Yet another pretty big change to how these things are generated, but getting closer to where we wanna be now.
Reviewed-on: OpenWF/SpaceNinjaServer#1827
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
Seems to be the same format as the request, so just mirror it back. This is so the client knows we acknowledged the change as it won't resync the ship until the next login.
Closes#1822
Reviewed-on: OpenWF/SpaceNinjaServer#1824
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This should help get a slightly better distribution
Reviewed-on: OpenWF/SpaceNinjaServer#1812
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
SettlementNode10 was not being excluded
Reviewed-on: OpenWF/SpaceNinjaServer#1794
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
Same idea as with typeCountSchema. The game needs to be able to store these safely in an i32 on the C++ side.
Reviewed-on: OpenWF/SpaceNinjaServer#1797
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
e.g. `SolNode1` is a capture mission but it should still be a valid node for sorties. Not that the mission will actually be a capture.
Reviewed-on: OpenWF/SpaceNinjaServer#1792
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This was raising a warning when creating a new account.
Reviewed-on: OpenWF/SpaceNinjaServer#1780
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This is needed for The Hex rank up dialogues, which are independent of the year iterations.
Fixes#1773
Reviewed-on: OpenWF/SpaceNinjaServer#1774
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
also using `/api/modularWeaponCrafting.php` instead of `/custom/addModularEquipment` for modular equipment
Reviewed-on: OpenWF/SpaceNinjaServer#1752
Reviewed-by: Sainan <sainan@calamity.inc>
Co-authored-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com>
Co-committed-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com>
At completion of either of the quests, check if the other has been completed, and if so, unlock WiTW.
Closes#1748
Reviewed-on: OpenWF/SpaceNinjaServer#1749
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
So one is able to import e.g. `{"Staff":true}` to set that field to true without going into Compass.
Reviewed-on: OpenWF/SpaceNinjaServer#1750
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
The final piece to close#1640
Reviewed-on: OpenWF/SpaceNinjaServer#1736
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
WorldState now provides the upcoming LiteSortie if relevant and the boss is derived from the sortieId so completing it at rollover should work as expected.
Reviewed-on: OpenWF/SpaceNinjaServer#1735
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This was changed because for VRST_WEAPON, the LocTagRandSeed is too big to be read without precision loss, but both vendors using it are now auto-generated, so we can have hot-reloading again when these files are changed.
Reviewed-on: OpenWF/SpaceNinjaServer#1725
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>