MissionInventoryUpdate(not completed), Mod upgrade, Booster purchase #49
@ -1,15 +1,7 @@
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import { RequestHandler } from "express";
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import { missionInventoryUpdate } from "@/src/services/inventoryService";
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import {
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    IMissionInventoryUpdate,
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    IMissionInventoryUpdateRewardInfo,
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    IMissionRewardResponse,
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    IReward
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} from "@/src/types/missionInventoryUpdateType";
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import { IRawUpgrade } from "@/src/types/inventoryTypes/inventoryTypes";
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import missionsDropTable from "@/static/json/missions-drop-table.json";
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import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
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import { combineRewardAndLootInventory, getRewards } from "@/src/services/missionInventoryUpdateService ";
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import { IMissionInventoryUpdate } from "@/src/types/missionInventoryUpdateType";
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/*
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**** INPUT ****
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- [ ]  crossPlaySetting
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@ -37,7 +29,7 @@ import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNam
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- [ ]  SeasonChallengeHistory
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- [ ]  PS (Passive anti-cheat data which includes your username, module list, process list, and system name.)
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- [ ]  ActiveDojoColorResearch
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- [ ]  RewardInfo
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- [x]  RewardInfo
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- [ ]  ReceivedCeremonyMsg
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- [ ]  LastCeremonyResetDate
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- [ ]  MissionPTS (Used to validate the mission/alive time above.)
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@ -56,41 +48,25 @@ const missionInventoryUpdateController: RequestHandler = async (req, res) => {
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    const id = req.query.accountId as string;
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    try {
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        const parsedData = JSON.parse(data) as IMissionInventoryUpdate;
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        if (typeof parsedData !== "object" || parsedData === null) throw new Error("Invalid data format");
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        const lootInventory = JSON.parse(data) as IMissionInventoryUpdate;
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        if (typeof lootInventory !== "object" || lootInventory === null) {
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            throw new Error("Invalid data format");
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        }
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| 
					
	
	
	
	
	
	
	
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        const { InventoryChanges, MissionRewards } = getRewards(parsedData.RewardInfo);
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        const { InventoryChanges, MissionRewards } = getRewards(lootInventory.RewardInfo);
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        const missionCredits = parsedData.RegularCredits || 0;
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        const creditsBonus = InventoryChanges.RegularCredits || 1000;
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        const totalCredits = missionCredits + creditsBonus;
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        const { combinedInventoryChanges, TotalCredits, CreditsBonus, MissionCredits, FusionPoints } =
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            combineRewardAndLootInventory(InventoryChanges, lootInventory);
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        const MissionCredits = [missionCredits, missionCredits];
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        const CreditsBonus = [creditsBonus, creditsBonus];
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        const TotalCredits = [totalCredits, totalCredits];
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        const FusionPoints = (parsedData.FusionPoints || 0) + (InventoryChanges.FusionPoints || 0) || undefined;
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        // combine reward and loot
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        parsedData.RegularCredits = totalCredits;
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        if (FusionPoints) parsedData.FusionPoints = FusionPoints;
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        inventoryFields.forEach((field: InventoryFieldType) => {
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            if (InventoryChanges[field] && !parsedData[field]) parsedData[field] = [];
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            InventoryChanges[field]?.forEach(i => parsedData[field]!.push(i));
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        });
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        const Inventory = await missionInventoryUpdate(parsedData, id);
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        InventoryChanges.RawUpgrades?.forEach(
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            (i: IRawUpgrade) => (i.LastAdded = Inventory.RawUpgrades.find(j => j.ItemType === i.ItemType)?.LastAdded)
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        );
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        // eslint-disable-next-line @typescript-eslint/no-unused-vars
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        const InventoryJson = JSON.stringify(Inventory);
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        const InventoryJson = JSON.stringify(await missionInventoryUpdate(combinedInventoryChanges, id));
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| 
					
	
	
	
	
