mirror of
https://github.com/djdevin/recflare.git
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511 lines
18 KiB
TypeScript
511 lines
18 KiB
TypeScript
/**
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* Turning the captured JSON into `catalog` rows — the loader half of the item catalog, used by
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* `runx catalog load` (in @repo/tools) rather than by the worker.
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*
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* Separate from `catalog-db.ts` for one reason: that module types its queries with
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* `D1Database`, a Workers type, and the loader runs in a plain Node CLI that has no such
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* types. Everything here is pure data mapping with no imports, so both sides can use it.
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* `catalog-db.ts` re-exports all of it, so nothing outside these two files needs to know.
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*
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* The mapping lives beside the schema it fills (rather than in the CLI) so that a column added
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* to the table and a column added to the loader cannot drift apart — a test pins that they
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* agree, and the loader renders values POSITIONALLY, so a mismatch is a silent mis-load.
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*
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* WHERE THE ROWS COME FROM. The 2025 general store as this worker serves it, and nothing else:
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* `static/storefronts/sf3-2025.json`, the live game's storefront 3 dumped
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* (`static/db/Watch_EnumValue_3.json`) and written out by `runx storefront build` with its
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* captured sale stripped and the skins the store never listed (`static/db/skins.json`)
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* appended as listings of their own. Loading the served file is what makes a row here and a
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* listing there one record: same asset id, same number, always. An earlier `avatar-items.json`
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* capture used to be the source and a storefront was generated FROM the table with invented
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* ids; the dump made both unnecessary.
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*/
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/** What a catalog row IS — the discriminator, and what says which id `item_key` holds. */
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export const CatalogKind = {
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/** An avatar item: something worn. Its `item_key` is the `AvatarItemDesc`. */
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AvatarItem: 'avatar_item',
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/** An equipment skin: a re-skin of a held prefab. Its `item_key` is the `ModificationGuid`. */
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Skin: 'skin',
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/** A consumable: food, a potion, a KO icon. Its `item_key` is the `ConsumableItemDesc`. */
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Consumable: 'consumable',
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} as const
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export type CatalogKindValue = (typeof CatalogKind)[keyof typeof CatalogKind]
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/** One price on a store listing. `StorefrontSaleData` is a discount the dump captured live. */
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export interface StoreListingPrice {
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CurrencyType: number
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Price: number
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StorefrontSaleData: {
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SalePercent: number
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SaleStartDate: string | null
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SaleEndDate: string | null
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} | null
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}
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/**
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* A store listing's `GiftDrop` as the 2025 dump records it — the client's own `GiftDrop` class.
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* Only the members the loader reads are typed; the rest ride along untouched.
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*
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* Exactly ONE of the four item ids is set on a listing that carries an item: `AvatarItemDesc`,
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* `ConsumableItemDesc`, `EquipmentModificationGuid` or `CustomAvatarItemId`. A query box
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* (`IsQuery`) and a token bundle (`Currency` > 0) carry none.
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*/
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export interface StoreListingGiftDrop {
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GiftDropId: number
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FriendlyName: string
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Tooltip: string | null
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TagList: string | null
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ConsumableItemDesc: string
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AvatarItemDesc: string
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CustomAvatarItemId: string | null
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AvatarItemType: number | null
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EquipmentPrefabName: string
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EquipmentModificationGuid: string
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IsQuery: boolean
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Rarity: number
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Currency: number
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CurrencyType: number
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AvatarItemId: number
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ThumbnailImageName: string | null
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[extra: string]: unknown
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}
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/** One listing of the store dump — a `StoreItems[]` entry, as the client reads it. */
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export interface StoreListing {
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PurchasableItemId: number
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GiftDrop: StoreListingGiftDrop
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Prices: StoreListingPrice[]
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SubscriberPrices: StoreListingPrice[] | null
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[extra: string]: unknown
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}
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/** One storefront page — the dump (`static/db/Watch_EnumValue_3.json`) or the served file. */
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export interface StorefrontDump {
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StoreItems: StoreListing[]
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NextUpdate: string
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StorefrontType: number
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SubscriberDiscountPercent: number
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[extra: string]: unknown
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}
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/**
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* The capture's skin record (`static/db/skins.json`). Every field is present on every row.
