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.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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