	
	
	
	 can you seperate interfaces into seperate files? we got the /types folder, for example string dictionary could be in /types/commonTypes.ts can you seperate interfaces into seperate files? we got the /types folder, for example string dictionary could be in /types/commonTypes.ts 
			
			
		is this the best way? looks a bit suspicious with the many else ifs is this the best way? looks a bit suspicious with the many else ifs 
			
			
		and you could make a types/missionInventoryUpdatesTypes.ts as well and you could make a types/missionInventoryUpdatesTypes.ts as well 
			
			
		need that like this for now need that like this for now 
			
			
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        res.json({
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            // InventoryJson, // this part will reset game data and missions will be locked
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            MissionRewards,
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            InventoryChanges,
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            TotalCredits,
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            CreditsBonus,
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            MissionCredits,
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            MissionRewards,
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            InventoryChanges,
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            ...(FusionPoints !== undefined && { FusionPoints })
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        });
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    } catch (err) {
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@ -109,193 +85,4 @@ const missionInventoryUpdateController: RequestHandler = async (req, res) => {
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- [x]  FusionPoints
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*/
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const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
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type InventoryFieldType = (typeof inventoryFields)[number];
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// need reverse engineer rewardSeed, otherwise ingame displayed rotation loot will be different than added to db
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const getRewards = (
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    rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
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): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
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    if (!rewardInfo) return { InventoryChanges: {}, MissionRewards: [] };
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    const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
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    if (!rewards) return { InventoryChanges: {}, MissionRewards: [] };
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    const rotationCount = rewardInfo.rewardQualifications?.length || 0;
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    const rotations = getRotations(rotationCount);
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    const drops: IReward[] = [];
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    for (const rotation of rotations) {
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        const rotationRewards = rewards.filter(i => i.rotation === rotation);
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        // Separate guaranteed and chance drops
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        const guaranteedDrops: IReward[] = [];
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        const chanceDrops: IReward[] = [];
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        for (const reward of rotationRewards) {
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            if (reward.chance === 100) guaranteedDrops.push(reward);
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            else chanceDrops.push(reward);
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        }
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        const randomDrop = getRandomRewardByChance(chanceDrops);
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        if (randomDrop) guaranteedDrops.push(randomDrop);
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        drops.push(...guaranteedDrops);
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    }
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    // const testDrops = [
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    //     { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
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    //     { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
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    //     { chance: 10.82, name: "2X Orokin Cell", rotation: "C" },
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    //     { chance: 10.82, name: "Link Armor", rotation: "C" },
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    //     { chance: 10.82, name: "200 Endo", rotation: "C" },
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    //     { chance: 10.82, name: "2,000,000 Credits Cache", rotation: "C" },
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    //     { chance: 7.69, name: "Health Restore (Large)", rotation: "C" },
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    //     { chance: 7.69, name: "Vapor Specter Blueprint", rotation: "C" }
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    // ];
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    // console.log("Mission rewards:", testDrops);
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    // return formatRewardsToInventoryType(testDrops);
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    console.log("Mission rewards:", drops);
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    return formatRewardsToInventoryType(drops);
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};
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const getRotations = (rotationCount: number): (string | undefined)[] => {
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    if (rotationCount === 0) return [undefined];
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    const rotations = ["A", "B", "C"];
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    let rotationIndex = 0;
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    const rotatedValues = [];
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    for (let i = 1; i <= rotationCount; i++) {
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        rotatedValues.push(rotations[rotationIndex]);
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        rotationIndex = (rotationIndex + 1) % 3;
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    }
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    return rotatedValues;
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};
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const getRandomRewardByChance = (data: IReward[] | undefined): IReward | undefined => {
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    if (!data || data.length == 0) return;
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    const totalChance = data.reduce((sum, item) => sum + item.chance, 0);
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    const randomValue = Math.random() * totalChance;
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    let cumulativeChance = 0;
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    for (const item of data) {
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        cumulativeChance += item.chance;
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        if (randomValue <= cumulativeChance) {
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            return item;
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        }
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    }
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    return;
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};
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const formatRewardsToInventoryType = (
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    rewards: IReward[]
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): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
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    const InventoryChanges: IMissionInventoryUpdate = {};
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    const MissionRewards: IMissionRewardResponse[] = [];
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    for (const reward of rewards) {
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        if (itemCheck(InventoryChanges, MissionRewards, reward.name)) continue;
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        if (reward.name.includes(" Endo")) {
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            if (!InventoryChanges.FusionPoints) InventoryChanges.FusionPoints = 0;
