Fix minor issues
This commit is contained in:
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f4fa7866fd
commit
045ac4ff1b
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@ -82,6 +82,7 @@ type FAPI_Cosmetic struct {
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Path string `json:"path"`
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Path string `json:"path"`
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Added string `json:"added"`
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Added string `json:"added"`
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ShopHistory []string `json:"shopHistory"`
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ShopHistory []string `json:"shopHistory"`
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BattlePass bool `json:"battlePass"`
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}
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}
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type Set struct {
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type Set struct {
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@ -214,18 +215,24 @@ func (f *FortniteAPI) GetAllCosmetics() ([]FAPI_Cosmetic, error) {
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}
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}
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func PreloadCosmetics(max int) error {
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func PreloadCosmetics(max int) error {
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aid.Print("Fortnite Assets from", "https://fortnite-api.com")
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aid.Print("Fortnite Assets from", StaticAPI.URL)
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list, err := StaticAPI.GetAllCosmetics()
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list, err := StaticAPI.GetAllCosmetics()
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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battlePassSkins := make([]FAPI_Cosmetic, 0)
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for _, item := range list {
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for _, item := range list {
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if item.Introduction.BackendValue > max {
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if item.Introduction.BackendValue > max {
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continue
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continue
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}
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}
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if len(item.ShopHistory) == 0 && item.Type.Value == "outfit" {
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item.BattlePass = true
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battlePassSkins = append(battlePassSkins, item)
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}
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Cosmetics.Items[item.ID] = item
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Cosmetics.Items[item.ID] = item
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if item.Set.BackendValue != "" {
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if item.Set.BackendValue != "" {
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@ -243,14 +250,20 @@ func PreloadCosmetics(max int) error {
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aid.Print("Preloaded", len(Cosmetics.Items), "cosmetics")
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aid.Print("Preloaded", len(Cosmetics.Items), "cosmetics")
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aid.Print("Preloaded", len(Cosmetics.Sets), "sets")
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aid.Print("Preloaded", len(Cosmetics.Sets), "sets")
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aid.Print("Preloaded", len(battlePassSkins), "battle pass skins")
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notFound := make([]string, 0)
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found := make([]string, 0)
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characters := make([]string, 0)
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for id, item := range Cosmetics.Items {
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for id, item := range Cosmetics.Items {
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if item.ItemPreviewHeroPath == "" {
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if item.Type.Value == "outfit" {
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characters = append(characters, id)
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}
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if item.Type.Value != "backpack" {
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continue
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continue
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}
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}
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if item.Type.Value != "AthenaBackpack" {
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if item.ItemPreviewHeroPath == "" {
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continue
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continue
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}
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}
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@ -259,19 +272,24 @@ func PreloadCosmetics(max int) error {
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character, ok := Cosmetics.Items[characterId]
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character, ok := Cosmetics.Items[characterId]
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if !ok {
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if !ok {
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notFound = append(notFound, characterId)
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continue
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continue
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}
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}
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character.Backpack = id
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character.Backpack = id
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Cosmetics.Items[characterId] = character
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Cosmetics.Items[characterId] = character
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if _, ok := Cosmetics.Sets[character.Set.BackendValue]; !ok {
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Cosmetics.Sets[character.Set.BackendValue] = Set{
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Items: make(map[string]FAPI_Cosmetic),
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Name: character.Set.Value,
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BackendName: character.Set.BackendValue,
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}
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}
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Cosmetics.Sets[character.Set.BackendValue].Items[characterId] = character
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Cosmetics.Sets[character.Set.BackendValue].Items[characterId] = character
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found = append(found, id)
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}
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}
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if len(notFound) > 0 {
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// print the perecentage of backpacks that have a character
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aid.Print("Couldn't find", len(notFound), "backpacks for characters:", notFound)
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aid.Print("Preloaded", len(found), "backpacks with characters", "(", float64(len(found))/float64(len(characters))*100, "% )")
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}
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DAv2 := *storage.Asset("assets.json")
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DAv2 := *storage.Asset("assets.json")
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if DAv2 == nil {
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if DAv2 == nil {
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@ -53,8 +53,8 @@ func NewFortnitePerson(displayName string, key string) *p.Person {
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}
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}
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if item == "Currency:MtxPurchased" {
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if item == "Currency:MtxPurchased" {
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person.CommonCoreProfile.Items.AddItem(p.NewItem(item, 9999)).Save()
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person.CommonCoreProfile.Items.AddItem(p.NewItem(item, 0)).Save()
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person.Profile0Profile.Items.AddItem(p.NewItem(item, 9999)).Save()
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person.Profile0Profile.Items.AddItem(p.NewItem(item, 0)).Save()
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continue
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continue
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}
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}
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@ -307,7 +307,7 @@ func (e *Entry) GenerateResponse(p *person.Person) aid.JSON {
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return json
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return json
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}
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}
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func GenerateStorefront() {
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func GenerateRandomStorefront() {
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storefront := NewCatalog()
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storefront := NewCatalog()
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daily := NewStorefront("BRDailyStorefront")
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daily := NewStorefront("BRDailyStorefront")
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@ -404,13 +404,17 @@ func PostPurchaseCatalogEntryAction(c *fiber.Ctx, person *p.Person, profile *p.P
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}()
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}()
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if offer.ProfileType != "athena" {
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if offer.ProfileType != "athena" {
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return fmt.Errorf("save the world not implemeted yet!")
