* 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
274 lines
10 KiB
C#
274 lines
10 KiB
C#
using System.Text.Json;
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using System.Text.Json.Serialization;
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using Prospect.Server.Api.Models.Data;
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using Prospect.Server.Api.Services.Auth.Extensions;
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using Prospect.Server.Api.Services.CloudScript;
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using Prospect.Server.Api.Services.UserData;
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public class PurchaseWeaponShopItemRequest
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{
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[JsonPropertyName("blueprintName")]
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public string BlueprintName { get; set; }
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[JsonPropertyName("blueprintRarity")]
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public int BlueprintRarity { get; set; }
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[JsonPropertyName("purchaseAmount")]
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public int PurchaseAmount { get; set; }
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[JsonPropertyName("baseItemId")]
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public string BaseItemID { get; set; }
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[JsonPropertyName("shopItemBelongsTo")]
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public string ShopItemBelongsTo { get; set; }
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}
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public class PurchaseWeaponShopItemResponse
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{
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[JsonPropertyName("userId")]
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public string UserID { get; set; }
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[JsonPropertyName("error")]
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public string Error { get; set; }
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[JsonPropertyName("itemRarity")]
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public int ItemRarity { get; set; }
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[JsonPropertyName("changedCurrencies")]
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public FYCurrencyItem[] ChangedCurrencies { get; set; }
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[JsonPropertyName("itemsGrantedOrUpdated")]
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public List<FYCustomItemInfo> ItemsGrantedOrUpdated { get; set; }
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[JsonPropertyName("deletedItemsIds")]
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public HashSet<string> DeletedItemsIds { get; set; }
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[JsonPropertyName("purchaseAmount")]
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public int PurchaseAmount { get; set; }
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[JsonPropertyName("blueprintName")]
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public string BlueprintName { get; set; }
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[JsonPropertyName("shopItemBelongsTo")]
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public string ShopItemBelongsTo { get; set; }
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}
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public class FYCurrencyItem {
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[JsonPropertyName("currencyName")]
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public string CurrencyName { get; set; }
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[JsonPropertyName("amount")]
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public int Amount { get; set; }
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}
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public class FYModItems {
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[JsonPropertyName("m")]
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public int[] M { get; set; } // mods
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};
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// FYItemOriginData
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public class FYItemOriginBackend {
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[JsonPropertyName("t")]
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public string T { get; set; } // type
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[JsonPropertyName("p")]
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public string P { get; set; } // playfabid
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[JsonPropertyName("g")]
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public string G { get; set; } // guid
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};
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// FYRolledPerkEntry
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public class FYRolledPerkBackend {
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[JsonPropertyName("i")]
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public int I { get; set; } // short perk id
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[JsonPropertyName("r")]
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public float R { get; set; } // rolled range value
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};
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public class FYCustomItemInfo {
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[JsonPropertyName("itemId")]
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public string ItemId { get; set; }
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[JsonPropertyName("baseItemId")]
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public string BaseItemId { get; set; }
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[JsonPropertyName("primaryVanityId")] // Item skin
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public int PrimaryVanityId { get; set; }
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[JsonPropertyName("secondaryVanityId")] // Item charm
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public int SecondaryVanityId { get; set; }
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[JsonPropertyName("amount")]
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public int Amount { get; set; }
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[JsonPropertyName("durability")]
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public int Durability { get; set; }
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[JsonPropertyName("modData")]
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public FYModItems ModData { get; set; }
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[JsonPropertyName("rolledPerks")]
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public FYRolledPerkBackend[] RolledPerks { get; set; }
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[JsonPropertyName("insurance")]
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public string Insurance { get; set; }
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[JsonPropertyName("insuranceOwnerPlayfabId")]
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public string InsuranceOwnerPlayfabId { get; set; }
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[JsonPropertyName("insuredAttachmentId")]
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public string InsuredAttachmentId { get; set; }
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[JsonPropertyName("origin")]
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public FYItemOriginBackend Origin { get; set; }
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};
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public class CustomVanityItem {
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[JsonPropertyName("baseItemId")]
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public string BaseItemId { get; set; }
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[JsonPropertyName("origin")]
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public FYItemOriginBackend Origin { get; set; }
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};
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[CloudScriptFunction("PurchaseWeaponShopItem")]
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public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeaponShopItemRequest, PurchaseWeaponShopItemResponse>
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{
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly UserDataService _userDataService;
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private readonly TitleDataService _titleDataService;
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private readonly ILogger<PurchaseWeaponShopItemFunction> _logger;
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public PurchaseWeaponShopItemFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<PurchaseWeaponShopItemFunction> logger)
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{
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_httpContextAccessor = httpContextAccessor;
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_userDataService = userDataService;
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_titleDataService = titleDataService;
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_logger = logger;
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}
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public async Task<PurchaseWeaponShopItemResponse> ExecuteAsync(PurchaseWeaponShopItemRequest request)
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{
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var context = _httpContextAccessor.HttpContext;
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if (context == null)
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{
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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var userId = context.User.FindAuthUserId();
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if (request.PurchaseAmount <= 0) {