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            InventoryChanges.FusionPoints += getCountFromName(reward.name);
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        } else if (reward.name.includes(" Credits Cache") || reward.name.includes("Return: ")) {
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            if (!InventoryChanges.RegularCredits) InventoryChanges.RegularCredits = 0;
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            InventoryChanges.RegularCredits += getCountFromName(reward.name);
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        }
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    }
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    return { InventoryChanges, MissionRewards };
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};
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const itemCheck = (
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    InventoryChanges: IMissionInventoryUpdate,
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    MissionRewards: IMissionRewardResponse[],
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    name: string
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) => {
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    const rewardCheck = {
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        RawUpgrades: modNames[name],
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        Consumables: gearNames[name],
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        MiscItems:
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            miscNames[name] ||
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            miscNames[name.replace(/\d+X\s*/, "")] ||
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            resourceNames[name] ||
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            resourceNames[name.replace(/\d+X\s*/, "")] ||
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            relicNames[name.replace("Relic", "Intact")] ||
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            relicNames[name.replace("Relic (Radiant)", "Radiant")],
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        Recipes: blueprintNames[name]
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    };
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    for (const key of Object.keys(rewardCheck) as InventoryFieldType[]) {
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        if (rewardCheck[key]) {
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            addRewardResponse(InventoryChanges, MissionRewards, name, rewardCheck[key]!, key);
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            return true;
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        }
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    }
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    return false;
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};
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const getCountFromName = (name: string) => {
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    const regex = /(^(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)(\s|X))|(\s(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)$)/;
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    const countMatches = name.match(regex);
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    return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1;
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};
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const addRewardResponse = (
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    InventoryChanges: IMissionInventoryUpdate,
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    MissionRewards: IMissionRewardResponse[],
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    ItemName: string,
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    ItemType: string,
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    InventoryCategory: InventoryFieldType
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) => {
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    if (!ItemType) return;
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    if (!InventoryChanges[InventoryCategory]) InventoryChanges[InventoryCategory] = [];
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    const ItemCount = getCountFromName(ItemName);
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    const TweetText = `${ItemName}`;
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    const existReward = InventoryChanges[InventoryCategory]!.find(j => j.ItemType === ItemType);
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    if (existReward) {
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        existReward.ItemCount += ItemCount;
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        const missionReward = MissionRewards.find(j => j.TypeName === ItemType);
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        if (missionReward) missionReward.ItemCount += ItemCount;
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    } else {
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        InventoryChanges[InventoryCategory]!.push({ ItemType, ItemCount });
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        MissionRewards.push({
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            ItemCount,
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            TweetText,
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            ProductCategory: InventoryCategory,
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            StoreItem: ItemType.replace("/Lotus/", "/Lotus/StoreItems/"),
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            TypeName: ItemType
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        });
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    }
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};
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const _missionRewardsCheckAllNamings = () => {
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    let tempRewards: IReward[] = [];
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    Object.values(missionsDropTable as { [key: string]: IReward[] }).forEach(i => {
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        i.forEach(j => {
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            tempRewards.push(j);
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        });
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    });
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    tempRewards = tempRewards
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        .filter(i => !modNames[i.name])
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        .filter(i => !miscNames[i.name])
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        .filter(i => !miscNames[i.name.replace(/\d+X\s*/, "")])
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        .filter(i => !resourceNames[i.name])
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        .filter(i => !resourceNames[i.name.replace(/\d+X\s*/, "")])
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        .filter(i => !gearNames[i.name])
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        .filter(i => {
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            return (
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                !relicNames[i.name.replace("Relic", "Intact")] &&
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                !relicNames[i.name.replace("Relic (Radiant)", "Radiant")]
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            );
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        })
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        .filter(i => !blueprintNames[i.name])
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        .filter(i => !i.name.includes(" Endo"))
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        .filter(i => !i.name.includes(" Credits Cache") && !i.name.includes("Return: "));
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    console.log(tempRewards);
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};
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// _missionRewardsCheckAllNamings();
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export { missionInventoryUpdateController };
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@ -145,7 +145,7 @@ const addGearExpByCategory = (
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    const category = inventory[categoryName];
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    gearArray?.forEach(({ ItemId, XP }) => {
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        const itemIndex = category.findIndex(i => i._id?.equals(ItemId.$oid));
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        const itemIndex = category.findIndex(item => item._id?.equals(ItemId.$oid));
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        const item = category[itemIndex];
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 | 
			
