SpaceNinjaServer/src/types/requestTypes.ts
Sainan 8a29f06207
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chore: use inventory projection for updateTheme (#1302)
Reviewed-on: #1302
2025-03-23 09:06:28 -07:00

164 lines
4.5 KiB
TypeScript

import { IOid } from "./commonTypes";
import { ArtifactPolarity, IPolarity, IEquipmentClient } from "@/src/types/inventoryTypes/commonInventoryTypes";
import {
IBooster,
IChallengeProgress,
IEvolutionProgress,
ITypeCount,
IMission,
IRawUpgrade,
ISeasonChallenge,
TSolarMapRegion,
TEquipmentKey,
IFusionTreasure,
ICustomMarkers,
IPlayerSkills,
IQuestKeyDatabase,
ILoreFragmentScan,
IUpgradeClient,
ICollectibleEntry
} from "./inventoryTypes/inventoryTypes";
export interface IAffiliationChange {
Tag: string;
Standing: number;
Title: number;
}
export interface IUpdateChallengeProgressRequest {
ChallengeProgress: IChallengeProgress[];
SeasonChallengeHistory: ISeasonChallenge[];
SeasonChallengeCompletions: ISeasonChallenge[];
}
export type IMissionInventoryUpdateRequest = {
MiscItems?: ITypeCount[];
Recipes?: ITypeCount[];
FusionBundles?: ITypeCount[];
Consumables?: ITypeCount[];
FusionBundels?: ITypeCount[];
CrewShipRawSalvage?: ITypeCount[];
CrewShipAmmo?: ITypeCount[];
BonusMiscItems?: ITypeCount[];
EmailItems?: ITypeCount[];
ShipDecorations?: ITypeCount[];
SyndicateId?: string;
SortieId?: string;
SeasonChallengeCompletions?: ISeasonChallenge[];
AffiliationChanges?: IAffiliationChange[];
crossPlaySetting?: string;
rewardsMultiplier?: number;
GoalTag: string;
LevelKeyName: string;
ActiveBoosters?: IBooster[];
RawUpgrades?: IRawUpgrade[];
FusionTreasures?: IFusionTreasure[];
QuestKeys?: Omit<IQuestKeyDatabase, "CompletionDate">[];
RegularCredits?: number;
MissionFailed: boolean;
MissionStatus: IMissionStatus;
AliveTime: number;
MissionTime: number;
Missions?: IMission;
LastRegionPlayed?: TSolarMapRegion;
GameModeId: number;
hosts: string[];
currentClients: unknown[];
ChallengeProgress: IChallengeProgress[];
PS: string;
ActiveDojoColorResearch: string;
RewardInfo?: IRewardInfo;
ReceivedCeremonyMsg: boolean;
LastCeremonyResetDate: number;
MissionPTS: number;
RepHash: string;
EndOfMatchUpload: boolean;
ObjectiveReached: boolean;
sharedSessionId: string;
FpsAvg: number;
FpsMin: number;
FpsMax: number;
FpsSamples: number;
EvolutionProgress?: IEvolutionProgress[];
FocusXpIncreases?: number[];
PlayerSkillGains: IPlayerSkills;
CustomMarkers?: ICustomMarkers[];
LoreFragmentScans?: ILoreFragmentScan[];
VoidTearParticipantsCurrWave?: {
Wave: number;
IsFinalWave: boolean;
Participants: IVoidTearParticipantInfo[];
};
LibraryScans?: {
EnemyType: string;
Count: number;
CodexScanCount: number;
Standing: number;
}[];
CollectibleScans?: ICollectibleEntry[];
Upgrades?: IUpgradeClient[]; // riven challenge progress
StrippedItems?: {
DropTable: string;
DROP_MOD: number[];
}[];
DeathMarks?: string[];
Nemesis?: number;
} & {
[K in TEquipmentKey]?: IEquipmentClient[];
};
export interface IRewardInfo {
node: string;
VaultsCracked?: number; // for Spy missions
rewardTier?: number;
nightmareMode?: boolean;
useVaultManifest?: boolean;
EnemyCachesFound?: number;
toxinOk?: boolean;
lostTargetWave?: number;
defenseTargetCount?: number;
NemesisAbandonedRewards?: string[];
EOM_AFK?: number;
rewardQualifications?: string; // did a Survival for 5 minutes and this was "1"
PurgatoryRewardQualifications?: string;
rewardSeed?: number;
periodicMissionTag?: string;
}
export type IMissionStatus = "GS_SUCCESS" | "GS_FAILURE" | "GS_DUMPED" | "GS_QUIT" | "GS_INTERRUPTED";
export interface IUpgradesRequest {
ItemCategory: TEquipmentKey;
ItemId: IOid;
ItemFeatures: number;
UpgradeVersion: number;
Operations: IUpgradeOperation[];
}
export interface IUpgradeOperation {
OperationType: string;
UpgradeRequirement: string; // uniqueName of item being consumed
PolarizeSlot: number;
PolarizeValue: ArtifactPolarity;
PolarityRemap: IPolarity[];
}
export interface IUnlockShipFeatureRequest {
Feature: string;
KeyChain: string;
ChainStage: number;
}
export interface IVoidTearParticipantInfo {
AccountId: string;
Name: string;
ChosenRewardOwner: string;
MissionHash: string;
VoidProjection: string;
Reward: string;
QualifiesForReward: boolean;
HaveRewardResponse: boolean;
RewardsMultiplier: number;
RewardProjection: string;
HardModeReward: ITypeCount;
}