forked from OpenWF/SpaceNinjaServer
fix: respect VaultsCracked when rolling droptable for level key rewards (#1639)
Fixes #1638 Reviewed-on: OpenWF/SpaceNinjaServer#1639 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -55,7 +55,7 @@ import { Loadout } from "../models/inventoryModels/loadoutModel";
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import { ILoadoutConfigDatabase } from "../types/saveLoadoutTypes";
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import { getWorldState } from "./worldStateService";
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const getRotations = (rewardInfo: IRewardInfo, tierOverride: number | undefined): number[] => {
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const getRotations = (rewardInfo: IRewardInfo, tierOverride?: number): number[] => {
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// For Spy missions, e.g. 3 vaults cracked = A, B, C
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if (rewardInfo.VaultsCracked) {
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const rotations: number[] = [];
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@ -587,7 +587,7 @@ export const addMissionRewards = async (
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const fixedLevelRewards = getLevelKeyRewards(levelKeyName);
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//logger.debug(`fixedLevelRewards ${fixedLevelRewards}`);
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if (fixedLevelRewards.levelKeyRewards) {
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addFixedLevelRewards(fixedLevelRewards.levelKeyRewards, inventory, MissionRewards);
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addFixedLevelRewards(fixedLevelRewards.levelKeyRewards, inventory, MissionRewards, rewardInfo);
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}
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if (fixedLevelRewards.levelKeyRewards2) {
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for (const reward of fixedLevelRewards.levelKeyRewards2) {
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@ -627,7 +627,7 @@ export const addMissionRewards = async (
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}
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if (node.missionReward) {
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missionCompletionCredits += addFixedLevelRewards(node.missionReward, inventory, MissionRewards);
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missionCompletionCredits += addFixedLevelRewards(node.missionReward, inventory, MissionRewards, rewardInfo);
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}
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}
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@ -870,7 +870,8 @@ export const addCredits = (
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export const addFixedLevelRewards = (
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rewards: IMissionRewardExternal,
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inventory: TInventoryDatabaseDocument,
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MissionRewards: IMissionReward[]
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MissionRewards: IMissionReward[],
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rewardInfo?: IRewardInfo
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): number => {
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let missionBonusCredits = 0;
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if (rewards.credits) {
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@ -900,14 +901,17 @@ export const addFixedLevelRewards = (
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}
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if (rewards.droptable) {
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if (rewards.droptable in ExportRewards) {
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logger.debug(`rolling ${rewards.droptable} for level key rewards`);
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const reward = getRandomRewardByChance(ExportRewards[rewards.droptable][0]);
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const rotations: number[] = rewardInfo ? getRotations(rewardInfo) : [0];
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logger.debug(`rolling ${rewards.droptable} for level key rewards`, { rotations });
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for (const tier of rotations) {
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const reward = getRandomRewardByChance(ExportRewards[rewards.droptable][tier]);
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if (reward) {
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MissionRewards.push({
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StoreItem: reward.type,
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ItemCount: reward.itemCount
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});
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}
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}
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} else {
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logger.error(`unknown droptable ${rewards.droptable}`);
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}
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