feat: bounty rewards (#1549)
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Re #388. This only handles reward manifests and only those given in the worldState.

Reviewed-on: #1549
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This commit is contained in:
Sainan 2025-04-11 06:54:35 -07:00 committed by Sainan
parent cc338c2173
commit ec8982a921
4 changed files with 34 additions and 8 deletions

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@ -55,7 +55,8 @@ export const missionInventoryUpdateController: RequestHandler = async (req, res)
const inventory = await getInventory(accountId);
const inventoryUpdates = await addMissionInventoryUpdates(inventory, missionReport);
if (missionReport.MissionStatus !== "GS_SUCCESS") {
// 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)
if (missionReport.MissionStatus !== "GS_SUCCESS" && !missionReport.RewardInfo?.jobId) {
await inventory.save();
const inventoryResponse = await getInventoryResponse(inventory, true);
res.json({

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@ -50,6 +50,7 @@ import conservationAnimals from "@/static/fixed_responses/conservationAnimals.js
import { getInfNodes } from "@/src/helpers/nemesisHelpers";
import { Loadout } from "../models/inventoryModels/loadoutModel";
import { ILoadoutConfigDatabase } from "../types/saveLoadoutTypes";
import { getWorldState } from "./worldStateService";
const getRotations = (rotationCount: number, tierOverride: number | undefined): number[] => {
if (rotationCount === 0) return [0];
@ -806,13 +807,23 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | u
const drops: IMissionReward[] = [];
if (RewardInfo.node in ExportRegions) {
const region = ExportRegions[RewardInfo.node];
const rewardManifests: string[] =
let rewardManifests: string[] =
RewardInfo.periodicMissionTag == "EliteAlert" || RewardInfo.periodicMissionTag == "EliteAlertB"
? ["/Lotus/Types/Game/MissionDecks/EliteAlertMissionRewards/EliteAlertMissionRewards"]
: region.rewardManifests;
let rotations: number[] = [];
if (RewardInfo.VaultsCracked) {
if (RewardInfo.jobId) {
if (RewardInfo.JobTier! >= 0) {
const id = RewardInfo.jobId.split("_")[3];
const syndicateInfo = getWorldState().SyndicateMissions.find(x => x._id.$oid == id);
if (syndicateInfo) {
const jobInfo = syndicateInfo.Jobs![RewardInfo.JobTier!];
rewardManifests = [jobInfo.rewards];
rotations = [RewardInfo.JobStage!];
}
}
} else if (RewardInfo.VaultsCracked) {
// For Spy missions, e.g. 3 vaults cracked = A, B, C
for (let i = 0; i != RewardInfo.VaultsCracked; ++i) {
rotations.push(i);
@ -821,6 +832,9 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | u
const rotationCount = RewardInfo.rewardQualifications?.length || 0;
rotations = getRotations(rotationCount, tierOverride);
}
if (rewardManifests.length != 0) {
logger.debug(`generating random mission rewards`, { rewardManifests, rotations });
}
rewardManifests
.map(name => ExportRewards[name])
.forEach(table => {

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@ -145,10 +145,10 @@ export interface IRewardInfo {
periodicMissionTag?: string;
// for bounties, only EOM_AFK and node are given from above, plus:
JobTier?: string;
JobTier?: number;
jobId?: string;
JobStage?: string;
Q?: boolean; // always false?
JobStage?: number;
Q?: boolean; // likely indicates that the bonus objective for this stage was completed
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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@ -5,7 +5,7 @@ export interface IWorldState {
BuildLabel: string;
Time: number;
Goals: IGoal[];
SyndicateMissions: ISyndicateMission[];
SyndicateMissions: ISyndicateMissionInfo[];
GlobalUpgrades: IGlobalUpgrade[];
Sorties: ISortie[];
LiteSorties: ILiteSortie[];
@ -39,13 +39,24 @@ export interface IGoal {
Node: string;
}
export interface ISyndicateMission {
export interface ISyndicateMissionInfo {
_id: IOid;
Activation: IMongoDate;
Expiry: IMongoDate;
Tag: string;
Seed: number;
Nodes: string[];
Jobs?: {
jobType?: string;
rewards: string;
masteryReq: number;
minEnemyLevel: number;
maxEnemyLevel: number;
xpAmounts: number[];
endless?: boolean;
locationTag?: string;
isVault?: boolean;
}[];
}
export interface IGlobalUpgrade {