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        if (itemIndex !== -1 && item.XP != undefined) {
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@ -159,7 +159,7 @@ const addMiscItems = (inventory: IInventoryDatabaseDocument, itemsArray: IMiscIt
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    const { MiscItems } = inventory;
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    itemsArray?.forEach(({ ItemCount, ItemType }) => {
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        const itemIndex = MiscItems.findIndex(i => i.ItemType === ItemType);
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        const itemIndex = MiscItems.findIndex(miscItem => miscItem.ItemType === ItemType);
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        if (itemIndex !== -1) {
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            MiscItems[itemIndex].ItemCount += ItemCount;
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@ -262,7 +262,7 @@ export const addBooster = async (ItemType: string, time: number, accountId: stri
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    const inventory = await getInventory(accountId);
 | 
			
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    const { Boosters } = inventory;
 | 
			
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 | 
			
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    const itemIndex = Boosters.findIndex(i => i.ItemType === ItemType);
 | 
			
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    const itemIndex = Boosters.findIndex(booster => booster.ItemType === ItemType);
 | 
			
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 | 
			
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    if (itemIndex !== -1) {
 | 
			
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        const existingBooster = Boosters[itemIndex];
 | 
			
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@ -295,7 +295,7 @@ export const upgradeMod = async (
 | 
			
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        parsedUpgradeFingerprint.lvl += LevelDiff;
 | 
			
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        const stringifiedUpgradeFingerprint = JSON.stringify(parsedUpgradeFingerprint);
 | 
			
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 | 
			
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        let itemIndex = Upgrades.findIndex(i => i._id?.equals(ItemId!.$oid));
 | 
			
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        let itemIndex = Upgrades.findIndex(upgrade => upgrade._id?.equals(ItemId!.$oid));
 | 
			
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 | 
			
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        if (itemIndex !== -1) {
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            Upgrades[itemIndex].UpgradeFingerprint = stringifiedUpgradeFingerprint;
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@ -307,7 +307,7 @@ export const upgradeMod = async (
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                    ItemType
 | 
			
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                }) - 1;
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 | 
			
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            const rawItemIndex = RawUpgrades.findIndex(i => i.ItemType === ItemType);
 | 
			
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            const rawItemIndex = RawUpgrades.findIndex(rawUpgrade => rawUpgrade.ItemType === ItemType);
 | 
			
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            RawUpgrades[rawItemIndex].ItemCount--;
 | 
			
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            if (RawUpgrades[rawItemIndex].ItemCount > 0) {
 | 
			
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                inventory.markModified(`RawUpgrades.${rawItemIndex}.UpgradeFingerprint`);
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										249
									
								
								src/services/missionInventoryUpdateService .ts
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										249
									
								
								src/services/missionInventoryUpdateService .ts
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,249 @@
 | 
			
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import {
 | 
			
		||||
    IMissionInventoryUpdate,
 | 
			
		||||
    IMissionInventoryUpdateRewardInfo,
 | 
			
		||||
    IMissionRewardResponse,
 | 
			
		||||
    IReward,
 | 
			
		||||
    IInventoryFieldType,
 | 
			
		||||
    inventoryFields
 | 
			
		||||
} from "@/src/types/missionInventoryUpdateType";
 | 
			
		||||
 | 
			
		||||
import missionsDropTable from "@/static/json/missions-drop-table.json";
 | 
			
		||||
import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items";
 | 
			
		||||
 | 
			
		||||
// need reverse engineer rewardSeed, otherwise ingame displayed rotation reward will be different than added to db or displayed on mission end
 | 
			
