import { ExportFusionBundles, ExportRegions, ExportRewards, IMissionReward as IMissionRewardExternal, IReward } from "warframe-public-export-plus"; import { IMissionInventoryUpdateRequest, IRewardInfo } from "../types/requestTypes"; import { logger } from "@/src/utils/logger"; import { IRngResult, getRandomReward } from "@/src/services/rngService"; import { equipmentKeys, IInventoryDatabase, TEquipmentKey } from "@/src/types/inventoryTypes/inventoryTypes"; import { addChallenges, addConsumables, addCrewShipAmmo, addCrewShipRawSalvage, addFocusXpIncreases, addFusionTreasures, addGearExpByCategory, addMiscItems, addMissionComplete, addMods, addRecipes, combineInventoryChanges, updateSyndicate } from "@/src/services/inventoryService"; import { updateQuestKey } from "@/src/services/questService"; import { HydratedDocument } from "mongoose"; import { IInventoryChanges } from "@/src/types/purchaseTypes"; import { getLevelKeyRewards, getNode } from "@/src/services/itemDataService"; import { InventoryDocumentProps, TInventoryDatabaseDocument } from "@/src/models/inventoryModels/inventoryModel"; import { getEntriesUnsafe } from "@/src/utils/ts-utils"; import { IEquipmentClient } from "@/src/types/inventoryTypes/commonInventoryTypes"; import { handleStoreItemAcquisition } from "./purchaseService"; import { IMissionReward } from "../types/missionTypes"; import { crackRelic } from "@/src/helpers/relicHelper"; const getRotations = (rotationCount: number): number[] => { if (rotationCount === 0) return [0]; const rotationPattern = [0, 0, 1, 2]; // A, A, B, C const rotatedValues = []; for (let i = 0; i < rotationCount; i++) { rotatedValues.push(rotationPattern[i % rotationPattern.length]); } return rotatedValues; }; const getRandomRewardByChance = (pool: IReward[]): IRngResult | undefined => { return getRandomReward(pool as IRngResult[]); }; //type TMissionInventoryUpdateKeys = keyof IMissionInventoryUpdateRequest; //const ignoredInventoryUpdateKeys = ["FpsAvg", "FpsMax", "FpsMin", "FpsSamples"] satisfies TMissionInventoryUpdateKeys[]; // for keys with no meaning for this server //type TignoredInventoryUpdateKeys = (typeof ignoredInventoryUpdateKeys)[number]; //const knownUnhandledKeys: readonly string[] = ["test"] as const; // for unimplemented but important keys export const addMissionInventoryUpdates = ( inventory: HydratedDocument, inventoryUpdates: IMissionInventoryUpdateRequest ): Partial | undefined => { //TODO: type this properly const inventoryChanges: Partial = {}; if (inventoryUpdates.MissionFailed === true) { return; } if (inventoryUpdates.RewardInfo && inventoryUpdates.RewardInfo.periodicMissionTag) { const tag = inventoryUpdates.RewardInfo.periodicMissionTag; const existingCompletion = inventory.PeriodicMissionCompletions.find(completion => completion.tag === tag); if (existingCompletion) { existingCompletion.date = new Date(); } else { inventory.PeriodicMissionCompletions.push({ tag: tag, date: new Date() }); } } for (const [key, value] of getEntriesUnsafe(inventoryUpdates)) { if (value === undefined) { logger.error(`Inventory update key ${key} has no value `); continue; } switch (key) { case "RegularCredits": inventory.RegularCredits += value; break; case "QuestKeys": updateQuestKey(inventory, value); break; case "AffiliationChanges": updateSyndicate(inventory, value); break; // Incarnon Challenges case "EvolutionProgress": { for (const evoProgress of value) { const entry = inventory.EvolutionProgress ? inventory.EvolutionProgress.find(entry => entry.ItemType == evoProgress.ItemType) : undefined; if (entry) { entry.Progress = evoProgress.Progress; entry.Rank = evoProgress.Rank; } else { inventory.EvolutionProgress ??= []; inventory.EvolutionProgress.push(evoProgress); } } break; } case "Missions": addMissionComplete(inventory, value); break; case "LastRegionPlayed": inventory.LastRegionPlayed = value; break; case "RawUpgrades": addMods(inventory, value); break; case "MiscItems": case "BonusMiscItems": addMiscItems(inventory, value); break; case "Consumables": addConsumables(inventory, value); break; case "Recipes": addRecipes(inventory, value); break; case "ChallengeProgress": addChallenges(inventory, value); break; case "FusionTreasures": addFusionTreasures(inventory, value); break; case "CrewShipRawSalvage": addCrewShipRawSalvage(inventory, value); break; case "CrewShipAmmo": addCrewShipAmmo(inventory, value); break; case "FusionBundles": { let fusionPoints = 0; for (const fusionBundle of value) { const fusionPointsTotal = ExportFusionBundles[fusionBundle.ItemType].fusionPoints * fusionBundle.ItemCount; inventory.FusionPoints += fusionPointsTotal; fusionPoints += fusionPointsTotal; } inventoryChanges.FusionPoints = fusionPoints; break; } case "FocusXpIncreases": { addFocusXpIncreases(inventory, value); break; } case "PlayerSkillGains": { inventory.PlayerSkills.LPP_SPACE += value.LPP_SPACE; inventory.PlayerSkills.LPP_DRIFTER += value.LPP_DRIFTER; break; } case "CustomMarkers": { value.forEach(markers => { const map = inventory.CustomMarkers ? inventory.CustomMarkers.find(entry => entry.tag == markers.tag) : undefined; if (map) { map.markerInfos = markers.markerInfos; } else { inventory.CustomMarkers ??= []; inventory.CustomMarkers.push(markers); } }); break; } case "LoreFragmentScans": value.forEach(clientFragment => { const fragment = inventory.LoreFragmentScans.find(x => x.ItemType == clientFragment.ItemType); if (fragment) { fragment.Progress += clientFragment.Progress; } else { inventory.LoreFragmentScans.push(clientFragment); } }); break; case "SyndicateId": { inventory.CompletedSyndicates.push(value); break; } case "SortieId": { inventory.CompletedSorties.push(value); break; } case "SeasonChallengeCompletions": { const processedCompletions = value.map(({ challenge, id }) => ({ challenge: challenge.substring(challenge.lastIndexOf("/") + 1), id })); inventory.SeasonChallengeHistory.push(...processedCompletions); break; } default: // Equipment XP updates if (equipmentKeys.includes(key as TEquipmentKey)) { addGearExpByCategory(inventory, value as IEquipmentClient[], key as TEquipmentKey); } break; // if ( // (ignoredInventoryUpdateKeys as readonly string[]).includes(key) || // knownUnhandledKeys.includes(key) // ) { // continue; // } // logger.error(`Unhandled inventory update key: ${key}`); } } return inventoryChanges; }; //TODO: return type of partial missioninventoryupdate response export const addMissionRewards = async ( inventory: TInventoryDatabaseDocument, { RewardInfo: rewardInfo, LevelKeyName: levelKeyName, Missions: missions, RegularCredits: creditDrops, VoidTearParticipantsCurrWave: voidTearWave }: IMissionInventoryUpdateRequest ) => { if (!rewardInfo) { //TODO: if there is a case where you can have credits collected during a mission but no rewardInfo, add credits needs to be handled earlier logger.debug(`Mission ${missions!.Tag} did not have Reward Info `); return { MissionRewards: [] }; } //TODO: check double reward merging const MissionRewards: IMissionReward[] = getRandomMissionDrops(rewardInfo); logger.debug("random mission drops:", MissionRewards); const inventoryChanges: IInventoryChanges = {}; let missionCompletionCredits = 0; //inventory change is what the client has not rewarded itself, also the client needs to know the credit changes for display if (levelKeyName) { const fixedLevelRewards = getLevelKeyRewards(levelKeyName); //logger.debug(`fixedLevelRewards ${fixedLevelRewards}`); if (fixedLevelRewards.levelKeyRewards) { addFixedLevelRewards(fixedLevelRewards.levelKeyRewards, inventory, MissionRewards); } if (fixedLevelRewards.levelKeyRewards2) { for (const reward of fixedLevelRewards.levelKeyRewards2) { //quest stage completion credit rewards if (reward.rewardType == "RT_CREDITS") { inventory.RegularCredits += reward.amount; missionCompletionCredits += reward.amount; continue; } MissionRewards.push({ StoreItem: reward.itemType, ItemCount: reward.rewardType === "RT_RESOURCE" ? reward.amount : 1 }); } } } if ( missions && missions.Tag != "" // #1013 ) { const node = getNode(missions.Tag); //node based credit rewards for mission completion if (node.missionIndex !== 28) { const levelCreditReward = getLevelCreditRewards(missions.Tag); missionCompletionCredits += levelCreditReward; inventory.RegularCredits += levelCreditReward; logger.debug(`levelCreditReward ${levelCreditReward}`); } if (node.missionReward) { missionCompletionCredits += addFixedLevelRewards(node.missionReward, inventory, MissionRewards); } } for (const reward of MissionRewards) { const inventoryChange = await handleStoreItemAcquisition(reward.StoreItem, inventory, reward.ItemCount); //TODO: combineInventoryChanges improve type safety, merging 2 of the same item? //TODO: check for the case when two of the same item are added, combineInventoryChanges should merge them, but the client also merges them //TODO: some conditional types to rule out binchanges? combineInventoryChanges(inventoryChanges, inventoryChange.InventoryChanges); } const credits = addCredits(inventory, { missionCompletionCredits, missionDropCredits: creditDrops ?? 