mirror of
https://github.com/SoDOff-Project/sodoff.git
synced 2025-10-11 08:18:49 -07:00
Merge 693a73a71e080520d6f1781eec2e5bbaeaa4423b into f8b26e468b7d6d3bcd69628c11255a4ca2798417
This commit is contained in:
commit
0cfc8afd15
@ -1186,6 +1186,42 @@ public class ContentController : Controller {
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return Ok(new BuddyList { Buddy = new Buddy[0] });
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}
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[HttpPost]
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[Produces("application/xml")]
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[Route("/ContentWebService.asmx/RedeemItems")]
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[VikingSession]
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public IActionResult RedeemItems(Viking viking, [FromForm] string request) {
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var req = XmlUtil.DeserializeXml<RedeemRequest>(request);
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Dictionary<int, int> inventoryItemsToAdd = new();
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// resolve items in the bundle
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ItemData bundleItem = itemService.GetItem(req.ItemID);
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foreach (var reward in bundleItem.Relationship.Where(e => e.Type == "Bundle")) {
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int quantity = itemService.GetItemQuantity(reward, 1);
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inventoryItemsToAdd.TryAdd(reward.ItemId, 0);
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inventoryItemsToAdd[reward.ItemId] += quantity;
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}
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var addedItems = inventoryService.AddItemsToInventoryBulk(viking, inventoryItemsToAdd);
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// build response
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List<CommonInventoryResponseItem> items = new List<CommonInventoryResponseItem>();
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foreach (var i in inventoryItemsToAdd) {
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items.AddRange(Enumerable.Repeat(
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new CommonInventoryResponseItem {
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CommonInventoryID = addedItems.ContainsKey(i.Key) ? addedItems[i.Key] : 0, // return inventory id if this item was added to the DB
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ItemID = i.Key,
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Quantity = 0
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}, i.Value));
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}
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return Ok(new CommonInventoryResponse{
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Success = true,
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CommonInventoryIDs = items.ToArray(),
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UserGameCurrency = achievementService.GetUserCurrency(viking)
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});
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}
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[HttpPost]
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[Produces("application/xml")]
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[Route("/ContentWebService.asmx/RedeemMysteryBoxItems")]
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@ -100,7 +100,6 @@ public class RegistrationController : Controller {
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[HttpPost]
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[Produces("application/xml")]
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[Route("V3/RegistrationWebService.asmx/RegisterChild")] // used by Magic & Mythies
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[Route("V4/RegistrationWebService.asmx/RegisterChild")]
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[DecryptRequest("childRegistrationData")]
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[EncryptResponse]
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@ -131,6 +130,34 @@ public class RegistrationController : Controller {
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});
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}
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[HttpPost]
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[Produces("application/xml")]
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[Route("V3/RegistrationWebService.asmx/RegisterChild")] // used by SoD 1.13 and Magic & Mythies
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[DecryptRequest("childRegistrationData")]
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public IActionResult RegisterChildV3([FromForm] Guid parentApiToken, [FromForm] string apiKey) {
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User? user = ctx.Sessions.FirstOrDefault(e => e.ApiToken == parentApiToken)?.User;
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if (user is null) {
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return Ok(new RegistrationResult{
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Status = MembershipUserStatus.InvalidApiToken
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});
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}
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// Check if name populated
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ChildRegistrationData data = XmlUtil.DeserializeXml<ChildRegistrationData>(Request.Form["childRegistrationData"]);
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if (String.IsNullOrWhiteSpace(data.ChildName)) {
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return Ok(MembershipUserStatus.ValidationError);
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}
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// Check if viking exists
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if (ctx.Vikings.Count(e => e.Name == data.ChildName) > 0) {
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return Ok(MembershipUserStatus.DuplicateUserName);
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}
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Viking v = CreateViking(user, data, ClientVersion.GetVersion(apiKey));
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return Ok(MembershipUserStatus.Success);
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}
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private Viking CreateViking(User user, ChildRegistrationData data, uint gameVersion) {
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List<InventoryItem> items = new();
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if (gameVersion >= ClientVersion.Min_SoD) {
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@ -3029,6 +3029,164 @@
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<!-- mission reward achievements (`<AID>` tag in `missions.xml` file) -->
