feat: handle creditsFee in missionInventoryUpdate (#1431)
Reviewed-on: #1431 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -28,6 +28,7 @@ import {
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addRecipes,
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addRecipes,
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addShipDecorations,
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addShipDecorations,
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combineInventoryChanges,
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combineInventoryChanges,
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updateCurrency,
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updateSyndicate
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updateSyndicate
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} from "@/src/services/inventoryService";
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} from "@/src/services/inventoryService";
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import { updateQuestKey } from "@/src/services/questService";
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import { updateQuestKey } from "@/src/services/questService";
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@ -430,6 +431,12 @@ export const addMissionInventoryUpdates = async (
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}
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}
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break;
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break;
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}
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}
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case "creditsFee": {
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updateCurrency(inventory, value, false);
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inventoryChanges.RegularCredits ??= 0;
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inventoryChanges.RegularCredits -= value;
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break;
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}
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default:
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default:
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// Equipment XP updates
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// Equipment XP updates
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if (equipmentKeys.includes(key as TEquipmentKey)) {
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if (equipmentKeys.includes(key as TEquipmentKey)) {
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@ -116,6 +116,8 @@ export type IMissionInventoryUpdateRequest = {
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CurrentLoadOutIds?: {
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CurrentLoadOutIds?: {
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LoadOuts?: ILoadOutPresets; // sent when recovered weapons from zanuka capture
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LoadOuts?: ILoadOutPresets; // sent when recovered weapons from zanuka capture
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};
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};
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wagerTier?: number; // the index
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creditsFee?: number; // the index
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} & {
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} & {
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[K in TEquipmentKey]?: IEquipmentClient[];
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[K in TEquipmentKey]?: IEquipmentClient[];
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};
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};
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