handle all weapon types in addWeapon
This commit is contained in:
parent
4ba718f27a
commit
9bf636418a
@ -961,6 +961,7 @@ type InventoryDocumentProps = {
|
|||||||
SpaceSuits: Types.DocumentArray<IEquipmentDatabase>;
|
SpaceSuits: Types.DocumentArray<IEquipmentDatabase>;
|
||||||
SpaceGuns: Types.DocumentArray<IEquipmentDatabase>;
|
SpaceGuns: Types.DocumentArray<IEquipmentDatabase>;
|
||||||
SpaceMelee: Types.DocumentArray<IEquipmentDatabase>;
|
SpaceMelee: Types.DocumentArray<IEquipmentDatabase>;
|
||||||
|
SentinelWeapons: Types.DocumentArray<IEquipmentDatabase>;
|
||||||
};
|
};
|
||||||
|
|
||||||
// eslint-disable-next-line @typescript-eslint/ban-types
|
// eslint-disable-next-line @typescript-eslint/ban-types
|
||||||
|
@ -416,24 +416,12 @@ export const addWeapon = async (
|
|||||||
): Promise<IEquipmentClient> => {
|
): Promise<IEquipmentClient> => {
|
||||||
const inventory = await getInventory(accountId);
|
const inventory = await getInventory(accountId);
|
||||||
|
|
||||||
let weaponIndex;
|
const weaponIndex = inventory[weaponType].push({
|
||||||
switch (weaponType) {
|
ItemType: weaponName,
|
||||||
case "LongGuns":
|
Configs: [],
|
||||||
case "Pistols":
|
XP: 0,
|
||||||
case "Melee":
|
ModularParts: modularParts
|
||||||
case "OperatorAmps":
|
});
|
||||||
case "SpaceGuns":
|
|
||||||
case "SpaceMelee":
|
|
||||||
weaponIndex = inventory[weaponType].push({
|
|
||||||
ItemType: weaponName,
|
|
||||||
Configs: [],
|
|
||||||
XP: 0,
|
|
||||||
ModularParts: modularParts
|
|
||||||
});
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw new Error("unknown weapon type: " + weaponType);
|
|
||||||
}
|
|
||||||
|
|
||||||
const changedInventory = await inventory.save();
|
const changedInventory = await inventory.save();
|
||||||
return changedInventory[weaponType][weaponIndex - 1].toJSON();
|
return changedInventory[weaponType][weaponIndex - 1].toJSON();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user