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<!-- do NOT add missions reward achievements to this file to avoid duplication of rewards -->
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<!-- fish trap rewards (probability of each 10%), do not correspond to the original ones, max 3 reward's item per achievements due to client limitation -->
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<AchievementsIdInfo>
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<AID>201388</AID>
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<AR>
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<p>6</p>
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<a>3</a>
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<t>1</t>
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<r>8</r>
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<ii>7143</ii><!-- Perch -->
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</AR>
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<AR>
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<p>6</p>
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<a>2</a>
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<t>1</t>
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<r>8</r>
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<ii>7139</ii><!-- Brown Trout -->
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</AR>
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<AR>
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<p>6</p>
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<a>1</a>
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<t>1</t>
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<r>8</r>
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<ii>7144</ii><!-- Salmon -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201389</AID>
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<AR>
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<p>6</p>
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<a>4</a>
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<t>1</t>
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<r>8</r>
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<ii>7143</ii><!-- Perch -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201390</AID>
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<AR>
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<p>6</p>
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<a>2</a>
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<t>1</t>
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<r>8</r>
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<ii>7143</ii><!-- Perch -->
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</AR>
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<AR>
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<p>6</p>
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<a>1</a>
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<t>1</t>
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<r>8</r>
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<ii>7139</ii><!-- Brown Trout -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201391</AID>
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<AR>
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<p>6</p>
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<a>3</a>
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<t>1</t>
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<r>8</r>
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<ii>7140</ii><!-- Eel -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201392</AID>
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<AR>
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<p>6</p>
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<a>1</a>
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<t>1</t>
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<r>8</r>
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<ii>7140</ii><!-- Eel -->
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</AR>
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<AR>
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<p>6</p>
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<a>3</a>
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<t>1</t>
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<r>8</r>
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<ii>7144</ii><!-- Salmon -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201393</AID>
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<AR>
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<p>6</p>
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<a>5</a>
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<t>1</t>
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<r>8</r>
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<ii>7143</ii><!-- Perch -->
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</AR>
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<AR>
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<p>6</p>
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<a>1</a>
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<t>1</t>
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<r>8</r>
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<ii>7140</ii><!-- Eel -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201394</AID>
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<AR>
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<p>6</p>
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<a>1</a>
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<t>1</t>
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<r>8</r>
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<ii>7143</ii><!-- Perch -->
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</AR>
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<AR>
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<p>6</p>
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<a>2</a>
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<t>1</t>
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<r>8</r>
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<ii>7139</ii><!-- Brown Trout -->
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</AR>
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<AR>
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<p>6</p>
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<a>2</a>
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<t>1</t>
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<r>8</r>
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<ii>7144</ii><!-- Salmon -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201395</AID>
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<AR>
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<p>6</p>
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<a>5</a>
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<t>1</t>
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<r>8</r>
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<ii>7139</ii><!-- Brown Trout -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201396</AID>
