fix: junction completion on steel path doesn't save (#2937)
Aka., an alternative approach to fixing the problem in #2866. Junctions don't have RewardInfo and therefore weren't reaching the new call to addMissionComplete. Reviewed-on: #2937 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -2180,7 +2180,7 @@ export const addMissionComplete = (inventory: TInventoryDatabaseDocument, { Tag,
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if (itemIndex !== -1) {
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Missions[itemIndex].Completes += Completes;
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if (Tier) {
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if (Completes && Tier) {
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Missions[itemIndex].Tier = Tier;
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}
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} else {
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@ -310,6 +310,9 @@ export const addMissionInventoryUpdates = async (
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}
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break;
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}
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case "Missions":
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addMissionComplete(inventory, value);
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break;
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case "LastRegionPlayed":
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if (!(config.unfaithfulBugFixes?.ignore1999LastRegionPlayed && value === "1999MapName")) {
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inventory.LastRegionPlayed = value;
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@ -1242,9 +1245,6 @@ export const addMissionRewards = async (
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if (missions && missions.Tag in ExportRegions) {
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const node = ExportRegions[missions.Tag];
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// cannot add this with normal updates because { Tier: 1 } would mark the SP node as completed even on a failure
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addMissionComplete(inventory, missions);
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//node based credit rewards for mission completion
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if (isEligibleForCreditReward(rewardInfo, missions, node)) {
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const levelCreditReward = getLevelCreditRewards(node);
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