Push API changes
* Fix item repair cost formula * Add "RequestUpdateAvailableFreeLoadout" function (WIP) * Fix item sell formula * Fix item stack split on sell * Fix contract progression counting for objectives other than owned items * Refactor balance into a proper struct * Separate and update Season 2 and Season 3 data
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.Models.Data;
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using Prospect.Server.Api.Services.UserData;
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@@ -87,7 +88,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
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var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
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var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
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var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == request.ContractID);
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@@ -102,14 +103,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
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var targetContract = contractsActive.Contracts[targetContractIdx];
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List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
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HashSet<string> deletedItemsIds = [];
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// TODO: Proper progress verification of all objectives
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foreach (var objective in contract.Objectives) {
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for (var i = 0; i < contract.Objectives.Length; i++) {
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var objective = contract.Objectives[i];
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int remaining = objective.MaxProgress;
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if (objective.Type == 2) {
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for (var i = 0; i < inventory.Count; i++) {
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var item = inventory[i];
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if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
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// NOTE: The backend may perform item ownership validation
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// since it has the information about the player's items.
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foreach (var item in inventory) {
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if (item.BaseItemId != objective.ItemToOwn) {
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continue;
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}
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@@ -125,6 +128,11 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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break;
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}
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}
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} else {
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// NOTE: A game server must write the correct progress
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// for other types of objectives.
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// The objectives are mapped by array index.
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remaining -= targetContract.Progress[i];
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}
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if (remaining > 0) {
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return new FYClaimCompletedActiveContractRewardsResult
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@@ -148,15 +156,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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List<FYCurrencyItem> changedCurrencies = [];
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foreach (var reward in contract.Rewards) {
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if (reward.ItemID == "SoftCurrency") {
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balance["SC"] += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
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balance.SoftCurrency += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
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} else if (reward.ItemID == "Aurum") {
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balance["AU"] += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
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balance.HardCurrency += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
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} else if (reward.ItemID == "InsuranceToken") {
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balance["IN"] += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
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balance.InsuranceTokens += reward.Amount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens });
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} else {
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// TODO: Inventory limit check
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var blueprintData = blueprints[reward.ItemID];
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var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase;
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+8
-6
@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.Models.Data;
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using Prospect.Server.Api.Services.UserData;
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@@ -103,7 +104,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
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};
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}
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var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
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@@ -136,8 +137,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
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};
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}
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balance["SC"] += claimableAmount;
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changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
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balance.SoftCurrency += claimableAmount;
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changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
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break;
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}
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case "playerquarters_gen_aurum": {
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@@ -162,8 +163,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
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};
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}
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balance["AU"] += claimableAmount;
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changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
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balance.HardCurrency += claimableAmount;
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changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
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break;
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}
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case "playerquarters_gen_crate": {
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@@ -190,7 +191,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
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var rewardsPool = dailyCrateRewards[crateTier - 1];
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var items = PickItems(rewardsPool, 5); // TODO: Not sure how many items were granted
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// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT
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var items = PickItems(rewardsPool, 5);
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// TODO: Stackable? GrantedItems doesn't imply granted OR updated.
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foreach (var item in items) {
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var itemInfo = blueprints[item.Name];
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@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.UserData;
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@@ -138,7 +139,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
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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 inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].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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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
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if (!blueprints.ContainsKey(request.BaseItemID)) {
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@@ -165,16 +166,15 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
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if (ingredient.Currency == "SoftCurrency") {
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var buyCost = request.PurchaseAmount * ingredient.Amount;
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remaining -= buyCost;
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balance["SC"] -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
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balance.SoftCurrency -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
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} else if (ingredient.Currency == "Aurum") {
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var buyCost = request.PurchaseAmount * ingredient.Amount;
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remaining -= buyCost;
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balance["AU"] -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
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balance.HardCurrency -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
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} else {
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for (var i = 0; i < inventory.Count; i++) {
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var item = inventory[i];
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foreach (var item in inventory) {
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if (item.BaseItemId != ingredient.Currency) {
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continue;
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}
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@@ -209,6 +209,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
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}
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}
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// TODO: Inventory limit check
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// TODO: Refactor into a helper function
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var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
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@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.UserData;
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using Prospect.Server.Api.Utils;
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@@ -65,20 +66,20 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
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var blueprintData = blueprints[item.BaseItemId];
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var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var repairCost = MapValue.Map(item.Durability, blueprintData.DurabilityMax, 0, blueprintData.RepairCostBase, blueprintData.RepairCostMaxDurability);
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var repairCost = blueprintData.RepairCostBase + (int)Math.Ceiling((1 - (float)item.Durability / blueprintData.DurabilityMax) * blueprintData.RepairCostMaxDurability);
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if (item.Durability == 0) {
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repairCost += blueprintData.RepairCostModifierBroken;
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}
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if (balance["SC"] < repairCost) {
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if (balance.SoftCurrency < repairCost) {
