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