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<AR>
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<p>6</p>
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<a>5</a>
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<t>1</t>
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<r>8</r>
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<ii>7144</ii><!-- Salmon -->
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</AR>
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</AchievementsIdInfo>
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<AchievementsIdInfo>
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<AID>201397</AID>
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<AR>
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<p>6</p>
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<a>3</a>
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<t>1</t>
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<r>8</r>
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<ii>7139</ii><!-- Brown Trout -->
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</AR>
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<AR>
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<p>6</p>
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<a>2</a>
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<t>1</t>
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<r>8</r>
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<ii>7144</ii><!-- Salmon -->
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</AR>
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</AchievementsIdInfo>
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<!-- stable missions reward achievements -->
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<AchievementsIdInfo>
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<AID>201323</AID>
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11
src/Schema/AchievementCompletion.cs
Normal file
11
src/Schema/AchievementCompletion.cs
Normal file
@ -0,0 +1,11 @@
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using System.Xml.Serialization;
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namespace sodoff.Schema;
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[XmlRoot(ElementName = "AchievementCompletion", Namespace = "")]
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[Serializable]
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public class AchievementCompletion
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{
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[XmlElement(ElementName = "AchievementID")]
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public int AchievementID;
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}
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@ -12,4 +12,7 @@ public class CompletionAction {
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[XmlElement(ElementName = "Transition")]
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public StateTransition Transition;
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[XmlElement(ElementName = "AchievementCompletion", IsNullable = true)]
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public AchievementCompletion[] AchievementCompletion;
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}
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@ -31,8 +31,8 @@ public class UserItemPosition {
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[XmlElement(ElementName = "uicid")]
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public int? UserInventoryCommonID;
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[XmlElement(ElementName = "i")]
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public ItemData Item;
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[XmlElement(ElementName = "i", IsNullable = true)]
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public ItemData? Item;
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[XmlElement(ElementName = "px")]
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public double? PositionX;
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@ -12,6 +12,7 @@ public class RoomService {
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private ItemService itemService;
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private AchievementService achievementService;
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private Random random = new Random();
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public RoomService(DBContext ctx, ItemService itemService, AchievementService achievementService) {
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this.ctx = ctx;
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@ -28,15 +29,21 @@ public class RoomService {
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List<int> ids = new();
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List<UserItemState> states = new();
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foreach (var itemRequest in roomItemRequest) {
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ItemData itemData = itemRequest.Item;
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// TODO: Remove item from inventory (using CommonInventoryID)
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InventoryItem? i = room.Viking?.InventoryItems.FirstOrDefault(x => x.Id == itemRequest.UserInventoryCommonID);
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if (i != null) {
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i.Quantity--;
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if (itemRequest.Item is null) {
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itemRequest.Item = itemService.GetItem(i.ItemId);
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if (itemData is null) {
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itemData = itemService.GetItem(i.ItemId);
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}
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}
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// do not store item definition in serialised xml in database (store item id instead)
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itemRequest.Item = null;
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itemRequest.ItemID = itemData.ItemID;
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RoomItem roomItem = new RoomItem {
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RoomItemData = XmlUtil.SerializeXml<UserItemPosition>(itemRequest).Replace(" xsi:type=\"UserItemPositionSetRequest\"", "") // NOTE: No way to avoid this hack when we're serializing a child class into a base class
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};
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@ -44,12 +51,12 @@ public class RoomService {
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room.Items.Add(roomItem);
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ctx.SaveChanges();
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ids.Add(roomItem.Id);
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if (itemRequest.Item.ItemStates.Count > 0) {