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*
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* A thin capture: every `Rarity` is 0 or 1, every `UnlockedLevel` 0, every `ThumbnailImage`
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* empty, and where a guid is also in the store the store's name and rarity are the real ones
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* and disagree with these on every row. So it is read by `runx storefront build` ALONE, for
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* the skins the store does not list — see {@link unlistedSkinListing} — and the loader never
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* sees it.
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*/
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export interface SkinCapture {
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PrefabName: string
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ModificationGuid: string
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UnlockedLevel: number
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Favorited: boolean
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PlatformMask: number
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FriendlyName: string
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Tooltip: string | null
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Rarity: number
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ThumbnailImage: string | null
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}
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/**
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* What a store listing SELLS — the catalog kind it loads as, or why it loads as nothing.
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*
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* `custom_avatar_item` listings are first-party UGC: they live in the `custom_avatar_item`
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* table (`just cai-load`), not here. `query` is a loot box and `currency` a token bundle —
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* neither is an item. `unknown` carries no id at all (two expo items the dump prices at
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* nothing). `consumable_pack` is assigned by the load rather than by {@link listingKind}: a
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* consumable the store sells singly AND as a pack ("Disco Dance Break", "… 3-Pack") is one
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* consumable listed twice, and the catalog is of things, not of listings.
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*/
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export type ListingKind =
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CatalogKindValue | 'custom_avatar_item' | 'query' | 'currency' | 'unknown' | 'consumable_pack'
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/** Classify one listing by which of its item ids is set. */
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export function listingKind(listing: StoreListing): ListingKind {
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const drop = listing.GiftDrop
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if (drop.AvatarItemDesc !== '') return CatalogKind.AvatarItem
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if (drop.ConsumableItemDesc !== '') return CatalogKind.Consumable
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if (drop.EquipmentModificationGuid !== '') return CatalogKind.Skin
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if (drop.CustomAvatarItemId !== null && drop.CustomAvatarItemId !== '') {
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return 'custom_avatar_item'
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}
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if (drop.IsQuery) return 'query'
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if (drop.Currency > 0) return 'currency'
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return 'unknown'
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}
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/**
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* The dump's listings with its verbatim repeats collapsed — twenty listings appear twice, byte
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* for byte. One copy is kept, in first position; a repeated id whose copies DIFFER is refused,
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* since order would then decide what the id means. The storefront file is written from this,
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* and the catalog load reads that file, so neither sees a repeat as a duplicate item.
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*/
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export function collapseRepeatedListings(listings: StoreListing[]): {
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listings: StoreListing[]
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repeats: number
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} {
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const byId = new Map<number, string>()
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const kept: StoreListing[] = []
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let repeats = 0
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for (const listing of listings) {
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const json = JSON.stringify(listing)
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const first = byId.get(listing.PurchasableItemId)
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if (first === undefined) {
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byId.set(listing.PurchasableItemId, json)
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kept.push(listing)
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} else if (first === json) {
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repeats++
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} else {
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throw new Error(
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`PurchasableItemId ${listing.PurchasableItemId} is listed twice with different contents`
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)
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}
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}
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return { listings: kept, repeats }
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}
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/**
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* The first `PurchasableItemId` given to a skin the store does NOT list.
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*
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* Every other number in `sf3-2025.json` is the game's own. The skins the 2025 store never sold
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* still have to be listed — the weekly gift pool and the discovery rows draw skins from the
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* store, and a `catalog` row IS a listing — so they are appended with numbers of their own,
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* from here, in `skins.json` order. The store's ids top out below 40 000; a million is clear of
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* anything a fresher dump could bring.