		||||
const getRewards = (
 | 
			
		||||
    rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
 | 
			
		||||
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
 | 
			
		||||
    if (!rewardInfo) {
 | 
			
		||||
        return { InventoryChanges: {}, MissionRewards: [] };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
 | 
			
		||||
    if (!rewards) {
 | 
			
		||||
        return { InventoryChanges: {}, MissionRewards: [] };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const rotationCount = rewardInfo.rewardQualifications?.length || 0;
 | 
			
		||||
    const rotations = getRotations(rotationCount);
 | 
			
		||||
    const drops: IReward[] = [];
 | 
			
		||||
    for (const rotation of rotations) {
 | 
			
		||||
        const rotationRewards = rewards.filter(reward => reward.rotation === rotation);
 | 
			
		||||
 | 
			
		||||
        // Separate guaranteed and chance drops
 | 
			
		||||
        const guaranteedDrops: IReward[] = [];
 | 
			
		||||
        const chanceDrops: IReward[] = [];
 | 
			
		||||
        for (const reward of rotationRewards) {
 | 
			
		||||
            if (reward.chance === 100) {
 | 
			
		||||
                guaranteedDrops.push(reward);
 | 
			
		||||
            } else {
 | 
			
		||||
                chanceDrops.push(reward);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const randomDrop = getRandomRewardByChance(chanceDrops);
 | 
			
		||||
        if (randomDrop) {
 | 
			
		||||
            guaranteedDrops.push(randomDrop);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        drops.push(...guaranteedDrops);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // const testDrops = [
 | 
			
		||||
    //     { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
 | 
			
		||||
    //     { chance: 7.69, name: "Lith W3 Relic", rotation: "B" },
 | 
			
		||||
    //     { chance: 10.82, name: "2X Orokin Cell", rotation: "C" },
 | 
			
		||||
    //     { chance: 10.82, name: "Arrow Mutation", rotation: "C" },
 | 
			
		||||
    //     { chance: 10.82, name: "200 Endo", rotation: "C" },
 | 
			
		||||
    //     { chance: 10.82, name: "2,000,000 Credits Cache", rotation: "C" },
 | 
			
		||||
    //     { chance: 7.69, name: "Health Restore (Large)", rotation: "C" },
 | 
			
		||||
    //     { chance: 7.69, name: "Vapor Specter Blueprint", rotation: "C" }
 | 
			
		||||
    // ];
 | 
			
		||||
    // console.log("Mission rewards:", testDrops);
 | 
			
		||||
    // return formatRewardsToInventoryType(testDrops);
 | 
			
		||||
 | 
			
		||||
    console.log("Mission rewards:", drops);
 | 
			
		||||
    return formatRewardsToInventoryType(drops);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const combineRewardAndLootInventory = (
 | 
			
		||||
    rewardInventory: IMissionInventoryUpdate,
 | 
			
		||||
    lootInventory: IMissionInventoryUpdate
 | 
			
		||||
) => {
 | 
			
		||||
    const missionCredits = lootInventory.RegularCredits || 0;
 | 
			
		||||
    const creditsBonus = rewardInventory.RegularCredits || 0;
 | 
			
		||||
    const totalCredits = missionCredits + creditsBonus;
 | 
			
		||||
    const FusionPoints = (lootInventory.FusionPoints || 0) + (rewardInventory.FusionPoints || 0) || undefined;
 | 
			
		||||
 | 
			
		||||
    lootInventory.RegularCredits = totalCredits;
 | 
			
		||||
    if (FusionPoints) {
 | 
			
		||||
        lootInventory.FusionPoints = FusionPoints;
 | 
			
		||||
    }
 | 
			
		||||
    inventoryFields.forEach((field: IInventoryFieldType) => {
 | 
			
		||||
        if (rewardInventory[field] && !lootInventory[field]) {
 | 
			
		||||
            lootInventory[field] = [];
 | 
			
		||||
        }
 | 
			
		||||
        rewardInventory[field]?.forEach(item => lootInventory[field]!.push(item));
 | 
			