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return new FYRepairItemResult
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{
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UserID = userId,
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Error = "Insufficient balance",
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};
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}
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balance["SC"] -= repairCost;
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balance.SoftCurrency -= repairCost;
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item.Durability = blueprintData.DurabilityMax;
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await _userDataService.UpdateAsync(
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@@ -95,7 +96,7 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
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Error = "",
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ChangedItems = [item],
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ChangedCurrencies = [
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new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] },
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new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency },
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],
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};
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}
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@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.UserData;
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@@ -54,7 +55,7 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
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var rewards = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionRewardInfo>>(titleData["OnboardingRewardMissions"]);
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
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var missions = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionInfo>>(titleData["OnboardingMissions"]);
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var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var currentMission = missions[onboardingMission.CurrentMissionID];
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var missionRewardId = currentMission.OnboardingRewards.RowName;
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@@ -68,15 +69,16 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
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var missionRewards = rewards[missionRewardId].RewardEntries;
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foreach (var reward in missionRewards) {
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if (reward.RewardRowHandle.RowName == "SoftCurrency") {
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balance["SC"] += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
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balance.SoftCurrency += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
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} else if (reward.RewardRowHandle.RowName == "Aurum") {
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balance["AU"] += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
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balance.HardCurrency += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
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} else if (reward.RewardRowHandle.RowName == "InsuranceToken") {
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balance["IN"] += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
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balance.InsuranceTokens += reward.RewardAmount;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens });
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} else {
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// TODO: Inventory limit check
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var blueprintData = blueprints[reward.RewardRowHandle.RowName];
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var remainingAmount = reward.RewardAmount * blueprintData.AmountPerPurchase;
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while (remainingAmount > 0) {
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+47
@@ -0,0 +1,47 @@
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using System.Text.Json.Serialization;
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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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public class RequestUpdateAvailableFreeLoadoutRequest
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{
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}
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public class RequestUpdateAvailableFreeLoadoutResponse
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{
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[JsonPropertyName("userId")]
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public string UserId { get; set; }
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[JsonPropertyName("error")]
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public string Error { get; set; }
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[JsonPropertyName("newRandomSeed")]
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public int NewRandomSeed { get; set; }
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}
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[CloudScriptFunction("RequestUpdateAvailableFreeLoadout")]
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public class RequestUpdateAvailableFreeLoadoutFunction : ICloudScriptFunction<RequestUpdateAvailableFreeLoadoutRequest, RequestUpdateAvailableFreeLoadoutResponse>
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{
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly ILogger<RequestUpdateAvailableFreeLoadoutFunction> _logger;
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public RequestUpdateAvailableFreeLoadoutFunction(ILogger<RequestUpdateAvailableFreeLoadoutFunction> logger, IHttpContextAccessor httpContextAccessor)
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{
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_logger = logger;
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_httpContextAccessor = httpContextAccessor;
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}
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public async Task<RequestUpdateAvailableFreeLoadoutResponse> ExecuteAsync(RequestUpdateAvailableFreeLoadoutRequest request)
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{
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var context = _httpContextAccessor.HttpContext;
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if (context == null)
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{
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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var userId = context.User.FindAuthUserId();
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return new RequestUpdateAvailableFreeLoadoutResponse
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{
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UserId = userId,
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Error = "",
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NewRandomSeed = 0,
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};
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}
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}
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+2
-2
@@ -9,9 +9,9 @@ public class RequestUpdateSeasonWipeDataRequest
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public class RequestUpdateSeasonWipeDataResponse
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{
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[JsonPropertyName("userId")]
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public string UserId;
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public string UserId { get; set; }
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[JsonPropertyName("error")]
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public string Error;
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public string Error { get; set; }
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}
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[CloudScriptFunction("RequestUpdateSeasonWipeData")]
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+6
-1
@@ -76,6 +76,12 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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// TODO: Optimize
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// TODO: Check deleted items to see if other stacks/mods were updated correctly
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// Process inventory update. The player may:
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// 1. Split item stack - creates a new item and updates amount of existing item.
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// 2. Stack existing items - deletes existing items and updates amount of existing item.
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// 3. Change vanity data - updates an existing item.
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// 4. Change weapon mods - updates an existing item.
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var newInventory = new List<FYCustomItemInfo>(inventory.Count);
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foreach (var item in inventory) {
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if (!request.ItemsToRemove.Contains(item.ItemId)) {
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@@ -83,7 +89,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
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}
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}
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// TODO: Check deleted items to see if other stacks/mods were updated correctly
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foreach (var item in request.ItemsToUpdateAmount) {
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var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
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if (inventoryItem == null) {
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@@ -1,5 +1,6 @@
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using System.Text.Json;
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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.UserData;
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@@ -33,7 +34,7 @@ public class SellItemsClientResponse
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[JsonPropertyName("scrappedItemIds")]
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public HashSet<string> ScrappedItemIDs { get; set; }
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[JsonPropertyName("changedItems")]
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public FYCustomItemInfo[] ChangedItems { get; set; }
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public List<FYCustomItemInfo> ChangedItems { get; set; }
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[JsonPropertyName("changedCurrencies")]
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public FYCurrencyItem[] ChangedCurrencies { get; set; }
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[JsonPropertyName("playerFactionProgressionData")]
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@@ -71,39 +72,63 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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var userId = context.User.FindAuthUserId();
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var progressionFactionKey = "FactionProgression" + request.FactionID;
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var progressionFactionKey = $"FactionProgression{request.FactionID}";
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var balanceData = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
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var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
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var playerBalance = balanceData["SC"];
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// TODO: Optimize
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// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
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// Process inventory update before selling since a player may split item stack.