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*/
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export const UNLISTED_SKIN_ID_BASE = 1_000_000
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/** The rarity an unlisted skin is sold at: the top tier, where the store puts most of its own. */
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export const UNLISTED_SKIN_RARITY = 50
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/**
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* What a GOLD skin costs — any skin whose name carries `(Gold)`, thirteen of them, all from the
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* capture. A prestige price, and the same for a subscriber: no discount, no sale.
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*/
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export const GOLD_SKIN_PRICE = 1_000_000
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/** Whether a listing is a gold skin — a skin whose name says `(Gold)`. */
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export const isGoldSkin = (listing: StoreListing): boolean =>
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listing.GiftDrop.EquipmentModificationGuid !== '' &&
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listing.GiftDrop.FriendlyName.includes('(Gold)')
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/** RecCenterTokens — the currency the store sells in. */
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const CURRENCY_TYPE_TOKENS = 2
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/**
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* A skin the store does not list, AS a listing — the dump's own skin shape, so the client reads
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* it like the rest. Rarity {@link UNLISTED_SKIN_RARITY} and priced from it: the store's own
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* rarity-50 skins run 1000-6000 tokens, and {@link PRICE_BY_RARITY} puts this in the middle.
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* The capture's name and tooltip. `ThumbnailImageName` is `""` — as it is on EVERY skin the
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* served store lists, the game's own included (see `runx storefront build`).
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*/
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export function unlistedSkinListing(skin: SkinCapture, id: number): StoreListing {
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const price = priceForRarity(UNLISTED_SKIN_RARITY)
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const priced = (p: number): StoreListingPrice => ({
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CurrencyType: CURRENCY_TYPE_TOKENS,
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Price: p,
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StorefrontSaleData: null,
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})
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return {
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GiftDrop: {
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GiftDropId: id,
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FriendlyName: skin.FriendlyName,
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Tooltip: skin.Tooltip ?? '',
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TagList: '',
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ConsumableItemDesc: '',
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AvatarItemDesc: '',
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CustomAvatarItemId: null,
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AvatarItemType: null,
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EquipmentPrefabName: skin.PrefabName,
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EquipmentModificationGuid: skin.ModificationGuid,
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IsQuery: false,
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QueryRedirectContext: null,
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QueryRedirectTag: null,
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QueryRedirectRarity: null,
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Unique: false,
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SubscribersOnly: false,
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Rarity: UNLISTED_SKIN_RARITY,
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Context: 1003,
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Currency: 0,
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CurrencyType: 0,
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ItemCount: 1,
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ItemSetId: null,
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ItemSetFriendlyName: '',
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AvatarItemId: 0,
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EquipmentItemId: 0,
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ThumbnailImageName: '',
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AvatarItemInfo: null,
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},
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PurchasableItemId: id,
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Type: 0,
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Prices: [priced(price)],
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SubscriberPrices: [priced(subscriberPriceFor(price))],
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IsFeatured: false,
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NewUntil: null,
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AvailableAt: null,
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AvailableUntil: null,
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CanBeGifted: true,
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OnlyAvailableThroughCv2: false,
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}
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}
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/** The columns a load writes, in the order {@link toCatalogInsertRow} returns values. */
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export const CATALOG_INSERT_COLUMNS = [
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'item_key',
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'catalog_id',
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'kind',
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'friendly_name',
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'tooltip',
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'rarity',
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'platform_mask',
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'thumbnail_image',
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'avatar_item_type',
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'avatar_item_id',
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'is_base_avatar_item',
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'tag_list',
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'created_at',
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'prefab_name',
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'unlocked_level',
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] as const
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/** A value bound into a load's INSERT. `undefined` is a key the capture omitted. */
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export type CatalogValue = string | number | boolean | null | undefined
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/** One row of a load, plus enough to name it in a collision report. */
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export interface CatalogLoadRow {
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key: string
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/** Its `catalog_id`: the listing's `PurchasableItemId`. */
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id: number
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label: string
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values: CatalogValue[]
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}
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/** A duplicate `item_key` in the captures: which key, which row won, which was dropped. */
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export interface CatalogCollision {
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key: string
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kept: string
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dropped: string
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}
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/** What {@link buildCatalogLoad} produced, and what it left out. */
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export interface CatalogLoad {
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rows: CatalogLoadRow[]
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collisions: CatalogCollision[]
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/** Listings that load as nothing, counted by {@link ListingKind}. */
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skipped: Partial<Record<ListingKind, number>>
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}
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/**
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* The store records no platform mask — every listing is for every platform, which is what the
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* `platform_mask` column's `-1` default means.
