fix: don't push thermal fractures event if it's not activated yet
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Build / build (pull_request) Successful in 2m32s
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@ -2639,6 +2639,8 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
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const activation = config.worldState?.thermiaFracturesOverride ? 1740416400000 : getSortieTime(activeStartDay);
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const activation = config.worldState?.thermiaFracturesOverride ? 1740416400000 : getSortieTime(activeStartDay);
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const expiry = config.worldState?.thermiaFracturesOverride ? 2000000000000 : getSortieTime(activeStartDay + 14);
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const expiry = config.worldState?.thermiaFracturesOverride ? 2000000000000 : getSortieTime(activeStartDay + 14);
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// If we push it, the game may show the event even tho it's not activated yet (https://onlyg.it/OpenWF/SpaceNinjaServer/issues/2721)
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if (timeMs >= activation) {
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worldState.Goals.push({
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worldState.Goals.push({
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_id: { $oid: "5c7cb0d00000000000000000" },
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_id: { $oid: "5c7cb0d00000000000000000" },
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Activation: { $date: { $numberLong: activation.toString() } },
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Activation: { $date: { $numberLong: activation.toString() } },
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@ -2710,6 +2712,7 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
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});
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});
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}
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}
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}
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}
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}
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// Nightwave Challenges
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// Nightwave Challenges
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const nightwaveSyndicateTag = getNightwaveSyndicateTag(buildLabel);
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const nightwaveSyndicateTag = getNightwaveSyndicateTag(buildLabel);
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