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return new PurchaseWeaponShopItemResponse
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{
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UserID = userId,
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Error = "Invalid purchase amount",
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};
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}
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
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var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
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var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
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if (!blueprints.ContainsKey(request.BaseItemID)) {
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_logger.LogError("Failed to find item ID {ItemID}", request.BaseItemID);
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return new PurchaseWeaponShopItemResponse
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{
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UserID = userId,
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Error = "Invalid base item ID",
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};
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}
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var blueprintData = blueprints[request.BaseItemID];
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// TODO: Contract unlock criteria
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// Validate price
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var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
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// TODO: Refactor
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List<FYCustomItemInfo> grantedOrUpdated = [];
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HashSet<string> deletedItemsIds = [];
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List<FYCurrencyItem> changedCurrencies = [];
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foreach (var ingredient in shopCraftingData.ItemRecipeIngredients) {
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int remaining = ingredient.Amount;
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if (ingredient.Currency == "SoftCurrency") {
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var buyCost = request.PurchaseAmount * ingredient.Amount;
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remaining -= buyCost;
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balance.SoftCurrency -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
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} else if (ingredient.Currency == "Aurum") {
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var buyCost = request.PurchaseAmount * ingredient.Amount;
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remaining -= buyCost;
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balance.HardCurrency -= buyCost;
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changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
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} else {
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foreach (var item in inventory) {
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if (item.BaseItemId != ingredient.Currency) {
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continue;
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}
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var localRemaining = remaining;
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remaining -= item.Amount;
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item.Amount -= localRemaining;
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if (item.Amount <= 0) {
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item.Amount = 0;
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deletedItemsIds.Add(item.ItemId);
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} else {
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grantedOrUpdated.Add(item);
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}
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if (remaining <= 0) {
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break;
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}
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}
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}
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if (remaining > 0) {
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return new PurchaseWeaponShopItemResponse
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{
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UserID = userId,
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Error = "Missing required items",
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};
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}
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}
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// TODO: Optimize
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var newInventory = new List<FYCustomItemInfo>(inventory.Count);
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foreach (var item in inventory) {
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if (!deletedItemsIds.Contains(item.ItemId)) {
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newInventory.Add(item);
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}
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}
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// TODO: Inventory limit check
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// TODO: Refactor into a helper function
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var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
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// Populate incomplete stacks first
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foreach (var item in newInventory) {
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if (item.BaseItemId != request.BaseItemID || item.Amount >= blueprintData.MaxAmountPerStack) {
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continue;
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}
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var remainingSpace = blueprintData.MaxAmountPerStack - item.Amount;
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var amountToAdd = Math.Min(remainingAmount, remainingSpace);
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item.Amount += amountToAdd;
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remainingAmount -= amountToAdd;
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grantedOrUpdated.Add(item);
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if (remainingAmount == 0) {
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break;
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}
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}
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// Then create new items
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while (remainingAmount > 0) {
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var itemStackAmount = Math.Min(blueprintData.MaxAmountPerStack, remainingAmount);
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var grantedItem = new FYCustomItemInfo {
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ItemId = Guid.NewGuid().ToString(),
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Amount = itemStackAmount,
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BaseItemId = request.BaseItemID,
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Durability = blueprintData.DurabilityMax,
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Insurance = "",
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InsuranceOwnerPlayfabId = "",
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ModData = new FYModItems { M = [] },
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Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
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InsuredAttachmentId = "",
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PrimaryVanityId = 0,
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SecondaryVanityId = 0,
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RolledPerks = [],
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};
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newInventory.Add(grantedItem);
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grantedOrUpdated.Add(grantedItem);
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remainingAmount -= itemStackAmount;
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}
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await _userDataService.UpdateAsync(
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userId, userId,
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new Dictionary<string, string>{
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["Inventory"] = JsonSerializer.Serialize(newInventory),
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["Balance"] = JsonSerializer.Serialize(balance),
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}
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);
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return new PurchaseWeaponShopItemResponse
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{
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UserID = userId,
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Error = "",
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BlueprintName = request.BlueprintName,
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ItemRarity = request.BlueprintRarity,
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PurchaseAmount = request.PurchaseAmount,
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ChangedCurrencies = changedCurrencies.ToArray(),
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DeletedItemsIds = deletedItemsIds,
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ItemsGrantedOrUpdated = grantedOrUpdated,
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ShopItemBelongsTo = request.ShopItemBelongsTo
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};
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}
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}
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