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// This will result in creating a new item and updating amount of existing item.
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// NOTE: Stacking items back doesn't seem to work, at least in single-player station. Bug?
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// var newInventory = new List<FYCustomItemInfo>(inventory.Count);
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// foreach (var item in inventory) {
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// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
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// newInventory.Add(item);
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// }
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||||
// }
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||||
|
||||
var changedItems = new List<FYCustomItemInfo>();
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToUpdateAmount) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
inventoryItem.Amount = item.Amount;
|
||||
// NOTE: Vanity and mod data cannot be managed in sell menu
|
||||
changedItems.Add(item);
|
||||
}
|
||||
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToAdd) {
|
||||
inventory.Add(item);
|
||||
}
|
||||
|
||||
// Then process selling. The game client provides item IDs for newly added items.
|
||||
HashSet<string> scrappedItemIds = [];
|
||||
foreach (var itemId in request.IDs) {
|
||||
var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
|
||||
if (inventoryItemIdx == -1) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == itemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
var inventoryItem = inventory[inventoryItemIdx];
|
||||
var blueprintData = blueprints[inventoryItem.BaseItemId];
|
||||
// TODO: Probably better to decide based on item kind instead
|
||||
if (inventoryItem.Durability == -1) {
|
||||
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
|
||||
playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
|
||||
factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
} else {
|
||||
// Items that have durability are not stackable so it's always 1 item
|
||||
factionProgression += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
factionProgression += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
|
||||
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
playerBalance += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
balance.SoftCurrency += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
|
||||
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
}
|
||||
|
||||
@@ -118,13 +143,11 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
}
|
||||
}
|
||||
|
||||
balanceData["SC"] = playerBalance;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
["Balance"] = JsonSerializer.Serialize(balanceData),
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
[progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
}
|
||||
);
|
||||
@@ -135,14 +158,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
Error = "",
|
||||
ChangedCurrencies = [new FYCurrencyItem {
|
||||
CurrencyName = "SoftCurrency",
|
||||
Amount = playerBalance,
|
||||
Amount = balance.SoftCurrency,
|
||||
}],
|
||||
PlayerFactionProgressionData = new FYPlayerFactionProgressData {
|
||||
FactionID = request.FactionID,
|
||||
CurrentProgression = factionProgression,
|
||||
},
|
||||
ScrappedItemIDs = scrappedItemIds,
|
||||
ChangedItems = [], // TODO: Changed items from InventoryUpdateData
|
||||
ChangedItems = changedItems,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+12
-4
@@ -47,10 +47,18 @@ public class SetCharacterVanityArchetype : ICloudScriptFunction<FYSetActiveChara
|
||||
var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F";
|
||||
returnVanity.ArchetypeID = request.ArcheTypeId;
|
||||
returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01";
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots_" + genderSuffix;
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest_" + genderSuffix;
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves_" + genderSuffix;
|
||||
returnVanity.BaseSuitItem.ID = "StarterOutfit01" + genderSuffix + "_BaseSuit";
|
||||
#if SEASON_2_RELEASE || SEASON_2_DEBUG
|
||||
returnVanity.BootsItem.ID = $"StarterOutfit01_Boots_{genderSuffix}";
|
||||
returnVanity.ChestItem.ID = $"StarterOutfit01_Chest_{genderSuffix}";
|
||||
returnVanity.GloveItem.ID = $"StarterOutfit01_Gloves_{genderSuffix}";
|
||||
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots";
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest";
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves";
|
||||
#else
|
||||
#error Unsupported build type
|
||||
#endif
|
||||
returnVanity.BaseSuitItem.ID = $"StarterOutfit01{genderSuffix}_BaseSuit";
|
||||
returnVanity.BodyType = request.ArcheTypeId.EndsWith("G02") ? 1 : 2;
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
using Prospect.Server.Api.Utils;
|
||||
|
||||
@@ -61,7 +60,7 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value);
|
||||
|
||||
@@ -78,24 +77,24 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
List<FYCustomItemInfo> itemsGrantedOrUpdated = [];
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -69,7 +70,7 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1
|
||||
|
||||
@@ -79,24 +80,24 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
var upgradeStartedTime = new FYTimestamp {
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
using Prospect.Server.Api.Utils;
|
||||
@@ -56,7 +57,7 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
|
||||
var currentNode = userTechTree.NodeInProgress;
|
||||
@@ -81,24 +82,24 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
userTechTree.TotalUpgrades++;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -70,8 +71,9 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
}
|
||||
|
||||
// TODO: Contract unlock criteria
|
||||
// TODO: Inventory limit check
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
@@ -88,15 +90,14 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
+7
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -66,7 +67,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
// Current level contains the information about next level
|
||||
@@ -82,15 +83,14 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
+7
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -67,7 +68,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
};
|
||||
}
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
|
||||
@@ -89,15 +90,14 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user