import { IMissionRewardResponse, IReward, IInventoryFieldType, inventoryFields } from "@/src/types/missionTypes"; import missionsDropTable from "@/static/json/missions-drop-table.json"; import { modNames, relicNames, miscNames, resourceNames, gearNames, blueprintNames } from "@/static/data/items"; import { IMissionInventoryUpdateRequest } from "../types/requestTypes"; // need reverse engineer rewardSeed, otherwise ingame displayed rotation reward will be different than added to db or displayed on mission end const getRewards = ({ RewardInfo }: IMissionInventoryUpdateRequest): { InventoryChanges: IMissionInventoryUpdateRequest; MissionRewards: IMissionRewardResponse[]; } => { if (!RewardInfo) { return { InventoryChanges: {}, MissionRewards: [] }; } const rewards = (missionsDropTable as { [key: string]: IReward[] })[RewardInfo.node]; if (!rewards) { return { InventoryChanges: {}, MissionRewards: [] }; } const rotationCount = RewardInfo.rewardQualifications?.length || 0; const rotations = getRotations(rotationCount); const drops: IReward[] = []; for (const rotation of rotations) { const rotationRewards = rewards.filter(reward => reward.rotation === rotation); // Separate guaranteed and chance drops const guaranteedDrops: IReward[] = []; const chanceDrops: IReward[] = []; for (const reward of rotationRewards) { if (reward.chance === 100) { guaranteedDrops.push(reward); } else { chanceDrops.push(reward); } } const randomDrop = getRandomRewardByChance(chanceDrops); if (randomDrop) { guaranteedDrops.push(randomDrop); } drops.push(...guaranteedDrops); } // const testDrops = [ // { chance: 7.69, name: "Lith W3 Relic", rotation: "B" }, // { chance: 7.69, name: "Lith W3 Relic", rotation: "B" }, // { chance: 10.82, name: "2X Orokin Cell", rotation: "C" }, // { chance: 10.82, name: "Arrow Mutation", rotation: "C" }, // { chance: 10.82, name: "200 Endo", rotation: "C" }, // { chance: 10.82, name: "200 Endo", rotation: "C" }, // { chance: 10.82, name: "2,000,000 Credits Cache", rotation: "C" }, // { chance: 7.69, name: "Health Restore (Large)", rotation: "C" }, // { chance: 7.69, name: "Vapor Specter Blueprint", rotation: "C" } // ]; // console.log("Mission rewards:", testDrops); // return formatRewardsToInventoryType(testDrops); console.log("Mission rewards:", drops); return formatRewardsToInventoryType(drops); }; const combineRewardAndLootInventory = ( rewardInventory: IMissionInventoryUpdateRequest, lootInventory: IMissionInventoryUpdateRequest ) => { const missionCredits = lootInventory.RegularCredits || 0; const creditsBonus = rewardInventory.RegularCredits || 0; const totalCredits = missionCredits + creditsBonus; const FusionPoints = (lootInventory.FusionPoints || 0) + (rewardInventory.FusionPoints || 0) || undefined; lootInventory.RegularCredits = totalCredits; if (FusionPoints) { lootInventory.FusionPoints = FusionPoints; } inventoryFields.forEach((field: IInventoryFieldType) => { if (rewardInventory[field] && !lootInventory[field]) { lootInventory[field] = []; } rewardInventory[field]?.forEach(item => lootInventory[field]!.push(item)); }); return { combinedInventoryChanges: lootInventory, TotalCredits: [totalCredits, totalCredits], CreditsBonus: [creditsBonus, creditsBonus], MissionCredits: [missionCredits, missionCredits], ...(FusionPoints !