		||||
    });
 | 
			
		||||
 | 
			
		||||
    return {
 | 
			
		||||
        combinedInventoryChanges: lootInventory,
 | 
			
		||||
        TotalCredits: [totalCredits, totalCredits],
 | 
			
		||||
        CreditsBonus: [creditsBonus, creditsBonus],
 | 
			
		||||
        MissionCredits: [missionCredits, missionCredits],
 | 
			
		||||
        ...(FusionPoints !== undefined && { FusionPoints })
 | 
			
		||||
    };
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const getRotations = (rotationCount: number): (string | undefined)[] => {
 | 
			
		||||
    if (rotationCount === 0) return [undefined];
 | 
			
		||||
 | 
			
		||||
    const rotationPattern = ["A", "A", "B", "C"];
 | 
			
		||||
    let rotationIndex = 0;
 | 
			
		||||
    const rotatedValues = [];
 | 
			
		||||
 | 
			
		||||
    for (let i = 1; i <= rotationCount; i++) {
 | 
			
		||||
        rotatedValues.push(rotationPattern[rotationIndex]);
 | 
			
		||||
        rotationIndex = (rotationIndex + 1) % 3;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return rotatedValues;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const getRandomRewardByChance = (data: IReward[] | undefined): IReward | undefined => {
 | 
			
		||||
    if (!data || data.length == 0) return;
 | 
			
		||||
 | 
			
		||||
    const totalChance = data.reduce((sum, item) => sum + item.chance, 0);
 | 
			
		||||
    const randomValue = Math.random() * totalChance;
 | 
			
		||||
 | 
			
		||||
    let cumulativeChance = 0;
 | 
			
		||||
    for (const item of data) {
 | 
			
		||||
        cumulativeChance += item.chance;
 | 
			
		||||
        if (randomValue <= cumulativeChance) {
 | 
			
		||||
            return item;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const formatRewardsToInventoryType = (
 | 
			
		||||
    rewards: IReward[]
 | 
			
		||||
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
 | 
			
		||||
    const InventoryChanges: IMissionInventoryUpdate = {};
 | 
			
		||||
    const MissionRewards: IMissionRewardResponse[] = [];
 | 
			
		||||
    for (const reward of rewards) {
 | 
			
		||||
        if (itemCheck(InventoryChanges, MissionRewards, reward.name)) {
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (reward.name.includes(" Endo")) {
 | 
			
		||||
            if (!InventoryChanges.FusionPoints) {
 | 
			
		||||
                InventoryChanges.FusionPoints = 0;
 | 
			
		||||
            }
 | 
			
		||||
            InventoryChanges.FusionPoints += getCountFromName(reward.name);
 | 
			
		||||
        } else if (reward.name.includes(" Credits Cache") || reward.name.includes("Return: ")) {
 | 
			
		||||
            if (!InventoryChanges.RegularCredits) {
 | 
			
		||||
                InventoryChanges.RegularCredits = 0;
 | 
			
		||||
            }
 | 
			
		||||
            InventoryChanges.RegularCredits += getCountFromName(reward.name);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return { InventoryChanges, MissionRewards };
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const itemCheck = (
 | 
			
		||||
    InventoryChanges: IMissionInventoryUpdate,
 | 
			
		||||
    MissionRewards: IMissionRewardResponse[],
 | 
			
		||||
    name: string
 | 
			
		||||
) => {
 | 
			
		||||
    const rewardCheck = {
 | 
			
		||||
        RawUpgrades: modNames[name],
 | 
			
		||||
        Consumables: gearNames[name],
 | 
			
		||||
        MiscItems:
 | 
			
		||||
            miscNames[name] ||
 | 
			
		||||
            miscNames[name.replace(/\d+X\s*/, "")] ||
 | 
			
		||||
            resourceNames[name] ||
 | 
			
		||||
            resourceNames[name.replace(/\d+X\s*/, "")] ||
 | 
			
		||||
            relicNames[name.replace("Relic", "Intact")] ||
 | 
			
		||||
            relicNames[name.replace("Relic (Radiant)", "Radiant")],
 | 
			
		||||
        Recipes: blueprintNames[name]
 | 
			
		||||
    };
 | 
			
		||||
    for (const key of Object.keys(rewardCheck) as IInventoryFieldType[]) {
 | 
			