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*/
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const ALL_PLATFORMS = -1
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/**
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* A listed avatar item. `is_base_avatar_item` and `created_at` are NULL because a store listing
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* records neither; a NULL there is "not recorded", which is true.
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*/
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function avatarItemRow(listing: StoreListing): CatalogLoadRow {
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const drop = listing.GiftDrop
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return {
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key: drop.AvatarItemDesc,
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id: listing.PurchasableItemId,
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label: `${drop.FriendlyName} (avatar item)`,
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values: [
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drop.AvatarItemDesc,
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listing.PurchasableItemId,
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CatalogKind.AvatarItem,
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drop.FriendlyName,
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drop.Tooltip,
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drop.Rarity,
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ALL_PLATFORMS,
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drop.ThumbnailImageName,
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drop.AvatarItemType ?? 0,
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// 0 is the dump's "none"; the column's is NULL.
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drop.AvatarItemId || null,
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null,
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drop.TagList,
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null,
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null,
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null,
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],
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}
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}
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/** A listed consumable: the shared columns only, keyed by its `ConsumableItemDesc`. */
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function consumableRow(listing: StoreListing): CatalogLoadRow {
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const drop = listing.GiftDrop
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return {
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key: drop.ConsumableItemDesc,
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id: listing.PurchasableItemId,
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label: `${drop.FriendlyName} (consumable)`,
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values: [
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drop.ConsumableItemDesc,
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listing.PurchasableItemId,
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CatalogKind.Consumable,
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drop.FriendlyName,
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drop.Tooltip,
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drop.Rarity,
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ALL_PLATFORMS,
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drop.ThumbnailImageName,
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null,
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null,
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null,
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drop.TagList,
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null,
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null,
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null,
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],
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}
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}
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/** A listed skin: what the listing carries. */
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function listedSkinRow(listing: StoreListing): CatalogLoadRow {
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const drop = listing.GiftDrop
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return {
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key: drop.EquipmentModificationGuid,
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id: listing.PurchasableItemId,
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label: `${drop.FriendlyName} (skin, ${drop.EquipmentPrefabName})`,
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values: [
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drop.EquipmentModificationGuid,
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listing.PurchasableItemId,
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CatalogKind.Skin,
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drop.FriendlyName,
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drop.Tooltip,
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drop.Rarity,
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ALL_PLATFORMS,
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drop.ThumbnailImageName,
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null,
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null,
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null,
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null,
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null,
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drop.EquipmentPrefabName,
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null,
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],
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}
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}
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/**
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* Turn the served store into the rows a load writes, de-duplicated on `item_key`.
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*
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* `item_key` is unique across ALL kinds, so a repeat is a defect in the source rather than
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* something the table should model. First occurrence wins and the rest are RETURNED rather
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* than dropped on the floor: the caller has to report them, because a collision that vanishes
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* quietly is the exact failure the single key exists to prevent. (The dump's verbatim repeats
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* are collapsed by {@link collapseRepeatedListings} before the served file is written, so they
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* never get here; a consumable's PACK is counted, not reported — see {@link ListingKind}.)