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return fmt.Errorf("save the world not implemeted yet")
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}
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}
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loot := []aid.JSON{}
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loot := []aid.JSON{}
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for i := 0; i < body.PurchaseQuantity; i++ {
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for i := 0; i < body.PurchaseQuantity; i++ {
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for _, grant := range offer.Grants {
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for _, grant := range offer.Grants {
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if profile.Items.GetItemByTemplateID(grant) != nil {
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if profile.Items.GetItemByTemplateID(grant) != nil {
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item := profile.Items.GetItemByTemplateID(grant)
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item.Quantity++
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go item.Save()
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continue
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continue
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}
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}
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2
main.go
2
main.go
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@ -29,7 +29,7 @@ func init() {
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func init() {
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func init() {
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fortnite.PreloadCosmetics(aid.Config.Fortnite.Season)
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fortnite.PreloadCosmetics(aid.Config.Fortnite.Season)
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fortnite.GenerateStorefront()
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fortnite.GenerateRandomStorefront()
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if aid.Config.Database.DropAllTables {
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if aid.Config.Database.DropAllTables {
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fortnite.NewFortnitePerson("ac", "1")
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fortnite.NewFortnitePerson("ac", "1")
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41
readme.md
41
readme.md
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@ -7,49 +7,12 @@ Performance first, universal Fortnite private server backend written in Go.
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## Features
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## Features
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- **Blazing Fast** Written in Go and build on Fast HTTP, snow is extremely fast and can handle any profile action in milliseconds with its caching system.
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- **Blazing Fast** Written in Go and build on Fast HTTP, snow is extremely fast and can handle any profile action in milliseconds with its caching system.
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- **Profile Changes** Snow, semi-automatically, keeps track of profile changes exactly like Fortnite does, meaning it is one-to-one with the game.
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- **Profile Changes** Snow, automatically, keeps track of profile changes exactly like Fortnite does, meaning it is one-to-one with the game and never desyncs.
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- **Universal Database** Easily add new storage methods that satisfy the `Storage` interface. This means you can use any database you want. _(example of how to do this coming soon)_
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- **Universal Database** Easily add new storage methods that satisfy the `Storage` interface. This means you can use any database you want. _(example of how to do this coming soon)_
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## Examples of Person Structures
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### Quests
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```golang
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schedule := person.NewItem("ChallengeBundleSchedule:Paid_1", 1)
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user.AthenaProfile.Items.AddItem(schedule)
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bundle := person.NewItem("ChallengeBundle:Daily_1", 1)
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user.AthenaProfile.Items.AddItem(bundle)
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quest := person.NewQuest("Quest:Quest_2", bundle.ID, schedule.ID)
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quest.AddObjective("quest_objective_eliminateplayers", 0)
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user.AthenaProfile.Quests.AddQuest(quest)
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daily := person.NewDailyQuest("Quest:Quest_3")
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daily.AddObjective("quest_objective_place_top10", 0)
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user.AthenaProfile.Quests.AddQuest(daily)
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```
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### Profile Changes
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```golang
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snapshot := user.CommonCoreProfile.Snapshot()
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{
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vbucks := user.CommonCoreProfile.Items.GetItemByTemplateID("Currency:MtxPurchased")
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vbucks.Quantity = 200
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vbucks.Favorite = true
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user.CommonCoreProfile.Items.DeleteItem(user.CommonCoreProfile.Items.GetItemByTemplateID("Token:CampaignAccess").ID)
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user.CommonCoreProfile.Items.AddItem(person.NewItem("Token:ReceiveMtxCurrency", 1))
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}
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user.CommonCoreProfile.Diff(snapshot)
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```
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## What's next?
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## What's next?
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- Every endpoint that is used by Fortnite. This includes all MCP Operations, extracting data from the telemetry and even the Party Service (maybe party v2).
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- Final Fortnite Operations, this includes: Battle Pass, Friends, XMPP and Gifting.
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- Automatic storefront that uses previous data to generate a storefront. This would use item shops from history to make sure there are no blank spots in the storefront. Also battle pass tiers etc.
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- Embed game assets into the backend e.g. Battle Pass, Quest Data etc. _This would mean a single binary that can be run anywhere without the need of external files._
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- Interact with external Services like Amazon S3 Buckets to save player data externally.
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- Interact with external Services like Amazon S3 Buckets to save player data externally.
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- A way to interact with accounts outside of the game. This is mainly for a web app and other services to interact with the backend.
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- A way to interact with accounts outside of the game. This is mainly for a web app and other services to interact with the backend.
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