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ItemState defaultState = itemRequest.Item.ItemStates.Find(x => x.Order == 1)!;
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||||
if (itemData.ItemStates.Count > 0) {
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ItemState defaultState = itemData.ItemStates.Find(x => x.Order == 1)!;
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||||
UserItemState userDefaultState = new UserItemState {
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CommonInventoryID = (int)itemRequest.UserInventoryCommonID!,
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UserItemPositionID = roomItem.Id,
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ItemID = (int)itemRequest.Item.ItemID,
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ItemID = (int)itemData.ItemID,
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||||
ItemStateID = defaultState.ItemStateID,
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||||
StateChangeDate = new DateTime(DateTime.Now.Ticks)
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||||
};
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@ -75,7 +82,7 @@ public class RoomService {
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||||
if (itemRequest.UserItemState != null) itemPosition.UserItemState = itemRequest.UserItemState;
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||||
if (itemRequest.UserItemAttributes != null) itemPosition.UserItemAttributes = itemRequest.UserItemAttributes;
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||||
if (itemRequest.UserItemStat != null) itemPosition.UserItemStat = itemRequest.UserItemStat;
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||||
if (itemRequest.Item != null) itemPosition.Item = itemRequest.Item;
|
||||
if (itemRequest.Item != null) itemPosition.ItemID = itemRequest.Item.ItemID;
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||||
if (itemRequest.PositionX != null) itemPosition.PositionX = itemRequest.PositionX;
|
||||
if (itemRequest.PositionY != null) itemPosition.PositionY = itemRequest.PositionY;
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||||
if (itemRequest.PositionZ != null) itemPosition.PositionZ = itemRequest.PositionZ;
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||||
@ -109,7 +116,10 @@ public class RoomService {
|
||||
foreach (var item in room.Items) {
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||||
UserItemPosition data = XmlUtil.DeserializeXml<UserItemPosition>(item.RoomItemData);
|
||||
data.UserItemPositionID = item.Id;
|
||||
data.ItemID = data.Item?.ItemID;
|
||||
if (data.ItemID is null)
|
||||
data.ItemID = data.Item?.ItemID; // for backward compatibility with database entries without set `data.ItemID`
|
||||
else
|
||||
data.Item = itemService.GetItem((int)data.ItemID);
|
||||
if (gameVersion < 0xa3a00a0a && data.Uses is null)
|
||||
data.Uses = -1;
|
||||
itemPosition.Add(data);
|
||||
@ -122,11 +132,15 @@ public class RoomService {
|
||||
Success = true,
|
||||
ErrorCode = ItemStateChangeError.Success
|
||||
};
|
||||
|
||||
UserItemPosition pos = XmlUtil.DeserializeXml<UserItemPosition>(item.RoomItemData);
|
||||
if (pos.ItemID is null)
|
||||
pos.ItemID = pos.Item?.ItemID; // for backward compatibility with database entries without set `data.ItemID`
|
||||
|
||||
AchievementReward[]? rewards;
|
||||
int? achievementID;
|
||||
List<ItemStateCriteria> consumables;
|
||||
int nextStateID = GetNextStateID(pos, speedup, out rewards, out consumables);
|
||||
int nextStateID = GetNextStateID(pos, speedup, out rewards, out achievementID, out consumables);
|
||||
|
||||
foreach (var consumable in consumables) {
|
||||
ItemStateCriteriaConsumable c = (ItemStateCriteriaConsumable)consumable;
|
||||
@ -138,6 +152,13 @@ public class RoomService {
|
||||
if (rewards != null) {
|
||||
response.Rewards = achievementService.ApplyAchievementRewards(item.Room.Viking, rewards);
|
||||
}
|
||||
if (achievementID != null) {
|
||||
var newrewards = achievementService.ApplyAchievementRewardsByID(item.Room.Viking, (int)achievementID);
|
||||
if (response.Rewards is null)
|
||||
response.Rewards = newrewards;
|
||||
else
|
||||
response.Rewards = response.Rewards.Concat(newrewards).ToArray();
|
||||
}
|
||||
|
||||
DateTime stateChange = new DateTime(DateTime.Now.Ticks);
|
||||
if (nextStateID == -1) {
|
||||
@ -150,7 +171,7 @@ public class RoomService {
|
||||
response.UserItemState = new UserItemState {
|
||||
CommonInventoryID = (int)pos.UserInventoryCommonID!,
|
||||
UserItemPositionID = item.Id,
|
||||
ItemID = pos.Item.ItemID,
|
||||
ItemID = (int)pos.ItemID,
|
||||
ItemStateID = nextStateID,
|
||||
StateChangeDate = stateChange
|
||||
};
|
||||
@ -164,17 +185,26 @@ public class RoomService {
|
||||
return response;
|
||||
}
|
||||
|
||||
private int GetNextStateID(UserItemPosition pos, bool speedup, out AchievementReward[]? rewards, out List<ItemStateCriteria> consumables) {
|
||||
private int GetNextStateID(UserItemPosition pos, bool speedup, out AchievementReward[]? rewards, out int? achievementID, out List<ItemStateCriteria> consumables) {
|
||||
rewards = null;
|
||||
achievementID = null;
|
||||
consumables = new List<ItemStateCriteria>();
|
||||
var itemStates = itemService.GetItem((int)pos.ItemID).ItemStates;
|
||||
|
||||
if (pos.UserItemState == null)
|
||||
return pos.Item.ItemStates.Find(x => x.Order == 1)!.ItemStateID;
|
||||
return itemStates.Find(x => x.Order == 1)!.ItemStateID;
|
||||
|
||||
ItemState currState = pos.Item.ItemStates.Find(x => x.ItemStateID == pos.UserItemState.ItemStateID)!;
|
||||
ItemState currState = itemStates.Find(x => x.ItemStateID == pos.UserItemState.ItemStateID)!;
|
||||
rewards = currState.Rewards;
|
||||
consumables = currState.Rule.Criterias.FindAll(x => x.Type == ItemStateCriteriaType.ConsumableItem);
|
||||
|
||||
// achievementID = currState.AchievementID; // TODO we should do this or not? some items use the same rewards in `currState.Rewards` and achievement definition, but some do not contain only achievementID (but then there is generally no definition for achievement)
|
||||
if (currState.Rule.CompletionAction.AchievementCompletion != null) {
|
||||
achievementID = currState.Rule.CompletionAction.AchievementCompletion[
|
||||
random.Next(0, currState.Rule.CompletionAction.AchievementCompletion.Length)
|
||||
].AchievementID;
|
||||
}
|
||||
|
||||
if (speedup)
|
||||
return ((ItemStateCriteriaSpeedUpItem)currState.Rule.Criterias.Find(x => x.Type == ItemStateCriteriaType.SpeedUpItem)!).EndStateID;
|
||||
|
||||
@ -187,12 +217,11 @@ public class RoomService {
|
||||
|
||||
switch (currState.Rule.CompletionAction.Transition) {
|
||||
default:
|
||||
return pos.Item.ItemStates.Find(x => x.Order == currState.Order + 1)!.ItemStateID;
|
||||
return itemStates.Find(x => x.Order == currState.Order + 1)!.ItemStateID;
|
||||
case StateTransition.InitialState:
|
||||
return pos.Item.ItemStates.Find(x => x.Order == 1)!.ItemStateID;
|
||||
return itemStates.Find(x => x.Order == 1)!.ItemStateID;
|
||||
case StateTransition.Deletion:
|
||||
return -1;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
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