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*
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* Rows come out in STORE ORDER, one per listing that sells a catalog item, and `catalog_id` is
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* the listing's `PurchasableItemId` — a real, stable number, the one the client buys by. A
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* store id naming two different keys is refused outright: it cannot be resolved by order, and
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* nothing in the dump does it.
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*/
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export function buildCatalogLoad(listings: StoreListing[]): CatalogLoad {
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const seen = new Map<string, string>()
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const idOwner = new Map<number, string>()
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const rows: CatalogLoadRow[] = []
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const collisions: CatalogCollision[] = []
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const skipped: Partial<Record<ListingKind, number>> = {}
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/** Keep the row, or report it as a repeat of one already kept. */
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const push = (row: CatalogLoadRow): void => {
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const kept = seen.get(row.key)
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if (kept !== undefined) {
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collisions.push({ key: row.key, kept, dropped: row.label })
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return
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}
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const owner = idOwner.get(row.id)
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if (owner !== undefined) {
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throw new Error(`catalog_id ${row.id} names two items: ${owner} and ${row.label}`)
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}
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seen.set(row.key, row.label)
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idOwner.set(row.id, row.label)
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rows.push(row)
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}
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for (const listing of listings) {
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const kind = listingKind(listing)
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switch (kind) {
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case CatalogKind.AvatarItem:
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push(avatarItemRow(listing))
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break
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case CatalogKind.Consumable:
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// The pack of a consumable already listed singly: one thing, one row.
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if (seen.has(listing.GiftDrop.ConsumableItemDesc)) {
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skipped.consumable_pack = (skipped.consumable_pack ?? 0) + 1
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break
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}
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push(consumableRow(listing))
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break
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case CatalogKind.Skin:
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push(listedSkinRow(listing))
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break
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default:
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skipped[kind] = (skipped[kind] ?? 0) + 1
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}
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}
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return { rows, collisions, skipped }
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}
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/**
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* Rarities that mark the developer/unreleased tier.
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*
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* `-1`. The 2025 store lists a handful of such items and this server serves that store
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* verbatim, so they CAN be bought; the tier is kept out of the discovery rows the `lists`
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* worker draws from the catalog, which is the one place this is still read.
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*/
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export const UNSELLABLE_RARITIES: readonly number[] = [-1]
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/** Whether an item of this rarity is outside the developer tier. */
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export const isSellableRarity = (rarity: number): boolean => !UNSELLABLE_RARITIES.includes(rarity)
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/**
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* What an item costs by rarity, in RecCenterTokens — for the things the store dump does not
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* price: the skins it never listed ({@link unlistedSkinListing}) and a first-party custom
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* avatar item it does not list (`apps/api/scripts/price-custom-avatar-items.ts`). Everything
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* the dump lists carries its real price, verbatim.
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*/
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export const PRICE_BY_RARITY: Record<number, number> = {
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0: 150,
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10: 600,
|
|
20: 700,
|
|
30: 800,
|
|
50: 3000,
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|
}
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|
|
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/**
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|
* What a rarity absent from {@link PRICE_BY_RARITY} costs — the bottom tier, never free. A
|
|
* floor rather than a skip because an unpriced item silently vanishing is harder to notice
|
|
* than one that turns up cheap.
|
|
*/
|
|
export const DEFAULT_PRICE = 150
|
|
|
|
/** What one item of this rarity 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 econ worker'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 worker's `subscriberFloor`. */
|
|
export const subscriberPriceFor = (regular: number): number =>
|
|
Math.floor((regular * (100 - SUBSCRIBER_DISCOUNT_PERCENT)) / 100)
|
|
|
|
/**
|
|
* The last client build served the 2023 general store.
|
|
*
|
|
* The econ worker compares a caller's token `rn.ver` to this to pick which storefront FILE
|
|
* they get for storefront 3: `sf3.json` (the 2023 store, frozen) up to and including this
|
|
* build, `sf3-2025.json` (the 2025 store dump) after it.
|
|
*/
|
|
export const LEGACY_CLIENT_BUILD = 20_230_414
|