== undefined && { FusionPoints }) }; }; const getRotations = (rotationCount: number): (string | undefined)[] => { if (rotationCount === 0) return [undefined]; const rotationPattern = ["A", "A", "B", "C"]; const rotatedValues = []; for (let i = 0; i < rotationCount; i++) { rotatedValues.push(rotationPattern[i % rotationPattern.length]); } return rotatedValues; }; 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: IMissionInventoryUpdateRequest; MissionRewards: IMissionRewardResponse[] } => { const InventoryChanges: IMissionInventoryUpdateRequest = {}; const MissionRewards: IMissionRewardResponse[] = []; for (const reward of rewards) { if (itemCheck(InventoryChanges, MissionRewards, reward.name)) { continue; } if (reward.name.includes(" Endo")) { if (!InventoryChanges.FusionPoints) { InventoryChanges.FusionPoints = 0; } InventoryChanges.FusionPoints += getCountFromName(reward.name); } else if (reward.name.includes(" Credits Cache") || reward.name.includes("Return: ")) { if (!InventoryChanges.RegularCredits) { InventoryChanges.RegularCredits = 0; } InventoryChanges.RegularCredits += getCountFromName(reward.name); } } return { InventoryChanges, MissionRewards }; }; const itemCheck = ( InventoryChanges: IMissionInventoryUpdateRequest, MissionRewards: IMissionRewardResponse[], name: string ) => { const rewardCheck = { RawUpgrades: modNames[name], Consumables: gearNames[name], MiscItems: miscNames[name] || miscNames[name.replace(/\d+X\s*/, "")] || resourceNames[name] || resourceNames[name.replace(/\d+X\s*/, "")] || relicNames[name.replace("Relic", "Intact")] || relicNames[name.replace("Relic (Radiant)", "Radiant")], Recipes: blueprintNames[name] }; for (const key of Object.keys(rewardCheck) as IInventoryFieldType[]) { if (rewardCheck[key]) { addRewardResponse(InventoryChanges, MissionRewards, name, rewardCheck[key]!, key); return true; } } return false; }; const getCountFromName = (name: string) => { const regex = /(^(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)(\s|X))|(\s(?:\d{1,3}(?:,\d{3})*(?:\.\d+)?)$)/; const countMatches = name.match(regex); return countMatches ? parseInt(countMatches[0].replace(/,/g, ""), 10) : 1; }; const addRewardResponse = ( InventoryChanges: IMissionInventoryUpdateRequest, MissionRewards: IMissionRewardResponse[], ItemName: string, ItemType: string, InventoryCategory: IInventoryFieldType ) => { if (!ItemType) return; if (!InventoryChanges[InventoryCategory]) { InventoryChanges[InventoryCategory] = []; } const ItemCount = getCountFromName(ItemName); const TweetText = `${ItemName}`; const existReward = InventoryChanges[InventoryCategory]!.find(item => item.ItemType === ItemType); if (existReward) { existReward.ItemCount += ItemCount; const missionReward = MissionRewards.find(missionReward => missionReward.TypeName === ItemType); if (missionReward) { missionReward.ItemCount += ItemCount; } } else { InventoryChanges[InventoryCategory]!.push({ ItemType, ItemCount }); MissionRewards.push({ ItemCount, TweetText, ProductCategory: InventoryCategory, StoreItem: ItemType.replace("/Lotus/", "/Lotus/StoreItems/"), TypeName: ItemType }); } }; // eslint-disable-next-line @typescript-eslint/no-unused-vars const _missionRewardsCheckAllNamings = () => { let tempRewards: IReward[] = []; Object.values(missionsDropTable as { [key: string]: IReward[] }).forEach(rewards => { rewards.forEach(reward => { tempRewards.push(reward); }); }); tempRewards = tempRewards .filter(reward => !modNames[reward.name]) .filter(reward => !miscNames[reward.name]) .filter(reward => !miscNames[reward.name.replace(/\d+X\s*/, "")]) .filter(reward => !resourceNames[reward.name]) .filter(reward => !resourceNames[reward.name.replace(/\d+X\s*/, "")]) .filter(reward => !gearNames[reward.name]) .filter(reward => { return ( !relicNames[reward.name.replace("Relic", "Intact")] && !relicNames[reward.name.replace("Relic (Radiant)", "Radiant")] ); }) .filter(reward => !blueprintNames[reward.name]) .filter(reward => !reward.name.includes(" Endo")) .filter(reward => !reward.name.includes(" Credits Cache") && !reward.name.includes("Return: ")); console.log(tempRewards); }; // _missionRewardsCheckAllNamings(); export { getRewards, combineRewardAndLootInventory };