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[econ] levels
This commit is contained in:
+56
-5
@@ -120,6 +120,8 @@ weekly gift — hand over a real item rather than an unopenable box:
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- **Avatar items and equipment only.** Other query drops are excluded (a box that rolls a
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box), and so are consumables: they stack, so "don't have" never becomes false and they'd
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crowd out the real prizes.
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- **`avatarItemsOnly` narrows it to worn items**, dropping equipment skins from the pool.
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Level-up boxes use it; storefront boxes don't, since "a random 4-star item" means both.
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- **`QueryRedirectRarity` wins over `Rarity`** when present — sf2 carries both and they
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agree; sf3's boxes carry only `Rarity`.
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- **An empty pool grants nothing** (logged `query gift-drop rolled nothing`) — an owner of
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@@ -396,9 +398,58 @@ failure can't leave a box promising XP nobody was credited.
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**Progression (`progression`) is shared.** `econ` writes it here; `api` reads it back for
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`GET /api/players/v{1,2}/progression/…`. It lives in `@repo/domain` for that reason, the
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same split as gift boxes. A player with no row reads as level 1 / 0 XP, so a GET never
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inserts. `Level` is stored but never moves: the reference levels up by subtracting a tier's
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`RequiredXp` from the running XP, with thresholds from a config file (`configv2.json`'s
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`LevelProgressionMaps`) we don't have.
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inserts.
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**Levelling spends the XP.** `xp` is progress into the current level, not a lifetime total:
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`addXp` adds the grant, then walks the ladder in `LEVEL_REQUIRED_XP`, subtracting each
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level's cost while it's covered. One 25 XP reward takes a fresh player from level 1 to level
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**3** with 5 XP over (10 + 10 spent), because the early tiers are cheap — the ladder steps
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10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50.
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That table is copied from the `LevelProgressionMaps` the client is served in
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`apps/api/static/api-config-v2.json`, and **both sides have to agree** or the bar fills to a
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different mark than the level-up fires at; an `api` test asserts they stay identical.
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It is also the real game's curve, checked against Rec Room's own published level chart —
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cumulative XP to finish a level: 170 by 10, 620 by 20, 1,770 by 30, 5,370 by 40, 16,170 by 50. Nearly flat to level 20, then a knee at 30–40 and a steep climb to the cap; a third of
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the whole grind sits in the last ten levels. A test pins those milestones, since per-level
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costs are easy to edit one at a time and hard to eyeball as a curve.
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**Every level pays out a reward**, from Rec Room's published level-reward table
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(`LEVEL_REWARDS` in `@repo/domain`) — per level, not per band:
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| Levels | Reward |
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| ---------------- | ------------------------------------------ |
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| 1, 3, 5, 6, 7, 9 | Consumable |
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| 2, 4, 8, 10 – 21 | 2-Star Clothing (rarity 10) |
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| 22 – 30 | 3-Star on even levels, 2-Star between |
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| 31 – 39 | 3-Star, with 4-Star at 31 and 35 |
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| 40 – 49 | 4-Star Clothing (rarity 30) |
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| 50 | 5-Star Clothing (rarity 50) — the only one |
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**One reward per level crossed**, so the 25 XP that takes a fresh player from 1 to 3 hands
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over three boxes: the XP reward itself, 2-Star Clothing for level 2, and a consumable for
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level 3. Each arrives as a gift box announced like any other (`Level 3!`).
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- **"Clothing" is why the roll passes `avatarItemsOnly`** — the prize has to be something the
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player can wear and be seen in, never an equipment skin for a weapon they may not own.
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- **Consumable levels don't roll a rarity.** The table names no star tier for them, and
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consumables stack, so there's no ownership filter either — a second Confetti Cannon is a
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fine prize. It's picked as a concrete drop rather than through the query path.
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- **This table is not the served config's `GiftRarity`.** That one is a coarse per-band tier
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(flat 10 to level 14, 20 to 39, 30 to 49, 50 at the cap) with no notion of consumables, and
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the two disagree — level 15 is 2-Star in the published table and 20 in the config. We grant
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from the published table; the config is left as captured, so the drift test asserts only
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the XP costs. If the client previews an upcoming reward from `GiftRarity`, aligning the two
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is an edit to the static config.
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- The reference server carries the config data and never reads it: granting anything for a
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level is ours.
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**The client is told, or it shows nothing.** A grant pushes `PlayerProgressionLevelUpdate`
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(`{ PlayerId, Level, XP }`) — without it the bar sits still until something else refreshes
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it, which is what "levelling does nothing" looks like from the game. `api`'s
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`GET /api/players/v1/progression/:id` pushes the same frame on read, as the reference does,
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so a client that just connected gets its bar right.
