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; 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 List 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 balance = 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"]); // 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(inventory.Count); // foreach (var item in inventory) { // if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) { // newInventory.Add(item); // } // } var changedItems = new List(); 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 scrappedItemIds = []; foreach (var itemId in request.IDs) { var inventoryItem = inventory.Find(i => i.ItemId == itemId); if (inventoryItem == null) { continue; } var blueprintData = blueprints[inventoryItem.BaseItemId]; // NOTE: Ammo and consumables have reverse price mapping. if (blueprintData.Kind == "Ammo" || blueprintData.Kind == "Ability") { factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount); balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount); } else if (blueprintData.Kind == "Armor") { factionProgression += (int)Math.Max( (float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation, blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier ); balance.SoftCurrency += (int)Math.Max( (float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns, blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier ); } else { factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount; balance.SoftCurrency += blueprintData.OverrideScrappingReturns * inventoryItem.Amount; } scrappedItemIds.Add(itemId); } // TODO: Optimize var newInventory = new List(inventory.Count); foreach (var item in inventory) { if (!scrappedItemIds.Contains(item.ItemId)) { newInventory.Add(item); } } await _userDataService.UpdateAsync( userId, userId, new Dictionary{ ["Inventory"] = JsonSerializer.Serialize(newInventory), ["Balance"] = JsonSerializer.Serialize(balance), [progressionFactionKey] = JsonSerializer.Serialize(factionProgression), } ); return new SellItemsClientResponse { UserID = userId, Error = "", ChangedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency, }], PlayerFactionProgressionData = new FYPlayerFactionProgressData { FactionID = request.FactionID, CurrentProgression = factionProgression, }, ScrappedItemIDs = scrappedItemIds, ChangedItems = changedItems, }; } }