2 Commits
Author SHA1 Message Date
neckfire 078d2f80be Merge pull request 'Fix critique: achats bloqués (sentinelle ContractLockPurchase None)' (#5) from preprod into main
Build & Deploy / build (push) Successful in 24s
2026-07-15 00:15:14 +00:00
neckfireandClaude Opus 4.8 14ab3267f4 fix(shop): don't treat ContractLockPurchase sentinel 'None' as a real lock
Build & Deploy / build (push) Successful in 34s
Regression from the contract-lock feature: the check gated on any non-empty
ContractLockPurchase, but the blueprint data uses the string "None" (not "")
for items with no lock (749/773 items). So virtually every item returned
'Item is locked' before the currency deduction -> players couldn't buy anything
(error shown, K-Marks unchanged). Skip the gate when the value is null/empty/"None".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:15:13 +02:00
@@ -155,12 +155,14 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
var blueprintData = blueprints[request.BaseItemID];
// Contract unlock criteria: some items can only be purchased after completing a
// specific contract. Only gate when the item explicitly declares such a lock, so
// items with no lock keep working as before.
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
// specific contract. The data uses the sentinel "None" (not an empty string) for
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
// item gets gated and nothing can be bought.
var contractLockPurchase = blueprintData.UnlockData?.ContractLockPurchase;
if (!string.IsNullOrEmpty(contractLockPurchase) && contractLockPurchase != "None")
{
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
{
return new PurchaseWeaponShopItemResponse
{