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**Not ported:** the reference's `request` doesn't grant at all — it offers **three** drops,
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pushes a `RewardSelectionReceived` frame and waits for `POST /api/gamerewards/v1/select` to
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@@ -434,8 +485,8 @@ Add a storefront by dropping a new `sfN.json` in `static/storefronts` — no cod
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- Consumables are granted and listed but never spent by gameplay, so `Count` only grows.
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- Several routes (room keys, wishlist, equipment, room consumables/currencies) are
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empty-list stubs pending their own stores.
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- Game rewards pay a flat 25 XP into `progression`; levelling never happens (no curve) and
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there is no daily XP cap beyond the hourly cooldown.
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- Game rewards pay a flat 25 XP; there is no daily XP cap beyond the hourly cooldown (the
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reference caps activity XP per day in `daily_xp_ledgers`).
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- The weekly-challenge gift is granted but not announced: the box appears in the gifts list
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with no `GiftPackageReceived` notification, so the player sees it the next time the client
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reads that list rather than the moment they finish the set. Same gap as gifting to another
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+165
-11
@@ -9,6 +9,8 @@ import {
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getGift,
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getPendingGifts,
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grantInvention,
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levelReward,
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levelsReached,
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ownsInvention,
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} from '@repo/domain'
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import { intVar, logger, withCleanSpec, withNotFound, withOnError } from '@repo/hono-helpers'
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@@ -84,7 +86,7 @@ import { getOutfits, setOutfit } from './outfit-db'
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import { claimReward } from './reward-db'
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import type { Context } from 'hono'
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import type { GiftContent, StoredGift } from '@repo/domain'
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import type { GiftContent, Progression, StoredGift, XpGrant } from '@repo/domain'
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import type { Avatar } from './avatar-db'
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import type { ConsumeResult } from './consumables-db'
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import type { App } from './context'
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@@ -470,6 +472,34 @@ async function pushGiftReceived(
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}
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}
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/**
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* Push a PlayerProgressionLevelUpdate so the client's level bar moves when XP lands, instead
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* of waiting for its next progression read. `XP` is the progress into the current level (the
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* ladder spends the rest on the level-ups), which is what the bar draws against the
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* `LevelProgressionMaps` the client is served.
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*
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* Best-effort: the XP is already banked, so a hub failure costs a bar animation, not the
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* reward.
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*/
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async function pushProgressionUpdate(
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c: Context<App>,
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accountId: number,
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progression: Progression
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): Promise<void> {
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try {
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await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayer(
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accountId,
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NotificationType.PlayerProgressionLevelUpdate,
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{ PlayerId: progression.PlayerId, Level: progression.Level, XP: progression.XP }
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)
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} catch (err) {
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logger.error('failed to push PlayerProgressionLevelUpdate notification', {
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accountId,
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error: err instanceof Error ? err.message : String(err),
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})
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}
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}
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/**
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* The catalog a query drop rolls from: sf3, the general store. It is the only catalog with
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* a real pool at every rarity (1161 items against 8–40 in the themed ones), it's where the
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@@ -515,6 +545,20 @@ async function ownsGiftDrop(
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return true
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}
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/** How a query drop is rolled — what it may land on, and whose catalog copy to use. */
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interface RollOptions {
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/**
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* Restrict the roll to avatar items, leaving equipment skins out of the pool. Off by
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* default: a bought box says "a random item", and the catalog's own boxes mean both.
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*/
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avatarItemsOnly?: boolean
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/**
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* The roll catalog, when the caller has already read it — it's the big one (sf3), and a
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* caller granting several boxes at once shouldn't re-read it per box.
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*/
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rollCatalog?: StoreItem[]
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}
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/**
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* Roll a query drop: pick, uniformly at random, one item of `rarity` from the roll catalog
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* that the player doesn't already own. Returns null when the pool is empty — an unreadable
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@@ -525,17 +569,22 @@ async function ownsGiftDrop(
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* avatar item or a piece of equipment: "an item you don't have" only means anything for
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* things owned once, and consumables stack, so a consumable would be rollable forever and
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* would crowd out the real prizes.
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*
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* `avatarItemsOnly` narrows it further to things worn on the avatar, leaving equipment
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* skins out — a level-up prize should be something the player can see on themselves, not a
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* skin for a weapon they may not own. It also skips the equipment read entirely, since
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* nothing in the pool can match it.
