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:
Yury
2025-03-04 23:39:20 +02:00
parent 08ca12f1e3
commit dfc38de7b5
25 changed files with 529 additions and 151 deletions
@@ -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;
@@ -87,7 +88,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
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 targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == request.ContractID);
@@ -102,14 +103,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = [];
// TODO: Proper progress verification of all objectives
foreach (var objective in contract.Objectives) {
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
int remaining = objective.MaxProgress;
if (objective.Type == 2) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
// NOTE: The backend may perform item ownership validation
// since it has the information about the player's items.
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
@@ -125,6 +128,11 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break;
}
}
} else {
// NOTE: A game server must write the correct progress
// for other types of objectives.
// The objectives are mapped by array index.
remaining -= targetContract.Progress[i];
}
if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult
@@ -148,15 +156,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
List<FYCurrencyItem> changedCurrencies = [];
foreach (var reward in contract.Rewards) {
if (reward.ItemID == "SoftCurrency") {
balance["SC"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
balance.SoftCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
} else if (reward.ItemID == "Aurum") {
balance["AU"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
balance.HardCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.ItemID == "InsuranceToken") {
balance["IN"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
balance.InsuranceTokens += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase;