Promotion preprod → prod : contrats/kills, factions, tech-tree, assurance payout, Fortuna Pass #1

Merged
neckfire merged 4 commits from preprod into main 2026-07-14 10:33:31 +00:00
4 Commits
Author SHA1 Message Date
neckfireandClaude Opus 4.8 89e7a69049 feat(insurance,fortuna): payout on death + Fortuna Pass claim safety
Build & Deploy / build (push) Successful in 21s
- CompleteInventoryUpdate: insured items lost in a raid (present in
  ItemsToRemove) are recovered back to the stash and the insurance is
  consumed. This is the payout counterpart to the premium already
  debited on deploy (EnterMatchmakingStation). Gated on the policy
  declaring a positive Payout; never fails the inventory commit.
- RequestClaimFortunaPassRewards: log the client-sent reward IDs so a
  real FortunaPass{2,3}_Rewards catalog can be built to match, and stop
  recording a reward as claimed when there is no catalog entry to grant
  (previously it was burned permanently and became unclaimable).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:30:11 +02:00
neckfireandClaude Opus 4.8 6f3410b37d fix(contracts): auto-credit kill objectives in client-hosted raids
Build & Deploy / build (push) Successful in 21s
Kill-type contract objectives were never persisted: the client-hosted
raid has no dedicated game server to report per-kill progress, so
creature kills stayed at 0 and contracts reported "no kills" at claim.

- EnterMatchmakingMatch: auto-credit Kills objectives to MaxProgress on
  deploy (mirrors the item-ownership pre-compute already done there and
  the player-kill auto-credit in ActivateContract).
- ClaimActiveContract: treat Kills objectives as met as a safety net for
  contracts activated before deploy.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 11:56:14 +02:00
neckfireandClaude Opus 4.8 345a822a2e feat(preprod): contrats fonctionnels, réputation factions, gating tech-tree & shop
Build & Deploy / build (push) Successful in 21s
- RequestPlayerContracts: renvoie les vrais contrats actifs + job boards du joueur
  (peuplement initial des boards vides) au lieu d'une liste hardcodée.
- RequestFactionProgression: renvoie la réputation réelle des 3 factions (au lieu de 0).
- StartTechTreeNodeUpgradeClient: dependency check PlayerQuarterLevelRequired.
- PurchaseWeaponShopItem: critère de déblocage par contrat (UnlockData.ContractLockPurchase).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 02:20:27 +02:00
neckfireandClaude Opus 4.8 1e79360b6e feat: rotation shops (daily/weekly) + items insurance + season pass
Build & Deploy / build (push) Successful in 10s
- RequestStoreRotationData: rotation daily (reset 00:00 UTC) + weekly (lundi) avec
  storeIDs rotatifs déterministes et timers d'expiration corrects.
- EnterMatchmakingStation: traite purchaseInsuranceRequest au déploiement — marque
  les items assurés (Insurance + owner) et débite la prime (TitleData InventoryInsurance).
- FYPurchaseInventoryInsuranceRequest: modèle complété (insuranceId + itemIds).
- RequestClaimFortunaPassRewards: claim saison-correct (S2/S3 séparés, plus d'écrasement)
  + octroi des récompenses depuis catalogue TitleData optionnel (repli sûr sinon).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:55:54 +02:00