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*/
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async function rollQueryDrop(
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c: Context<App>,
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accountId: number,
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rarity: number,
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rollCatalog?: StoreItem[]
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options: RollOptions = {}
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): Promise<StoreGiftDrop | null> {
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const [catalog, ownedItems, ownedEquipment] = await Promise.all([
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rollCatalog ?? loadRollCatalog(c),
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options.rollCatalog ?? loadRollCatalog(c),
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getInventory(c.env.DB, accountId),
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getEquipment(c.env.DB, accountId),
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options.avatarItemsOnly === true ? [] : getEquipment(c.env.DB, accountId),
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])
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const haveItem = new Set(ownedItems.map((item) => item.AvatarItemDesc))
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const haveEquipment = new Set(ownedEquipment.map((eq) => eq.ModificationGuid))
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@@ -544,6 +593,7 @@ async function rollQueryDrop(
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if (typeof drop.AvatarItemDesc === 'string' && drop.AvatarItemDesc !== '') {
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return !haveItem.has(drop.AvatarItemDesc)
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}
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if (options.avatarItemsOnly === true) return false
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if (
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typeof drop.EquipmentModificationGuid === 'string' &&
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drop.EquipmentModificationGuid !== ''
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@@ -566,6 +616,25 @@ interface GrantedGift {
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drop: StoreGiftDrop
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}
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/**
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* Pick a random consumable from the roll catalog — the reward the published level table
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* hands out for the early levels.
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*
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* Unlike a clothing roll this one has no rarity and no ownership filter: the table names no
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* star tier for a consumable, and consumables STACK, so "one you don't have" is meaningless
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* (a second Confetti Cannon is a fine prize). Returns a concrete drop rather than a query
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* one, so the grant path just grants it.
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*/
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function rollConsumableDrop(catalog: StoreItem[]): StoreGiftDrop | null {
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const pool = catalog.filter(
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({ GiftDrop: drop }) =>
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drop.IsQuery !== true &&
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typeof drop.ConsumableItemDesc === 'string' &&
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drop.ConsumableItemDesc !== ''
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)
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return pool[Math.floor(Math.random() * pool.length)]?.GiftDrop ?? null
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}
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/**
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* Hand a gift-drop to a player: grant whatever it turns out to carry (an avatar item, an
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* equipment skin, a consumable, or none of these — currency/xp drops aren't granted yet)
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@@ -585,14 +654,12 @@ async function grantGiftDrop(
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accountId: number,
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drop: StoreGiftDrop,
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message: string,
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// The roll catalog, when the caller has already read it — it's the big one (sf3), and
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// the weekly gift has to consult it before it knows whether it's rolling at all.
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rollCatalog?: StoreItem[]
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options: RollOptions = {}
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): Promise<GrantedGift> {
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let giftDrop = drop
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if (drop.IsQuery === true) {
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const rarity = drop.QueryRedirectRarity ?? drop.Rarity
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const rolled = await rollQueryDrop(c, accountId, rarity, rollCatalog)
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const rolled = await rollQueryDrop(c, accountId, rarity, options)
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if (rolled === null) {
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logger.warn('query gift-drop rolled nothing', {
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accountId,
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@@ -677,6 +744,87 @@ function toGameRewardDrop(): StoreGiftDrop {
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}
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}
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/**
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* The box a CLOTHING level-up hands over: a query drop at the level's own tier, rolled from
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* AVATAR ITEMS only. The published table calls these levels "N-Star Clothing", so the prize
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* has to be something the player can wear and be seen in — never an equipment skin for a
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* weapon they may not own. This is the one roll that narrows the pool that far.
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*/
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function toLevelUpDrop(rarity: number): StoreGiftDrop {
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return {
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FriendlyName: '',
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Tooltip: '',
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ConsumableItemDesc: '',
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AvatarItemDesc: '',
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AvatarItemType: null,
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EquipmentPrefabName: '',
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EquipmentModificationGuid: '',
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Rarity: rarity,
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Context: GIFT_CONTEXT_GAME_REWARDS,
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Currency: 0,
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CurrencyType: 0,
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IsQuery: true,
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}
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}
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/**
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* Hand over the rewards a run of level-ups earned — ONE PER LEVEL crossed, since the
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* published table names a reward for every level and a single grant can cross several (25 XP
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* takes a fresh player from 1 to 3, so two rewards). Each arrives as a gift box, announced
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* like any other unasked-for gift.
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*
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* Which reward is per level, not per tier: the early levels pay CONSUMABLES and the rest pay
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* clothing at a rising star rating. The catalog is read once and shared across the boxes.
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* Best-effort as a whole: the XP is banked and the levels are already stored, so a failed
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* roll costs a prize, not the level.
