forked from OpenWF/SpaceNinjaServer
		
	
		
			
				
	
	
		
			115 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			TypeScript
		
	
	
	
	
	
import { IOid } from "./commonTypes";
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import { ArtifactPolarity, IPolarity, IEquipmentClient } from "@/src/types/inventoryTypes/commonInventoryTypes";
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import {
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    IBooster,
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    IChallengeProgress,
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    IConsumable,
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    ICrewShipSalvagedWeaponSkin,
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    IEvolutionProgress,
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    IMiscItem,
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    ITypeCount,
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    IMission,
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    IRawUpgrade,
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    ISeasonChallenge,
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    TSolarMapRegion,
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    TEquipmentKey
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} from "./inventoryTypes/inventoryTypes";
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export interface IArtifactsRequest {
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    Upgrade: ICrewShipSalvagedWeaponSkin;
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    LevelDiff: number;
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    Cost: number;
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    FusionPointCost: number;
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}
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export interface IThemeUpdateRequest {
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    Style?: string;
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    Background?: string;
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    Sounds?: string;
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}
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export interface IAffiliationChange {
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    Tag: string;
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    Standing: number;
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    Title: number;
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}
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export interface IUpdateChallengeProgressRequest {
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    ChallengeProgress: IChallengeProgress[];
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    SeasonChallengeHistory: ISeasonChallenge[];
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    SeasonChallengeCompletions: ISeasonChallenge[];
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}
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export interface IMissionInventoryUpdateRequest {
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    rewardsMultiplier?: number;
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    ActiveBoosters?: IBooster[];
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    AffiliationChanges?: IAffiliationChange[];
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    Suits?: IEquipmentClient[];
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    LongGuns?: IEquipmentClient[];
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    Pistols?: IEquipmentClient[];
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    Melee?: IEquipmentClient[];
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    SpecialItems?: IEquipmentClient[];
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    Sentinels?: IEquipmentClient[];
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    SentinelWeapons?: IEquipmentClient[];
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    SpaceSuits?: IEquipmentClient[];
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    SpaceGuns?: IEquipmentClient[];
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    SpaceMelee?: IEquipmentClient[];
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    Hoverboards?: IEquipmentClient[];
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    OperatorAmps?: IEquipmentClient[];
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    MoaPets?: IEquipmentClient[];
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    FusionBundles?: ITypeCount[];
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    RawUpgrades?: IRawUpgrade[];
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    MiscItems?: IMiscItem[];
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    Consumables?: IConsumable[];
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    Recipes?: IConsumable[];
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    RegularCredits?: number;
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    ChallengeProgress?: IChallengeProgress[];
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    RewardInfo?: IMissionInventoryUpdateRequestRewardInfo;
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    Missions?: IMission;
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    EvolutionProgress?: IEvolutionProgress[];
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    LastRegionPlayed?: TSolarMapRegion;
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    FusionPoints?: number; // Not a part of the request, but we put it in this struct as an intermediate storage.
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}
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export interface IMissionInventoryUpdateRequestRewardInfo {
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    node: string;
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    VaultsCracked?: number; // for Spy missions
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    rewardTier?: number;
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    nightmareMode?: boolean;
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    useVaultManifest?: boolean;
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    EnemyCachesFound?: number;
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    toxinOk?: boolean;
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    lostTargetWave?: number;
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    defenseTargetCount?: number;
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    EOM_AFK?: number;
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    rewardQualifications?: string; // did a Survival for 5 minutes and this was "1"
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    PurgatoryRewardQualifications?: string;
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    rewardSeed?: number;
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}
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export interface IInventorySlotsRequest {
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    Bin: "PveBonusLoadoutBin";
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}
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export interface IUpdateGlyphRequest {
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    AvatarImageType: string;
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    AvatarImage: string;
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}
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export interface IUpgradesRequest {
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    ItemCategory: TEquipmentKey;
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    ItemId: IOid;
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    ItemFeatures: number;
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    UpgradeVersion: number;
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    Operations: IUpgradeOperation[];
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}
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export interface IUpgradeOperation {
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    OperationType: string;
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    UpgradeRequirement: string; // uniqueName of item being consumed
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    PolarizeSlot: number;
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    PolarizeValue: ArtifactPolarity;
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    PolarityRemap: IPolarity[];
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}
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