feat: handle Boosters in missionInventoryUpdate #1311

Merged
Sainan merged 1 commits from mission-boosters into main 2025-03-24 01:38:33 -07:00
3 changed files with 8 additions and 0 deletions

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@ -11,6 +11,7 @@ import { logger } from "@/src/utils/logger";
import { IRngResult, getRandomElement, getRandomReward } from "@/src/services/rngService";
import { equipmentKeys, IInventoryDatabase, TEquipmentKey } from "@/src/types/inventoryTypes/inventoryTypes";
import {
addBooster,
addChallenges,
addConsumables,
addCrewShipAmmo,
@ -284,6 +285,11 @@ export const addMissionInventoryUpdates = async (
upgrade.UpgradeFingerprint = clientUpgrade.UpgradeFingerprint; // primitive way to copy over the riven challenge progress
});
break;
case "Boosters":
value.forEach(booster => {
addBooster(booster.ItemType, booster.ExpiryDate, inventory);
});
break;
case "SyndicateId": {
inventory.CompletedSyndicates.push(value);
break;

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@ -365,6 +365,7 @@ export interface IAlignment {
export interface IBooster {
ExpiryDate: number;
ItemType: string;
UsesRemaining?: number;
}
export interface IChallengeInstanceState {

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@ -104,6 +104,7 @@ export type IMissionInventoryUpdateRequest = {
}[];
DeathMarks?: string[];
Nemesis?: number;
Boosters?: IBooster[];
} & {
[K in TEquipmentKey]?: IEquipmentClient[];
};