import { RequestHandler } from "express"; import { missionInventoryUpdate } from "@/src/services/inventoryService"; import { IMissionInventoryUpdate, IMissionInventoryUpdateRewardInfo, IMissionRewardResponse, IReward } from "@/src/types/missionInventoryUpdateType"; import { RawUpgrade } from "@/src/types/inventoryTypes/inventoryTypes"; import missionsDropTable from "@/static/json/missions-drop-table.json"; import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items"; /* **** INPUT **** - [ ] crossPlaySetting - [ ] rewardsMultiplier - [ ] ActiveBoosters - [x] LongGuns - [x] Pistols - [x] Suits - [x] Melee - [x] RawUpgrades - [x] MiscItems - [x] RegularCredits - [ ] RandomUpgradesIdentified - [ ] MissionFailed - [ ] MissionStatus - [ ] CurrentLoadOutIds - [ ] AliveTime - [ ] MissionTime - [ ] Missions - [ ] CompletedAlerts - [ ] LastRegionPlayed - [ ] GameModeId - [ ] hosts - [x] ChallengeProgress - [ ] SeasonChallengeHistory - [ ] PS - [ ] ActiveDojoColorResearch - [ ] RewardInfo - [ ] ReceivedCeremonyMsg - [ ] LastCeremonyResetDate - [ ] MissionPTS - [ ] RepHash - [ ] EndOfMatchUpload - [ ] ObjectiveReached - [ ] FpsAvg - [ ] FpsMin - [ ] FpsMax - [ ] FpsSamples */ // eslint-disable-next-line @typescript-eslint/no-misused-promises const missionInventoryUpdateController: RequestHandler = async (req, res) => { const [data] = String(req.body).split("\n"); const id = req.query.accountId as string; try { const parsedData = JSON.parse(data) as IMissionInventoryUpdate; if (typeof parsedData !== "object" || parsedData === null) throw new Error("Invalid data format"); const { InventoryChanges, MissionRewards } = getRewards(parsedData.RewardInfo); const missionCredits = parsedData.RegularCredits || 0; const creditsBonus = InventoryChanges.RegularCredits || 1000; const totalCredits = missionCredits + creditsBonus; const MissionCredits = [missionCredits, missionCredits]; const CreditsBonus = [creditsBonus, creditsBonus]; const TotalCredits = [totalCredits, totalCredits]; const FusionPoints = (parsedData.FusionPoints || 0) + (InventoryChanges.FusionPoints || 0) || undefined; // combine reward and loot parsedData.RegularCredits = totalCredits; if (FusionPoints) parsedData.FusionPoints = FusionPoints; inventoryFields.forEach((field: InventoryFieldType) => { if (InventoryChanges[field] && !parsedData[field]) parsedData[field] = []; InventoryChanges[field]?.forEach(i => parsedData[field]!.push(i)); }); const Inventory = await missionInventoryUpdate(parsedData, id); InventoryChanges.RawUpgrades?.forEach( (i: RawUpgrade) => (i.LastAdded = Inventory.RawUpgrades.find(j => j.ItemType === i.ItemType)?.LastAdded) ); // eslint-disable-next-line @typescript-eslint/no-unused-vars const InventoryJson = JSON.stringify(Inventory); res.json({ // InventoryJson, // this part will reset game data and missions will be locked TotalCredits, CreditsBonus, MissionCredits, MissionRewards, InventoryChanges, ...(FusionPoints !== undefined && { FusionPoints }) }); } catch (err) { console.error("Error parsing JSON data:", err); } }; /* **** OUTPUT **** - [x] InventoryJson - [x] MissionRewards - [x] TotalCredits - [x] CreditsBonus - [x] MissionCredits - [x] InventoryChanges - [x] FusionPoints */ const inventoryFields = ["RawUpgrades", "MiscItems", "Consumables", "Recipes"] as const; type InventoryFieldType = (typeof inventoryFields)[number]; // need reverse engineer rewardSeed, otherwise ingame displayed rotation loot will be different than added to db 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(i => i.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: "Link Armor", 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 getRotations = (rotationCount: number): (string | undefined)[] => { if (rotationCount === 0) return [undefined]; const rotations = ["A", "B", "C"]; let rotationIndex = 0; const rotatedValues = []; for (let i = 1; i <= rotationCount; i++) { rotatedValues.push(rotations[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 InventoryFieldType[]) { 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+)?)$)/; const countMatches = name.match(regex); return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1; }; const addRewardResponse = ( InventoryChanges: IMissionInventoryUpdate, MissionRewards: IMissionRewardResponse[], ItemName: string, ItemType: string, InventoryCategory: InventoryFieldType ) => { if (!ItemType) return; if (!InventoryChanges[InventoryCategory]) InventoryChanges[InventoryCategory] = []; const ItemCount = getCountFromName(ItemName); const TweetText = `${ItemName}`; const existReward = InventoryChanges[InventoryCategory]!.find(j => j.ItemType === ItemType); if (existReward) { existReward.ItemCount += ItemCount; const missionReward = MissionRewards.find(j => j.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(i => { i.forEach(j => { tempRewards.push(j); }); }); tempRewards = tempRewards .filter(i => !modNames[i.name]) .filter(i => !miscNames[i.name]) .filter(i => !miscNames[i.name.replace(/\d+X\s*/, "")]) .filter(i => !resourceNames[i.name]) .filter(i => !resourceNames[i.name.replace(/\d+X\s*/, "")]) .filter(i => !gearNames[i.name]) .filter(i => { return ( !relicNames[i.name.replace("Relic", "Intact")] && !relicNames[i.name.replace("Relic (Radiant)", "Radiant")] ); }) .filter(i => !blueprintNames[i.name]) .filter(i => !i.name.includes(" Endo")) .filter(i => !i.name.includes(" Credits Cache") && !i.name.includes("Return: ")); console.log(tempRewards); }; // _missionRewardsCheckAllNamings(); export { missionInventoryUpdateController };