using System.Text.Json; using System.Text.Json.Serialization; using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Utils; public class SellItemsClientRequest { [JsonPropertyName("ids")] public string[] IDs { get; set; } [JsonPropertyName("factionId")] public string FactionID { get; set; } [JsonPropertyName("inventoryUpdateData")] public SellItemsClientInventoryData InventoryUpdateData { get; set; } } public class SellItemsClientInventoryData { [JsonPropertyName("itemsToAdd")] public FYCustomItemInfo[] ItemsToAdd { get; set; } [JsonPropertyName("itemsToUpdateAmount")] public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; } [JsonPropertyName("itemsToRemove")] public HashSet ItemsToRemove { get; set; } } public class SellItemsClientResponse { [JsonPropertyName("userId")] public string UserID { get; set; } [JsonPropertyName("error")] public string Error { get; set; } [JsonPropertyName("scrappedItemIds")] public HashSet ScrappedItemIDs { get; set; } [JsonPropertyName("changedItems")] public FYCustomItemInfo[] ChangedItems { get; set; } [JsonPropertyName("changedCurrencies")] public FYCurrencyItem[] ChangedCurrencies { get; set; } [JsonPropertyName("playerFactionProgressionData")] public FYPlayerFactionProgressData PlayerFactionProgressionData { get; set; } } public class FYPlayerFactionProgressData { [JsonPropertyName("factionId")] public string FactionID { get; set; } [JsonPropertyName("currentProgression")] public int CurrentProgression { get; set; } } [CloudScriptFunction("SellItemsClient")] public class SellItemsClientFunction : ICloudScriptFunction { private readonly IHttpContextAccessor _httpContextAccessor; private readonly UserDataService _userDataService; private readonly TitleDataService _titleDataService; private readonly ILogger _logger; public SellItemsClientFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger logger) { _httpContextAccessor = httpContextAccessor; _userDataService = userDataService; _titleDataService = titleDataService; _logger = logger; } public async Task ExecuteAsync(SellItemsClientRequest request) { var context = _httpContextAccessor.HttpContext; if (context == null) { throw new CloudScriptException("CloudScript was not called within a http request"); } var userId = context.User.FindAuthUserId(); var progressionFactionKey = "FactionProgression" + request.FactionID; var userData = await _userDataService.FindAsync(userId, userId, new List{"Inventory", "Balance", progressionFactionKey}); var inventory = JsonSerializer.Deserialize>(userData["Inventory"].Value); var balanceData = JsonSerializer.Deserialize>(userData["Balance"].Value); var factionProgression = JsonSerializer.Deserialize(userData[progressionFactionKey].Value); var blueprintsData = _titleDataService.Find(new List{"Blueprints"}); var blueprints = JsonSerializer.Deserialize>(blueprintsData["Blueprints"]); var playerBalance = balanceData["SC"]; HashSet scrappedItemIds = []; foreach (var itemId in request.IDs) { var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId); if (inventoryItemIdx == -1) { 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; } 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) ); playerBalance += MapValue.Map( inventoryItem.Durability, blueprintData.DurabilityMax, 0, blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier) ); } scrappedItemIds.Add(itemId); } // TODO: Optimize var newInventory = new List(inventory.Count); foreach (var item in inventory) { if (!scrappedItemIds.Contains(item.ItemId)) { newInventory.Add(item); } } balanceData["SC"] = playerBalance; await _userDataService.UpdateAsync( userId, userId, new Dictionary{ ["Inventory"] = JsonSerializer.Serialize(newInventory), ["Balance"] = JsonSerializer.Serialize(balanceData), [progressionFactionKey] = JsonSerializer.Serialize(factionProgression), } ); return new SellItemsClientResponse { UserID = userId, Error = "", ChangedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = playerBalance, }], PlayerFactionProgressionData = new FYPlayerFactionProgressData { FactionID = request.FactionID, CurrentProgression = factionProgression, }, ScrappedItemIDs = scrappedItemIds, ChangedItems = [], // TODO: Changed items from InventoryUpdateData }; } }