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*/
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async function grantLevelUpGifts(
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c: Context<App>,
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accountId: number,
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grant: XpGrant
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): Promise<void> {
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const levels = levelsReached(grant)
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if (levels.length === 0) return
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try {
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const rollCatalog = await loadRollCatalog(c)
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for (const level of levels) {
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const reward = levelReward(level)
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if (reward === null) continue
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const message = `Level ${level}!`
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// A consumable is rolled to a concrete drop up front; clothing rides the query path,
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// which rolls it against what the player already owns.
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const drop =
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reward.kind === 'consumable'
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? rollConsumableDrop(rollCatalog)
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: toLevelUpDrop(reward.rarity)
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if (drop === null) {
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logger.warn('level up reward rolled nothing', { accountId, level, kind: reward.kind })
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continue
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}
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const granted = await grantGiftDrop(c, accountId, drop, message, {
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avatarItemsOnly: reward.kind === 'clothing',
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rollCatalog,
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})
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await pushGiftReceived(c, accountId, granted, message, COACH_ACCOUNT_ID)
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logger.info('level up gift granted', {
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accountId,
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level,
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kind: reward.kind,
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rarity: reward.kind === 'clothing' ? reward.rarity : null,
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giftId: granted.id,
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avatarItemDesc: granted.drop.AvatarItemDesc,
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consumableItemDesc: granted.drop.ConsumableItemDesc,
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})
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}
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} catch (err) {
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logger.error('failed to grant level up gift', {
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accountId,
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levels,
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error: err instanceof Error ? err.message : String(err),
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})
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}
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}
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/**
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* The rotation's reward, as static/weekly-challenge.json writes it. Same item vocabulary as
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* a storefront `GiftDrop` but with `Context`/`Rarity` spelled `GiftContext`/`GiftRarity`,
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@@ -848,7 +996,7 @@ async function awardChallengeGift(c: Context<App>, accountId: number): Promise<v
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accountId,
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duplicate ? toChallengeFallbackDrop() : reward,
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CHALLENGE_GIFT_MESSAGE,
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catalog
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{ rollCatalog: catalog }
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)
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// Nobody asked for this box, so the client has no reason to re-read the gifts list:
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// the notification is what makes the reward show up at the moment the set is finished.
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@@ -1997,16 +2145,22 @@ const app = new Hono<App>({ strict: false })
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: DEFAULT_GAME_REWARD_MESSAGE
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// Bank the XP first: it is the reward, and the box is the wrapper the client shows.
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// A failure here must not leave a box promising XP that was never credited.
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const progression = await addXp(c.env.DB, id, GAME_REWARD_XP)
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const { progression, levelsGained } = await addXp(c.env.DB, id, GAME_REWARD_XP)
|
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const granted = await grantGiftDrop(c, id, toGameRewardDrop(), message)
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await pushGiftReceived(c, id, granted, message, COACH_ACCOUNT_ID)
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// Every grant moves the bar, whether or not it crossed a level.
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await pushProgressionUpdate(c, id, progression)
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// …and every level crossed is worth a box of its own tier.
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await grantLevelUpGifts(c, id, { progression, levelsGained })
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logger.info('game reward claimed', {
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accountId: id,
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rewardType,
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grantCount: claimed,
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message,
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xp: GAME_REWARD_XP,
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totalXp: progression.XP,
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level: progression.Level,
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levelsGained,
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levelXp: progression.XP,
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giftId: granted.id,
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})
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return c.json([])
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@@ -1481,6 +1481,7 @@ describe('econ endpoints', () => {
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Message: string
|
||||
EquipmentModificationGuid: string
|
||||
AvatarItemDesc: string
|
||||
ConsumableItemDesc: string
|
||||
GiftRarity: number
|
||||
}>
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}
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@@ -1723,13 +1724,16 @@ describe('econ endpoints', () => {
|
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expect(res.status).toBe(200)
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expect(await res.json()).toEqual([])
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// The XP is banked, not just displayed on the box.
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 1, XP: 25 })
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// The XP is banked and spent on levels: 25 pays the 10 to reach level 2 and the 10 to
|
||||
// reach 3, leaving 5 as progress into the next.
