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;
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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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