fix: respect VaultsCracked when rolling droptable for level key rewards

This commit is contained in:
Sainan 2025-04-15 00:13:57 +02:00
parent 3165d9f459
commit 5d81e03e1a

View File

@ -587,7 +587,7 @@ export const addMissionRewards = async (
const fixedLevelRewards = getLevelKeyRewards(levelKeyName);
//logger.debug(`fixedLevelRewards ${fixedLevelRewards}`);
if (fixedLevelRewards.levelKeyRewards) {
addFixedLevelRewards(fixedLevelRewards.levelKeyRewards, inventory, MissionRewards);
addFixedLevelRewards(fixedLevelRewards.levelKeyRewards, inventory, MissionRewards, rewardInfo);
}
if (fixedLevelRewards.levelKeyRewards2) {
for (const reward of fixedLevelRewards.levelKeyRewards2) {
@ -627,7 +627,7 @@ export const addMissionRewards = async (
}
if (node.missionReward) {
missionCompletionCredits += addFixedLevelRewards(node.missionReward, inventory, MissionRewards);
missionCompletionCredits += addFixedLevelRewards(node.missionReward, inventory, MissionRewards, rewardInfo);
}
}
@ -870,7 +870,8 @@ export const addCredits = (
export const addFixedLevelRewards = (
rewards: IMissionRewardExternal,
inventory: TInventoryDatabaseDocument,
MissionRewards: IMissionReward[]
MissionRewards: IMissionReward[],
rewardInfo: IRewardInfo
): number => {
let missionBonusCredits = 0;
if (rewards.credits) {
@ -900,13 +901,24 @@ export const addFixedLevelRewards = (
}
if (rewards.droptable) {
if (rewards.droptable in ExportRewards) {
logger.debug(`rolling ${rewards.droptable} for level key rewards`);
const reward = getRandomRewardByChance(ExportRewards[rewards.droptable][0]);
if (reward) {
MissionRewards.push({
StoreItem: reward.type,
ItemCount: reward.itemCount
});
const rotations: number[] = [];
// This makes it so that /Lotus/Types/Keys/ProteaQuest/ProteaQuestMissionFour gives all 3 Xoris parts
if (rewardInfo.VaultsCracked) {
for (let i = 0; i != rewardInfo.VaultsCracked; ++i) {
rotations.push(i);
}
} else {
rotations.push(0);
}
logger.debug(`rolling ${rewards.droptable} for level key rewards`, { rotations });
for (const tier of rotations) {
const reward = getRandomRewardByChance(ExportRewards[rewards.droptable][tier]);
if (reward) {
MissionRewards.push({
StoreItem: reward.type,
ItemCount: reward.itemCount
});
}
}
} else {
logger.error(`unknown droptable ${rewards.droptable}`);