feat: handle defaultUpgrades for moas and hounds (#1012)
Closes #997 Reviewed-on: OpenWF/SpaceNinjaServer#1012 Co-authored-by: Sainan <sainan@calamity.inc> Co-committed-by: Sainan <sainan@calamity.inc>
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@ -2,7 +2,14 @@ import { RequestHandler } from "express";
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import { getAccountIdForRequest } from "@/src/services/loginService";
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import { getJSONfromString } from "@/src/helpers/stringHelpers";
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import { TEquipmentKey } from "@/src/types/inventoryTypes/inventoryTypes";
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import { getInventory, updateCurrency, addEquipment, addMiscItems } from "@/src/services/inventoryService";
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import {
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getInventory,
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updateCurrency,
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addEquipment,
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addMiscItems,
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applyDefaultUpgrades
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} from "@/src/services/inventoryService";
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import { ExportWeapons } from "warframe-public-export-plus";
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const modularWeaponTypes: Record<string, TEquipmentKey> = {
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"/Lotus/Weapons/SolarisUnited/Primary/LotusModularPrimary": "LongGuns",
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@ -36,8 +43,11 @@ export const modularWeaponCraftingController: RequestHandler = async (req, res)
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const category = modularWeaponTypes[data.WeaponType];
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const inventory = await getInventory(accountId);
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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const configs = applyDefaultUpgrades(inventory, ExportWeapons[data.Parts[0]]?.defaultUpgrades);
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// Give weapon
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const weapon = addEquipment(inventory, category, data.WeaponType, data.Parts);
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const inventoryChanges = addEquipment(inventory, category, data.WeaponType, data.Parts, {}, { Configs: configs });
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// Remove credits & parts
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const miscItemChanges = [];
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@ -58,8 +68,8 @@ export const modularWeaponCraftingController: RequestHandler = async (req, res)
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// Tell client what we did
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res.json({
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InventoryChanges: {
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...inventoryChanges,
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...currencyChanges,
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[category]: [weapon],
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MiscItems: miscItemChanges
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}
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});
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@ -52,6 +52,7 @@ import {
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ExportSyndicates,
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ExportUpgrades,
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ExportWeapons,
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IDefaultUpgrade,
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TStandingLimitBin
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} from "warframe-public-export-plus";
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import { createShip } from "./shipService";
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@ -532,6 +533,28 @@ export const addItems = async (
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return inventoryChanges;
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};
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export const applyDefaultUpgrades = (
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inventory: TInventoryDatabaseDocument,
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defaultUpgrades: IDefaultUpgrade[] | undefined
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): IItemConfig[] => {
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const modsToGive: IRawUpgrade[] = [];
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const configs: IItemConfig[] = [];
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if (defaultUpgrades) {
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const upgrades = [];
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for (const defaultUpgrade of defaultUpgrades) {
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modsToGive.push({ ItemType: defaultUpgrade.ItemType, ItemCount: 1 });
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if (defaultUpgrade.Slot != -1) {
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upgrades[defaultUpgrade.Slot] = defaultUpgrade.ItemType;
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}
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}
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if (upgrades.length != 0) {
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configs.push({ Upgrades: upgrades });
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}
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}
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addMods(inventory, modsToGive);
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return configs;
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};
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//TODO: maybe genericMethod for all the add methods, they share a lot of logic
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export const addSentinel = (
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inventory: TInventoryDatabaseDocument,
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@ -543,23 +566,9 @@ export const addSentinel = (
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addSentinelWeapon(inventory, ExportSentinels[sentinelName].defaultWeapon, inventoryChanges);
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}
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const modsToGive: IRawUpgrade[] = [];
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const configs: IItemConfig[] = [];
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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if (ExportSentinels[sentinelName]?.defaultUpgrades) {
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const upgrades = [];
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for (const defaultUpgrade of ExportSentinels[sentinelName].defaultUpgrades) {
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modsToGive.push({ ItemType: defaultUpgrade.ItemType, ItemCount: 1 });
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if (defaultUpgrade.Slot != -1) {
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upgrades[defaultUpgrade.Slot] = defaultUpgrade.ItemType;
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}
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}
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if (upgrades.length != 0) {
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configs.push({ Upgrades: upgrades });
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}
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}
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const configs: IItemConfig[] = applyDefaultUpgrades(inventory, ExportSentinels[sentinelName]?.defaultUpgrades);
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addMods(inventory, modsToGive);
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const sentinelIndex = inventory.Sentinels.push({ ItemType: sentinelName, Configs: configs, XP: 0 }) - 1;
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inventoryChanges.Sentinels ??= [];
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inventoryChanges.Sentinels.push(inventory.Sentinels[sentinelIndex].toJSON<IEquipmentClient>());
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