fix: don't push thermal fractures event if it's not activated yet (#2722)

Closes #2721

Reviewed-on: OpenWF/SpaceNinjaServer#2722
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This commit is contained in:
Sainan 2025-08-29 17:37:34 -07:00 committed by Sainan
parent fa65ba3f25
commit b5c6c3e485

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@ -2644,6 +2644,8 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
const activation = config.worldState?.thermiaFracturesOverride ? 1740416400000 : getSortieTime(activeStartDay);
const expiry = config.worldState?.thermiaFracturesOverride ? 2000000000000 : getSortieTime(activeStartDay + 14);
// If we push it, the game may show the event even tho it's not activated yet (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/2721)
if (timeMs >= activation) {
worldState.Goals.push({
_id: { $oid: "5c7cb0d00000000000000000" },
Activation: { $date: { $numberLong: activation.toString() } },
@ -2715,6 +2717,7 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
});
}
}
}
// Nightwave Challenges
const nightwaveSyndicateTag = getNightwaveSyndicateTag(buildLabel);