Files
the-cycle/src/Prospect.Server.Api/Services/CloudScript/Functions/SellItemClient.cs
T

175 lines
7.7 KiB
C#

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<string> ItemsToRemove { get; set; }
}
public class SellItemsClientResponse
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("scrappedItemIds")]
public HashSet<string> ScrappedItemIDs { get; set; }
[JsonPropertyName("changedItems")]
public List<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<SellItemsClientRequest, SellItemsClientResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<SellItemsClientFunction> _logger;
public SellItemsClientFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<SellItemsClientFunction> logger)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<SellItemsClientResponse> 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<string>{"Inventory", "Balance", progressionFactionKey});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(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<FYCustomItemInfo>(inventory.Count);
// foreach (var item in inventory) {
// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
// newInventory.Add(item);
// }
// }
var changedItems = new List<FYCustomItemInfo>();
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<string> 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<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!scrappedItemIds.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["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,
};
}
}