[econ] implement catalog

This commit is contained in:
Devin Zuczek
2026-08-27 22:43:22 -04:00
parent 5e138a0646
commit a169cf3e6e
17 changed files with 214338 additions and 18 deletions
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/**
* Turning the captured JSON into `catalog` rows — the loader half of the item catalog, used by
* `runx catalog load` (in @repo/tools) rather than by the worker.
*
* Separate from `catalog-db.ts` for one reason: that module types its queries with
* `D1Database`, a Workers type, and the loader runs in a plain Node CLI that has no such
* types. Everything here is pure data mapping with no imports, so both sides can use it.
* `catalog-db.ts` re-exports all of it, so nothing outside these two files needs to know.
*
* The mapping lives beside the schema it fills (rather than in the CLI) so that a column added
* to the table and a column added to the loader cannot drift apart — a test pins that they
* agree, and the loader renders values POSITIONALLY, so a mismatch is a silent mis-load.
*/
/** What a catalog row IS — the discriminator, and what says which id `item_key` holds. */
export const CatalogKind = {
/** An avatar item: something worn. Its `item_key` is the `AvatarItemDesc`. */
AvatarItem: 'avatar_item',
/** An equipment skin: a re-skin of a held prefab. Its `item_key` is the `ModificationGuid`. */
Skin: 'skin',
} as const
export type CatalogKindValue = (typeof CatalogKind)[keyof typeof CatalogKind]
/**
* The capture's avatar-item record (`static/db/avatar-items.json`).
*
* Everything from `TagList` down is absent on some rows — the 22 permanent hair dyes carry
* only the first six fields — so those are optional rather than nullable. The distinction
* matters: a missing key and a null value both land as NULL, but only one of them is a field
* the capture actually recorded.
*/
export interface AvatarItemCapture {
AvatarItemDesc: string
AvatarItemType: number
PlatformMask: number
FriendlyName: string
Tooltip: string | null
Rarity: number
TagList?: string | null
AvatarItemId?: number
IsBaseAvatarItem?: boolean
CreatedAt?: string
ThumbnailImage?: string | null
}
/** The capture's skin record (`static/db/skins.json`). Every field is present on every row. */
export interface SkinCapture {
PrefabName: string
ModificationGuid: string
UnlockedLevel: number
Favorited: boolean
PlatformMask: number
FriendlyName: string
Tooltip: string | null
Rarity: number
ThumbnailImage: string | null
}
/**
* The first `catalog_id` a load hands out.
*
* The catalog needs ids that cannot be confused with any captured storefront's, because a
* generated storefront lists a row under its `catalog_id` DIRECTLY — one number, no second
* numbering and no arithmetic between them. Every real captured `PurchasableItemId` is 2764 or
* below (one sf3 outlier at 20756767 aside), so numbering from 1 would have collided with sf3's
* own head-on and the same id would mean two different items depending on which storefront the
* client read it from. Starting at 10000 puts the whole catalog somewhere nothing else uses.
*/
export const CATALOG_ID_BASE = 10_000
/** The columns a load writes, in the order {@link toCatalogInsertRow} returns values. */
export const CATALOG_INSERT_COLUMNS = [
'item_key',
'catalog_id',
'kind',
'friendly_name',
'tooltip',
'rarity',
'platform_mask',
'thumbnail_image',
'avatar_item_type',
'avatar_item_id',
'is_base_avatar_item',
'tag_list',
'created_at',
'prefab_name',
'unlocked_level',
] as const
/** A value bound into a load's INSERT. `undefined` is a key the capture omitted. */
export type CatalogValue = string | number | boolean | null | undefined
/** One row of a load, plus enough to name it in a collision report. */
export interface CatalogLoadRow {
key: string
/** Its `catalog_id`: 1-based position in this load, also present inside `values`. */
id: number
label: string
values: CatalogValue[]
}
/** A duplicate `item_key` in the captures: which key, which row won, which was dropped. */
export interface CatalogCollision {
key: string
kept: string
dropped: string
}
function avatarItemRow(i: AvatarItemCapture): Omit<CatalogLoadRow, 'id'> {
return {
key: i.AvatarItemDesc,
label: `${i.FriendlyName} (avatar item)`,
values: [
i.AvatarItemDesc,
// Filled in by buildCatalogLoad once the de-duplicated order is known.
null,
CatalogKind.AvatarItem,
i.FriendlyName,
i.Tooltip,
i.Rarity,
i.PlatformMask,
i.ThumbnailImage,
i.AvatarItemType,
i.AvatarItemId,
i.IsBaseAvatarItem ?? false,
i.TagList,
i.CreatedAt,
null,
null,
],
}
}
function skinRow(s: SkinCapture): Omit<CatalogLoadRow, 'id'> {
return {
key: s.ModificationGuid,
label: `${s.FriendlyName} (skin, ${s.PrefabName})`,
values: [
s.ModificationGuid,
// Filled in by buildCatalogLoad once the de-duplicated order is known.
null,
CatalogKind.Skin,
s.FriendlyName,
s.Tooltip,
s.Rarity,
s.PlatformMask,
s.ThumbnailImage,
null,
null,
null,
null,
null,
s.PrefabName,
s.UnlockedLevel,
],
}
}
/**
* Turn both captures into the rows a load writes, de-duplicated on `item_key`.
