SpaceNinjaServer/src/controllers/api/missionInventoryUpdateController.ts
2023-09-04 01:11:57 +04:00

274 lines
9.4 KiB
TypeScript

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,
skinNames,
miscNames,
resourceNames,
gearNames,
arcaneNames,
craftNames
} 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;
// TODO - salt check
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 || InventoryChanges.FusionPoints
? (parsedData.FusionPoints || 0) + (InventoryChanges.FusionPoints || 0)
: undefined;
// combine reward and loot
parsedData.RegularCredits = totalCredits;
if (FusionPoints) parsedData.FusionPoints = FusionPoints;
if (InventoryChanges.RawUpgrades && !parsedData.RawUpgrades) parsedData.RawUpgrades = [];
InventoryChanges.RawUpgrades?.forEach(i => parsedData.RawUpgrades!.push(i));
if (InventoryChanges.MiscItems && !parsedData.MiscItems) parsedData.RawUpgrades = [];
InventoryChanges.MiscItems?.forEach(i => parsedData.MiscItems!.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 getRewards = (
rewardInfo: IMissionInventoryUpdateRewardInfo | undefined
): { InventoryChanges: IMissionInventoryUpdate; MissionRewards: IMissionRewardResponse[] } => {
if (!rewardInfo) return { InventoryChanges: {}, MissionRewards: [] };
// TODO - add Rotation logic
// no data for rotation, need reverse engineer rewardSeed, otherwise ingame displayed rotation loot will be different than added to db
// "RewardInfo": {
// "node": "SolNode39",
// "rewardTier": 1,
// "nightmareMode": false,
// "useVaultManifest": false,
// "EnemyCachesFound": 0,
// "toxinOk": true,
// "lostTargetWave": 0,
// "defenseTargetCount": 1,
// "EOM_AFK": 0,
// "rewardQualifications": "11",
// "PurgatoryRewardQualifications": "",
// "rewardSeed": -5604904486637266000
// },
const rewards = (missionsDropTable as { [key: string]: IReward[] })[rewardInfo.node];
if (!rewards) return { InventoryChanges: {}, MissionRewards: [] };
// Separate guaranteed and chance drops
const guaranteedDrops: IReward[] = [];
const chanceDrops: IReward[] = [];
for (const reward of rewards) {
if (reward.chance === 100) guaranteedDrops.push(reward);
else chanceDrops.push(reward);
}
const randomDrop = getRandomRewardByChance(chanceDrops);
if (randomDrop) guaranteedDrops.push(randomDrop);
console.log("Mission rewards:", guaranteedDrops);
return formatRewardsToInventoryType(guaranteedDrops);
};
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[] = [];
rewards.forEach(i => {
const mod = modNames[i.name];
const skin = skinNames[i.name];
const gear = gearNames[i.name];
const arcane = arcaneNames[i.name];
const craft = craftNames[i.name];
const misc = miscNames[i.name] || miscNames[i.name.replace(/\d+X\s*/, "")];
const resource = resourceNames[i.name] || resourceNames[i.name.replace(/\d+X\s*/, "")];
const relic =
relicNames[i.name.replace("Relic", "Exceptional")] ||
relicNames[i.name.replace("Relic (Radiant)", "Radiant")];
if (mod) {
if (!InventoryChanges.RawUpgrades) InventoryChanges.RawUpgrades = [];
InventoryChanges.RawUpgrades.push({ ItemType: mod, ItemCount: 1 });
MissionRewards.push({
StoreItem: mod.replace("/Lotus/", "/Lotus/StoreItems/"),
TypeName: mod,
UpgradeLevel: 0,
ItemCount: 1,
TweetText: `${i.name} (Mod)`,
ProductCategory: "Upgrades"
});
} else if (skin) {
/* skin */
} else if (gear) {
/* gear */
} else if (arcane) {
/* arcane */
} else if (craft) {
/* craft */
} else if (misc || resource) {
if (!InventoryChanges.MiscItems) InventoryChanges.MiscItems = [];
const ItemType = misc || resource;
const ItemCount = parseInt(i.name) || 1;
InventoryChanges.MiscItems.push({ ItemType, ItemCount });
} else if (relic) {
/* relic */
} else if (i.name.includes(" Endo")) {
InventoryChanges.FusionPoints = parseInt(i.name);
} else if (i.name.includes(" Credits Cache") || i.name.includes("Return: ")) {
InventoryChanges.RegularCredits = parseInt(i.name.replace(/ Credits Cache|Return: |,/g, ""));
}
});
return { InventoryChanges, MissionRewards };
};
// 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 => !skinNames[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 => !arcaneNames[i.name])
.filter(i => !craftNames[i.name])
.filter(i => {
// return true;
// return !relicNames[i.name.replace("Relic", "Exceptional")];
// console.log(i.name.replace("Relic", "Exceptional"));
return (
!relicNames[i.name.replace("Relic", "Exceptional")] &&
!relicNames[i.name.replace("Relic (Radiant)", "Radiant")]
);
})
.filter(i => !i.name.includes(" Endo"))
.filter(i => !i.name.includes(" Credits Cache") && !i.name.includes("Return: "));
console.log(tempRewards);
};
// _missionRewardsCheckAllNamings();
export { missionInventoryUpdateController };