Improve jobs handling and fix quests that get rotated

This commit is contained in:
Yury
2025-05-02 09:15:17 +03:00
parent 85ad08f579
commit 878da2a325
5 changed files with 23 additions and 30 deletions
@@ -15,8 +15,8 @@ public class TitleDataContractInfo {
public TitleDataContractInfoUnlockData UnlockData { get; set; } public TitleDataContractInfoUnlockData UnlockData { get; set; }
[JsonPropertyName("IsMainContract")] [JsonPropertyName("IsMainContract")]
public bool IsMainContract { get; set; } public bool IsMainContract { get; set; }
[JsonPropertyName("ContractDifficulty")] [JsonPropertyName("Difficulty")]
public EYContractDifficulty ContractDifficulty { get; set; } public EYContractDifficulty Difficulty { get; set; }
} }
public class TitleDataContractInfoReward { public class TitleDataContractInfoReward {
@@ -9,8 +9,6 @@ public class TitleDataMissionInfo {
public UDataTable OnboardingRewards { get; set; } public UDataTable OnboardingRewards { get; set; }
} }
// {\"TalkToBadumReward\":{\"MissionRewardId\":\"TalkToBadumReward\",\"RewardEntries\":[{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SMG_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_AR_Energy_01\"},\"RewardAmount\":1},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_Pistol_Bullet_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SGun_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Light\"},\"RewardAmount\":6},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Medium\"},\"RewardAmount\":4},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Shotgun\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"ShockGrenade_02\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"Consumable_Health_01\"},\"RewardAmount\":5},{\"RewardType\":0,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_PlayerShield.PRO_PlayerShield\\u0027\",\"RowName\":\"Shield_01\"},\"RewardAmount\":5},{\"RewardType\":10,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Bags.PRO_Bags\\u0027\",\"RowName\":\"Bag_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"TOOL_MineralScanner_01\"},\"RewardAmount\":2}]},\"FirstMatchReward\":{\"MissionRewardId\":\"FirstMatchReward\",\"RewardEntries\":[{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"Insulation\"},\"RewardAmount\":4},{\"RewardType\":1,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Currencies_DT.Currencies_DT\\u0027\",\"RowName\":\"SoftCurrency\"},\"RewardAmount\":1500},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"GenericCreatureDrop\"},\"RewardAmount\":3},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"ICAScrip\"},\"RewardAmount\":1}]}}",
public class TitleDataMissionRewardInfo { public class TitleDataMissionRewardInfo {
[JsonPropertyName("MissionRewardId")] [JsonPropertyName("MissionRewardId")]
public string MissionRewardId { get; set; } public string MissionRewardId { get; set; }
@@ -50,7 +50,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly string[] difficulties = ["Easy", "Medium", "Hard"]; private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
private readonly Random rnd = new Random(); private readonly Random rnd = new Random();
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
@@ -219,20 +219,19 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
if (contract.IsMainContract) { if (contract.IsMainContract) {
contractsCompleted.ContractsIDs.Add(contract.Name); contractsCompleted.ContractsIDs.Add(contract.Name);
} else { } else {
var parts = contract.Name.Split('-'); var contractDifficulty = contract.Difficulty;
var difficulty = parts[1];
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]); var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var levels = levelsData[contract.Faction]; var levels = levelsData[contract.Faction];
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]); var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
var level = levels.Length - Array.FindIndex(levels, (int xp) => { var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp; return factionProgression >= xp;
}); });
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction); var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
var idx = Array.FindIndex(difficulties, d => d == difficulty); var idx = Array.FindIndex(difficulties, d => d == contractDifficulty);
var factionJobs = jobs[contract.Faction]; var factionJobs = jobs[contract.Faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => { var jobsAvailable = Array.FindAll(factionJobs[contractDifficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level; return level >= contracts[jobId].UnlockData.Level;
}); });
// If player completes a job, it means he has at least one unlocked anyway. // If player completes a job, it means he has at least one unlocked anyway.
@@ -16,7 +16,7 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
private readonly string[] difficulties = ["Easy", "Medium", "Hard"]; private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
private readonly Random rnd = new Random(); private readonly Random rnd = new Random();
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
@@ -47,22 +47,20 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" }); var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]); var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]); var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]); var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var currentQuests = new Dictionary<string, Dictionary<string, bool>> { var currentQuests = new Dictionary<string, Dictionary<EYContractDifficulty, bool>> {
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["Korolev"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["Osiris"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["ICA"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
}; };
foreach (var contract in contractsActive.Contracts) { foreach (var contract in contractsActive.Contracts) {
var parts = contract.ContractID.Split('-'); var contractData = contracts[contract.ContractID];
if (parts[0] != "NEW") { if (contractData.IsMainContract) {
continue; continue;
} }
var difficulty = parts[1]; currentQuests[contractData.Faction][contractData.Difficulty] = true;
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
currentQuests[faction][difficulty] = true;
} }
for (var i = 0; i < factions.Length; i++) { for (var i = 0; i < factions.Length; i++) {
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