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
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||||
|
||||
// The box carries the XP and the message the client asked to show, and nothing else —
|
||||
// a game reward is not an item.
|
||||
// Three boxes: the XP reward itself, then one per level it crossed.
|
||||
const boxes = await giftBoxes('82')
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||||
expect(boxes).toHaveLength(1)
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||||
expect(boxes).toHaveLength(3)
|
||||
|
||||
// The reward box carries the XP and the message the client asked to show, and nothing
|
||||
// else — a game reward is not an item.
|
||||
expect(boxes[0]).toMatchObject({
|
||||
Xp: 25,
|
||||
Message: 'First Game of the Day',
|
||||
@@ -1738,10 +1742,44 @@ describe('econ endpoints', () => {
|
||||
ConsumableItemDesc: '',
|
||||
})
|
||||
|
||||
// The published table pays 2-Star Clothing for level 2 and a Consumable for level 3.
|
||||
const [clothingBox, consumableBox] = boxes.slice(1)
|
||||
expect(boxes.slice(1).map((b) => b.Message)).toEqual(['Level 2!', 'Level 3!'])
|
||||
|
||||
// Clothing is an AVATAR ITEM — never an equipment skin, which is what the avatar-only
|
||||
// roll is for — at the star tier the table names (2-Star = rarity 10).
|
||||
expect(clothingBox?.AvatarItemDesc).not.toBe('')
|
||||
expect(clothingBox?.EquipmentModificationGuid).toBe('')
|
||||
expect(clothingBox?.ConsumableItemDesc).toBe('')
|
||||
expect(clothingBox?.GiftRarity).toBe(10)
|
||||
|
||||
// The consumable level rolls a consumable instead, at no particular rarity.
|
||||
expect(consumableBox?.ConsumableItemDesc).not.toBe('')
|
||||
expect(consumableBox?.AvatarItemDesc).toBe('')
|
||||
expect(consumableBox?.EquipmentModificationGuid).toBe('')
|
||||
|
||||
// …and both are owned, not just pictured on an unopened box.
|
||||
const items = await exports.default.fetch(`${ORIGIN}/api/avatar/v4/items`, {
|
||||
headers: await bearer('82'),
|
||||
})
|
||||
const owned = (await items.json()) as Array<{ AvatarItemDesc: string }>
|
||||
expect(owned.map((i) => i.AvatarItemDesc)).toContain(clothingBox?.AvatarItemDesc)
|
||||
|
||||
const consumables = await exports.default.fetch(`${ORIGIN}/api/consumables/v2/getUnlocked`, {
|
||||
headers: await bearer('82'),
|
||||
})
|
||||
const held = (await consumables.json()) as Array<{ ConsumableItemDesc: string }>
|
||||
expect(held.map((cons) => cons.ConsumableItemDesc)).toContain(consumableBox?.ConsumableItemDesc)
|
||||
|
||||
// One frame per box, plus the progression update between them.
|
||||
const frames = await drainFrames()
|
||||
expect(frames).toHaveLength(1)
|
||||
expect(frames.map((f) => f.notificationType)).toEqual([
|
||||
NotificationType.GiftPackageReceivedImmediate,
|
||||
NotificationType.PlayerProgressionLevelUpdate,
|
||||
NotificationType.GiftPackageReceivedImmediate,
|
||||
NotificationType.GiftPackageReceivedImmediate,
|
||||
])
|
||||
expect(frames[0]?.accountId).toBe(82)
|
||||
expect(frames[0]?.notificationType).toBe(NotificationType.GiftPackageReceivedImmediate)
|
||||
expect(frames[0]?.payload).toMatchObject({
|
||||
Id: boxes[0]?.Id,
|
||||
FromPlayerId: 1,
|
||||
@@ -1750,11 +1788,18 @@ describe('econ endpoints', () => {
|
||||
GiftContext: 50,
|
||||
Message: 'First Game of the Day',
|
||||
})
|
||||
// The bar moves, which is the only thing that tells the client it levelled.
|
||||
expect(frames[1]?.payload).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
|
||||
expect(frames[3]?.payload).toMatchObject({
|
||||
Id: consumableBox?.Id,
|
||||
ConsumableItemDesc: consumableBox?.ConsumableItemDesc,
|
||||
Message: 'Level 3!',
|
||||
})
|
||||
|
||||
// An on-cooldown ask pays nothing: no second box, no second frame, no more XP.
|
||||
// An on-cooldown ask pays nothing: no more boxes, no frames, no more XP.
|
||||
expect((await request('rewardType=FirstActivityOfDay&Message=again')).status).toBe(200)
|
||||
expect((await getProgression(env.DB, 82)).XP).toBe(25)
|
||||
expect(await giftBoxes('82')).toHaveLength(1)
|
||||
expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
|
||||
expect(await giftBoxes('82')).toHaveLength(3)
|
||||
expect(await drainFrames()).toEqual([])
|
||||
})
|
||||
|
||||
|
||||
Reference in New Issue
Block a user