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const [syndicateTag, tierStr] = rewardInfo.challengeMissionId.split("_"); // TODO: third part in HexSyndicate jobs - Chemistry points
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const tier = Number(tierStr);
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const isSteelPath = missions?.Tier;
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if (syndicateTag === "ZarimanSyndicate") {
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let medallionAmount = tier + 1;
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if (isSteelPath) medallionAmount = Math.round(medallionAmount * 1.5);
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await addItem(inventory, "/Lotus/Types/Gameplay/Zariman/Resources/ZarimanDogTagBounty", medallionAmount);
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MissionRewards.push({
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StoreItem: "/Lotus/StoreItems/Types/Gameplay/Zariman/Resources/ZarimanDogTagBounty",
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ItemCount: medallionAmount
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});
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SyndicateXPItemReward = medallionAmount;
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} else {
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let standingAmount = (tier + 1) * 1000;
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if (tier > 5) standingAmount = 7500; // InfestedLichBounty
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if (isSteelPath) standingAmount *= 1.5;
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const affiliationMod = addStanding(inventory, syndicateTag, standingAmount);
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AffiliationMods.push(affiliationMod);
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}
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if (isSteelPath) {
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await addItem(inventory, "/Lotus/Types/Items/MiscItems/SteelEssence", 1);
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MissionRewards.push({
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StoreItem: "/Lotus/StoreItems/Types/Items/MiscItems/SteelEssence",
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ItemCount: 1
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});
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}
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}
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return { inventoryChanges, MissionRewards, credits, AffiliationMods, SyndicateXPItemReward };
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};
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interface IMissionCredits {
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@ -150,6 +150,7 @@ export interface IRewardInfo {
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JobStage?: number;
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Q?: boolean; // likely indicates that the bonus objective for this stage was completed
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CheckpointCounter?: number; // starts at 1, is incremented with each job stage upload, and does not reset when starting a new job
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challengeMissionId?: string;
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}
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export type IMissionStatus = "GS_SUCCESS" | "GS_FAILURE" | "GS_DUMPED" | "GS_QUIT" | "GS_INTERRUPTED";
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