*
* `item_key` is unique across BOTH kinds, so a repeat is a defect in the capture rather than
* something the table should model. First occurrence wins and the rest are RETURNED rather
* than dropped on the floor: the caller has to report them, because a collision that vanishes
* quietly is the exact failure the single key exists to prevent.
*
* Each surviving row is also numbered — `catalog_id`, from {@link CATALOG_ID_BASE} upward in
* capture order, the small numeric handle the site uses in place of a comma-laden desc or a
* guid, and the `PurchasableItemId` a generated storefront lists it under. It is assigned here
* rather than by the database so the caller can render it into the same INSERT, and it is a
* LOAD-ORDER surrogate: the next load renumbers, and nothing may store it.
*/
export function buildCatalogLoad(
avatarItems: AvatarItemCapture[],
skins: SkinCapture[]
): { rows: CatalogLoadRow[]; collisions: CatalogCollision[] } {
const seen = new Map<string, string>()
const rows: CatalogLoadRow[] = []
const collisions: CatalogCollision[] = []
const idAt = CATALOG_INSERT_COLUMNS.indexOf('catalog_id')
for (const row of [...avatarItems.map(avatarItemRow), ...skins.map(skinRow)]) {
const kept = seen.get(row.key)
if (kept !== undefined) {
collisions.push({ key: row.key, kept, dropped: row.label })
continue
}
seen.set(row.key, row.label)
// Numbered AFTER de-duplication and from {@link CATALOG_ID_BASE}, so a load's ids are
// exactly BASE..BASE+rows.length-1 with no gaps — a dropped duplicate must not burn a
// number.
const id = CATALOG_ID_BASE + rows.length
row.values[idAt] = id
rows.push({ ...row, id })
}
return { rows, collisions }
}
/**
* Rarities that are NOT sold, and so never appear in a generated storefront.
*
* `-1` is the developer/unreleased tier. The items carrying it stay in the `catalog` table —
* that is a record of what EXISTS — but a storefront is a record of what is for SALE, and an
* item listed in one can be bought: `findStoreItem` resolves a purchase against the catalog
* file itself, so listing them at any price would put them on sale.
*
* Lives here rather than in the storefront generator because two things need the same answer:
* the generator, which omits them, and anything that hands the client a PurchasableItem id,
* which must not name one the storefront never listed. A client asked to resolve an id no
* storefront sells renders nothing, indistinguishably from an id it failed to parse.
*/
export const UNSELLABLE_RARITIES: readonly number[] = [-1]
/** Whether an item of this rarity may appear in a storefront. */
export const isSellableRarity = (rarity: number): boolean => !UNSELLABLE_RARITIES.includes(rarity)
/**
* What a catalog item costs, by rarity — the pricing every surface that sells a catalog row
* must agree on.
*
* Shared rather than living in the storefront generator alone because a purchase is CHECKED
* against the price the client was shown: `priceCheck` compares the posted `RequestedPrice`
* with the catalog's, and a server that priced a buy differently from the file it listed would
* refuse every purchase as "Price has changed". One table, both sides.
*
* The tiers 0/10/30/50 were specified; 20 sits between its neighbours at 700 (sf3's own
* rarity-20 items cluster at 400-600, but 600 is taken by rarity 10 here, and two tiers sharing
* a price makes the rarity invisible). {@link UNSELLABLE_RARITIES} is priced by nothing — those
* items are not sold at all.
*/
export const PRICE_BY_RARITY: Record<number, number> = {
0: 150,
10: 600,
20: 700,
30: 800,
50: 3000,
}
/**
* What a rarity absent from {@link PRICE_BY_RARITY} costs — the bottom tier, never free.
*
* Only reachable if a future capture introduces a rarity nobody has priced. A floor rather than
* a skip because an unpriced item silently vanishing from the store is harder to notice than
* one that turns up cheap; a rarity meant to be unsellable belongs in
* {@link UNSELLABLE_RARITIES}, where a load reports it.
*/
export const DEFAULT_PRICE = 150
/** What one catalog row costs, in RecCenterTokens. */
export const priceForRarity = (rarity: number): number => PRICE_BY_RARITY[rarity] ?? DEFAULT_PRICE
/**
* What Rec Room Plus takes off, in percent. The same number the server's own `subscriberFloor`
* allows, which is what makes a subscriber's discounted `RequestedPrice` land inside the band
* rather than through the floor.
*/
export const SUBSCRIBER_DISCOUNT_PERCENT = 10
/** The subscriber price for a regular one. Floored, matching the server's `subscriberFloor`. */
export const subscriberPriceFor = (regular: number): number =>
Math.floor((regular * (100 - SUBSCRIBER_DISCOUNT_PERCENT)) / 100)