This was previously not ideal due to float imprecision, but now it's 64 bits and there's enough entropy for all of them.
Reviewed-on: OpenWF/SpaceNinjaServer#1831
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>
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>
also added a check for first completion to avoid giving another reward for repeating the final mission
Closes#1624
Reviewed-on: OpenWF/SpaceNinjaServer#1713
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
May work somewhat for lite sorties, didn't test that. They'd also need some extra handling with regards to the archon shards with their dynamic probabilities.
Reviewed-on: OpenWF/SpaceNinjaServer#1692
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This should be good enough for the railjack quest at least
Closes#1599
Reviewed-on: OpenWF/SpaceNinjaServer#1602
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
we don't set this field anywhere but it might be needed
Reviewed-on: OpenWF/SpaceNinjaServer#1594
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
Possibly unfaithful but more faithful than never deleting it at all.
Reviewed-on: OpenWF/SpaceNinjaServer#1535
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
Using SortId instead of actually changing the component ids.
What's strange is that providing/omitting SortId does seem to make a difference in regards to deco positioning, which is presumably what the POST body would be for. I've opted to simply always provide the SortId in hopes that this avoids the need for repositioning entirely.
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This was added in 38.5.0 for FlareRank1Convo3
Reviewed-on: OpenWF/SpaceNinjaServer#1528
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
In case we'll need it...
Reviewed-on: OpenWF/SpaceNinjaServer#1499
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
The wiki says this is also supposed to do partial fills, but didn't see that in my testing on live.
Reviewed-on: OpenWF/SpaceNinjaServer#1435
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
It seems the game uses 32-bit ints for these values on the C++ side before passing them on to Lua where they become floats. This would cause the game to have overflow/underflow semantics when receiving values outside of these bounds.
Reviewed-on: OpenWF/SpaceNinjaServer#1432
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>