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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+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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