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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@@ -33,7 +34,7 @@ public class SellItemsClientResponse
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[JsonPropertyName("scrappedItemIds")]
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public HashSet<string> ScrappedItemIDs { get; set; }
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[JsonPropertyName("changedItems")]
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public FYCustomItemInfo[] ChangedItems { get; set; }
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public List<FYCustomItemInfo> ChangedItems { get; set; }
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[JsonPropertyName("changedCurrencies")]
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public FYCurrencyItem[] ChangedCurrencies { get; set; }
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[JsonPropertyName("playerFactionProgressionData")]
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@@ -71,39 +72,63 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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var userId = context.User.FindAuthUserId();
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var progressionFactionKey = "FactionProgression" + request.FactionID;
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var progressionFactionKey = $"FactionProgression{request.FactionID}";
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var balanceData = 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 factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].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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var playerBalance = balanceData["SC"];
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// TODO: Optimize
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// TODO: Check deleted items to see if other stacks/mods were updated correctly
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// Process inventory update before selling since a player may split item stack.
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// This will result in creating a new item and updating amount of existing item.
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// NOTE: Stacking items back doesn't seem to work, at least in single-player station. Bug?
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// var newInventory = new List<FYCustomItemInfo>(inventory.Count);
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// foreach (var item in inventory) {
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// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
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// newInventory.Add(item);
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// }
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// }
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var changedItems = new List<FYCustomItemInfo>();
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foreach (var item in request.InventoryUpdateData.ItemsToUpdateAmount) {
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var inventoryItem = inventory.Find(i => i.ItemId == item.ItemId);
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if (inventoryItem == null) {
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continue;
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}
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inventoryItem.Amount = item.Amount;
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// NOTE: Vanity and mod data cannot be managed in sell menu
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changedItems.Add(item);
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}
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foreach (var item in request.InventoryUpdateData.ItemsToAdd) {
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inventory.Add(item);
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}
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// Then process selling. The game client provides item IDs for newly added items.
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HashSet<string> scrappedItemIds = [];
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foreach (var itemId in request.IDs) {
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var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
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if (inventoryItemIdx == -1) {
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var inventoryItem = inventory.Find(i => i.ItemId == itemId);
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if (inventoryItem == null) {
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continue;
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}
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var inventoryItem = inventory[inventoryItemIdx];
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var blueprintData = blueprints[inventoryItem.BaseItemId];
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// TODO: Probably better to decide based on item kind instead
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if (inventoryItem.Durability == -1) {
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factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
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playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
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factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
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balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
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} else {
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// Items that have durability are not stackable so it's always 1 item
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factionProgression += MapValue.Map(
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inventoryItem.Durability,
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blueprintData.DurabilityMax, 0,
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blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
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factionProgression += (int)Math.Max(
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(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
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blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
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);
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playerBalance += MapValue.Map(
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inventoryItem.Durability,
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blueprintData.DurabilityMax, 0,
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blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
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balance.SoftCurrency += (int)Math.Max(
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(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
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blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
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);
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}
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@@ -118,13 +143,11 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
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}
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}
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balanceData["SC"] = playerBalance;
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await _userDataService.UpdateAsync(
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userId, userId,
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new Dictionary<string, string>{
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["Inventory"] = JsonSerializer.Serialize(newInventory),
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["Balance"] = JsonSerializer.Serialize(balanceData),
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["Balance"] = JsonSerializer.Serialize(balance),
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[progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
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}
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);
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@@ -135,14 +158,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
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Error = "",
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ChangedCurrencies = [new FYCurrencyItem {
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CurrencyName = "SoftCurrency",
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Amount = playerBalance,
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Amount = balance.SoftCurrency,
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}],
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PlayerFactionProgressionData = new FYPlayerFactionProgressData {
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FactionID = request.FactionID,
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CurrentProgression = factionProgression,
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},
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ScrappedItemIDs = scrappedItemIds,
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ChangedItems = [], // TODO: Changed items from InventoryUpdateData
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ChangedItems = changedItems,
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};
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}
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}
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