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
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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.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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