feat(preprod): contrats fonctionnels, réputation factions, gating tech-tree & shop
Build & Deploy / build (push) Successful in 21s
Build & Deploy / build (push) Successful in 21s
- RequestPlayerContracts: renvoie les vrais contrats actifs + job boards du joueur (peuplement initial des boards vides) au lieu d'une liste hardcodée. - RequestFactionProgression: renvoie la réputation réelle des 3 factions (au lieu de 0). - StartTechTreeNodeUpgradeClient: dependency check PlayerQuarterLevelRequired. - PurchaseWeaponShopItem: critère de déblocage par contrat (UnlockData.ContractLockPurchase). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -3,6 +3,7 @@ using System.Text.Json.Serialization;
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using Prospect.Server.Api.Models.Data;
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using Prospect.Server.Api.Services.Auth.Extensions;
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using Prospect.Server.Api.Services.CloudScript;
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using Prospect.Server.Api.Services.CloudScript.Functions;
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using Prospect.Server.Api.Services.UserData;
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public class PurchaseWeaponShopItemRequest
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@@ -137,7 +138,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
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Error = "Invalid purchase amount",
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};
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}
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
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@@ -153,7 +154,21 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
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var blueprintData = blueprints[request.BaseItemID];
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// TODO: Contract unlock criteria
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// Contract unlock criteria: some items can only be purchased after completing a
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// specific contract. Only gate when the item explicitly declares such a lock, so
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// items with no lock keep working as before.
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if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
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{
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var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
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if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
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{
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return new PurchaseWeaponShopItemResponse
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{
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UserID = userId,
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Error = "Item is locked: complete the required contract first",
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};
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}
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}
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// Validate price
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var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
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