		||||
        if (rewardCheck[key]) {
 | 
			
		||||
            addRewardResponse(InventoryChanges, MissionRewards, name, rewardCheck[key]!, key);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return false;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const getCountFromName = (name: string) => {
 | 
			
		||||
    const regex = /(^(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)(\s|X))|(\s(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)$)/;
 | 
			
		||||
    const countMatches = name.match(regex);
 | 
			
		||||
    return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const addRewardResponse = (
 | 
			
		||||
    InventoryChanges: IMissionInventoryUpdate,
 | 
			
		||||
    MissionRewards: IMissionRewardResponse[],
 | 
			
		||||
    ItemName: string,
 | 
			
		||||
    ItemType: string,
 | 
			
		||||
    InventoryCategory: IInventoryFieldType
 | 
			
		||||
) => {
 | 
			
		||||
    if (!ItemType) return;
 | 
			
		||||
 | 
			
		||||
    if (!InventoryChanges[InventoryCategory]) {
 | 
			
		||||
        InventoryChanges[InventoryCategory] = [];
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const ItemCount = getCountFromName(ItemName);
 | 
			
		||||
    const TweetText = `${ItemName}`;
 | 
			
		||||
 | 
			
		||||
    const existReward = InventoryChanges[InventoryCategory]!.find(item => item.ItemType === ItemType);
 | 
			
		||||
    if (existReward) {
 | 
			
		||||
        existReward.ItemCount += ItemCount;
 | 
			
		||||
        const missionReward = MissionRewards.find(missionReward => missionReward.TypeName === ItemType);
 | 
			
		||||
        if (missionReward) {
 | 
			
		||||
            missionReward.ItemCount += ItemCount;
 | 
			
		||||
        }
 | 
			
		||||
    } else {
 | 
			
		||||
        InventoryChanges[InventoryCategory]!.push({ ItemType, ItemCount });
 | 
			
		||||
        MissionRewards.push({
 | 
			
		||||
            ItemCount,
 | 
			
		||||
            TweetText,
 | 
			
		||||
            ProductCategory: InventoryCategory,
 | 
			
		||||
            StoreItem: ItemType.replace("/Lotus/", "/Lotus/StoreItems/"),
 | 
			
		||||
            TypeName: ItemType
 | 
			
		||||
        });
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// eslint-disable-next-line @typescript-eslint/no-unused-vars
 | 
			
		||||
const _missionRewardsCheckAllNamings = () => {
 | 
			
		||||
    let tempRewards: IReward[] = [];
 | 
			
		||||
    Object.values(missionsDropTable as { [key: string]: IReward[] }).forEach(rewards => {
 | 
			
		||||
        rewards.forEach(reward => {
 | 
			
		||||
            tempRewards.push(reward);
 | 
			
		||||
        });
 | 
			
		||||
    });
 | 
			
		||||
    tempRewards = tempRewards
 | 
			
		||||
        .filter(reward => !modNames[reward.name])
 | 
			
		||||
        .filter(reward => !miscNames[reward.name])
 | 
			
		||||
        .filter(reward => !miscNames[reward.name.replace(/\d+X\s*/, "")])
 | 
			
		||||
        .filter(reward => !resourceNames[reward.name])
 | 
			
		||||
        .filter(reward => !resourceNames[reward.name.replace(/\d+X\s*/, "")])
 | 
			
		||||
        .filter(reward => !gearNames[reward.name])
 | 
			
		||||
        .filter(reward => {
 | 
			
		||||
            return (
 | 
			
		||||
                !relicNames[reward.name.replace("Relic", "Intact")] &&
 | 
			
		||||
                !relicNames[reward.name.replace("Relic (Radiant)", "Radiant")]
 | 
			
		||||
            );
 | 
			
		||||
        })
 | 
			
		||||
        .filter(reward => !blueprintNames[reward.name])
 | 
			
		||||
        .filter(reward => !reward.name.includes(" Endo"))
 | 
			
		||||
        .filter(reward => !reward.name.includes(" Credits Cache") && !reward.name.includes("Return: "));
 | 
			
		||||
    console.log(tempRewards);
 | 
			
		||||
};
 | 
			
		||||
// _missionRewardsCheckAllNamings();
 | 
			
		||||
 | 
			
		||||
export { getRewards, combineRewardAndLootInventory };
 | 
			
		||||
@ -2,6 +2,8 @@
 | 
			
		||||
| 
					
	
	