0, rngRewardCredits: inventoryChanges.RegularCredits ?? 0 }); if ( voidTearWave && voidTearWave.Participants[0].QualifiesForReward && !voidTearWave.Participants[0].HaveRewardResponse ) { await crackRelic(inventory, voidTearWave.Participants[0]); MissionRewards.push({ StoreItem: voidTearWave.Participants[0].Reward, ItemCount: 1 }); } return { inventoryChanges, MissionRewards, credits }; }; //creditBonus is not entirely accurate. //TODO: consider ActiveBoosters export const addCredits = ( inventory: HydratedDocument, { missionDropCredits, missionCompletionCredits, rngRewardCredits }: { missionDropCredits: number; missionCompletionCredits: number; rngRewardCredits: number } ) => { const hasDailyCreditBonus = true; const totalCredits = missionDropCredits + missionCompletionCredits + rngRewardCredits; const finalCredits = { MissionCredits: [missionDropCredits, missionDropCredits], CreditBonus: [missionCompletionCredits, missionCompletionCredits], TotalCredits: [totalCredits, totalCredits] }; if (hasDailyCreditBonus) { inventory.RegularCredits += missionCompletionCredits; finalCredits.CreditBonus[1] *= 2; finalCredits.MissionCredits[1] *= 2; finalCredits.TotalCredits[1] *= 2; } if (!hasDailyCreditBonus) { return finalCredits; } return { ...finalCredits, DailyMissionBonus: true }; }; export const addFixedLevelRewards = ( rewards: IMissionRewardExternal, inventory: TInventoryDatabaseDocument, MissionRewards: IMissionReward[] ) => { let missionBonusCredits = 0; if (rewards.credits) { missionBonusCredits += rewards.credits; inventory.RegularCredits += rewards.credits; } if (rewards.items) { for (const item of rewards.items) { MissionRewards.push({ StoreItem: item, ItemCount: 1 }); } } if (rewards.countedItems) { for (const item of rewards.countedItems) { MissionRewards.push({ StoreItem: `/Lotus/StoreItems${item.ItemType.substring("Lotus/".length)}`, ItemCount: item.ItemCount }); } } if (rewards.countedStoreItems) { for (const item of rewards.countedStoreItems) { MissionRewards.push(item); } } return missionBonusCredits; }; function getLevelCreditRewards(nodeName: string): number { const minEnemyLevel = getNode(nodeName).minEnemyLevel; return 1000 + (minEnemyLevel - 1) * 100; //TODO: get dark sektor fixed credit rewards and railjack bonus } function getRandomMissionDrops(RewardInfo: IRewardInfo): IMissionReward[] { const drops: IMissionReward[] = []; if (RewardInfo.node in ExportRegions) { const region = ExportRegions[RewardInfo.node]; const rewardManifests: string[] = RewardInfo.periodicMissionTag == "EliteAlert" || RewardInfo.periodicMissionTag == "EliteAlertB" ? ["/Lotus/Types/Game/MissionDecks/EliteAlertMissionRewards/EliteAlertMissionRewards"] : region.rewardManifests; let rotations: number[] = []; 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); } } else { const rotationCount = RewardInfo.rewardQualifications?.length || 0; rotations = getRotations(rotationCount); } rewardManifests .map(name => ExportRewards[name]) .forEach(table => { for (const rotation of rotations) { const rotationRewards = table[rotation]; const drop = getRandomRewardByChance(rotationRewards); if (drop) { drops.push({ StoreItem: drop.type, ItemCount: drop.itemCount }); } } }); if (region.cacheRewardManifest && RewardInfo.EnemyCachesFound) { const deck = ExportRewards[region.cacheRewardManifest]; for (let rotation = 0; rotation != RewardInfo.EnemyCachesFound; ++rotation) { const drop = getRandomRewardByChance(deck[rotation]); if (drop) { drops.push({ StoreItem: drop.type, ItemCount: drop.itemCount, FromEnemyCache: true }); } } } if (RewardInfo.nightmareMode) { const deck = ExportRewards["/Lotus/Types/Game/MissionDecks/NightmareModeRewards"]; let rotation = 0; if (region.missionIndex === 3 && RewardInfo.rewardTier) { rotation = RewardInfo.rewardTier; } else if ([6, 7, 8, 10, 11].includes(region.systemIndex)) { rotation = 2; } else if ([4, 9, 12, 14, 15, 16, 17, 18].includes(region.systemIndex)) { rotation = 1; } const drop = getRandomRewardByChance(deck[rotation]); if (drop) { drops.push({ StoreItem: drop.type, ItemCount: drop.itemCount }); } } } return drops; }