feat: handle Boosters in missionInventoryUpdate #1311
@ -11,6 +11,7 @@ import { logger } from "@/src/utils/logger";
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import { IRngResult, getRandomElement, getRandomReward } from "@/src/services/rngService";
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import { equipmentKeys, IInventoryDatabase, TEquipmentKey } from "@/src/types/inventoryTypes/inventoryTypes";
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import {
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addBooster,
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addChallenges,
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addConsumables,
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addCrewShipAmmo,
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@ -284,6 +285,11 @@ export const addMissionInventoryUpdates = async (
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upgrade.UpgradeFingerprint = clientUpgrade.UpgradeFingerprint; // primitive way to copy over the riven challenge progress
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});
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break;
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case "Boosters":
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value.forEach(booster => {
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addBooster(booster.ItemType, booster.ExpiryDate, inventory);
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});
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break;
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case "SyndicateId": {
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inventory.CompletedSyndicates.push(value);
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break;
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@ -365,6 +365,7 @@ export interface IAlignment {
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export interface IBooster {
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ExpiryDate: number;
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ItemType: string;
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UsesRemaining?: number;
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}
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export interface IChallengeInstanceState {
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@ -104,6 +104,7 @@ export type IMissionInventoryUpdateRequest = {
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}[];
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DeathMarks?: string[];
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Nemesis?: number;
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Boosters?: IBooster[];
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} & {
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[K in TEquipmentKey]?: IEquipmentClient[];
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};
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