	
	
	
	
	
	 instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		 | 
			||||
import { IOid } from "./commonTypes";
 | 
			
		||||
import { IDate } from "./inventoryTypes/inventoryTypes";
 | 
			
		||||
 | 
			
		||||
export const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const;
 | 
			
		||||
| 
					
	
	
	
	
	
	
	
	 instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		 | 
			||||
export type IInventoryFieldType = (typeof inventoryFields)[number];
 | 
			
		||||
| 
					
	
	
	
	
	
	
	
	 instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		 | 
			||||
export interface IMissionInventoryUpdateGear {
 | 
			
		||||
    ItemType: string;
 | 
			
		||||
    ItemName: string;
 | 
			
		||||
 | 
			
		||||
| 
					
	
	
	
	
	
	
	
	 instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		instead of this use /types/commonTypes Oid type instead of this use /types/commonTypes Oid type 
			
			
		 | 
			||||
@ -18,8 +18,8 @@ export const items: MinItem[] = new Items({ category: ["All"] }).map(item => {
 | 
			
		||||
});
 | 
			
		||||
 | 
			
		||||
const getNamesObj = (category: Category) =>
 | 
			
		||||
    new Items({ category: [category] }).reduce((acc, i) => {
 | 
			
		||||
        acc[i.name!.replace("'S", "'s")] = i.uniqueName!;
 | 
			
		||||
    new Items({ category: [category] }).reduce((acc, item) => {
 | 
			
		||||
        acc[item.name!.replace("'S", "'s")] = item.uniqueName!;
 | 
			
		||||
        return acc;
 | 
			
		||||
    }, {} as ImportAssertions);
 | 
			
		||||
 | 
			
		||||
@ -47,14 +47,14 @@ export const craftNames: ImportAssertions = Object.fromEntries(
 | 
			
		||||
            ]
 | 
			
		||||
        }) as Warframe[]
 | 
			
		||||
    )
 | 
			
		||||
        .flatMap(j => j.components || [])
 | 
			
		||||
        .filter(i => i.drops && i.drops[0])
 | 
			
		||||
        .map(i => [i.drops![0].type, i.uniqueName])
 | 
			
		||||
        .flatMap(item => item.components || [])
 | 
			
		||||
        .filter(item => item.drops && item.drops[0])
 | 
			
		||||
        .map(item => [item.drops![0].type, item.uniqueName])
 | 
			
		||||
);
 | 
			
		||||
craftNames["Forma Blueprint"] = "/Lotus/StoreItems/Types/Items/MiscItems/Forma";
 | 
			
		||||
craftNames["Forma Blueprint"] = "/Lotus/Types/Recipes/Components/FormaBlueprint";
 | 
			
		||||
 | 
			
		||||
export const blueprintNames: ImportAssertions = Object.fromEntries(
 | 
			
		||||
    Object.keys(craftNames)
 | 
			
		||||
        .filter(i => i.includes("Blueprint"))
 | 
			
		||||
        .map(i => [i, craftNames[i]])
 | 
			
		||||
        .filter(name => name.includes("Blueprint"))
 | 
			
		||||
        .map(name => [name, craftNames[name]])
 | 
			
		||||
);
 | 
			
		||||
 | 
			
		||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user
	
what is the purpose of this?
can you explain what the difference is between missioncredits and MissionCredits?
can you please use brackets like:
if (something){
expression;
}
it makes it easier to read
where possible: instead of "i" or "j" use descriptive names such as rawUpgrade or so
perhaps make a function for this logic.
A controller should only "control" the calling of functions, with as little logic as possible.
You could make a service/missionInventoryUpdateService and put all the logic there, while you call those functions from the controller. Some logic in the controller is totally fine.
move types and interfaces into types/missionInventoryTypes