fix: give corresponding weapon when crafting Hound (#1816)

Reviewed-on: OpenWF/SpaceNinjaServer#1816
Reviewed-by: Sainan <sainan@calamity.inc>
Co-authored-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com>
Co-committed-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com>
This commit is contained in:
AMelonInsideLemon 2025-04-24 11:24:53 -07:00 committed by Sainan
parent 409c089d11
commit 100aefcee4

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@ -17,7 +17,7 @@ import { getDefaultUpgrades } from "@/src/services/itemDataService";
import { modularWeaponTypes } from "@/src/helpers/modularWeaponHelper"; import { modularWeaponTypes } from "@/src/helpers/modularWeaponHelper";
import { IEquipmentDatabase } from "@/src/types/inventoryTypes/commonInventoryTypes"; import { IEquipmentDatabase } from "@/src/types/inventoryTypes/commonInventoryTypes";
import { getRandomInt } from "@/src/services/rngService"; import { getRandomInt } from "@/src/services/rngService";
import { ExportSentinels, IDefaultUpgrade } from "warframe-public-export-plus"; import { ExportSentinels, ExportWeapons, IDefaultUpgrade } from "warframe-public-export-plus";
import { Status } from "@/src/types/inventoryTypes/inventoryTypes"; import { Status } from "@/src/types/inventoryTypes/inventoryTypes";
interface IModularCraftRequest { interface IModularCraftRequest {
@ -138,6 +138,18 @@ export const modularWeaponCraftingController: RequestHandler = async (req, res)
} else { } else {
defaultUpgrades = getDefaultUpgrades(data.Parts); defaultUpgrades = getDefaultUpgrades(data.Parts);
} }
if (category == "MoaPets") {
const weapon = ExportSentinels[data.WeaponType].defaultWeapon;
if (weapon) {
const category = ExportWeapons[weapon].productCategory;
addEquipment(inventory, category, weapon, undefined, inventoryChanges);
combineInventoryChanges(
inventoryChanges,
occupySlot(inventory, productCategoryToInventoryBin(category)!, !!data.isWebUi)
);
}
}
defaultOverwrites.Configs = applyDefaultUpgrades(inventory, defaultUpgrades); defaultOverwrites.Configs = applyDefaultUpgrades(inventory, defaultUpgrades);
addEquipment(inventory, category, data.WeaponType, data.Parts, inventoryChanges, defaultOverwrites); addEquipment(inventory, category, data.WeaponType, data.Parts, inventoryChanges, defaultOverwrites);
combineInventoryChanges( combineInventoryChanges(