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Modified
src/helpers/relicHelper.ts
+4
-2
Modified
src/services/missionInventoryUpdateService.ts
+2
-2
XFEstudio/SpaceNinjaServer
fix: propagate relic reward's itemCount (#1030)
Preemptive fix for a visual bug after completing a non-endless fissure. Reviewed-on: https://onlyg.it/OpenWF/SpaceNinjaServer/pulls/1030
08f4137d
代码差异
2 个文件
+6
-4
@@ -1,7 +1,7 @@
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import { TInventoryDatabaseDocument } from "@/src/models/inventoryModels/inventoryModel";
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import { IVoidTearParticipantInfo } from "@/src/types/requestTypes";
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import { ExportRelics, ExportRewards, TRarity } from "warframe-public-export-plus";
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import { getRandomWeightedReward2 } from "@/src/services/rngService";
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import { getRandomWeightedReward2, IRngResult } from "@/src/services/rngService";
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import { logger } from "@/src/utils/logger";
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import { addMiscItems } from "@/src/services/inventoryService";
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import { handleStoreItemAcquisition } from "@/src/services/purchaseService";
@@ -9,7 +9,7 @@ import { handleStoreItemAcquisition } from "@/src/services/purchaseService";
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export const crackRelic = async (
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inventory: TInventoryDatabaseDocument,
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participant: IVoidTearParticipantInfo
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): Promise<void> => {
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): Promise<IRngResult> => {
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const relic = ExportRelics[participant.VoidProjection];
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const weights = refinementToWeights[relic.quality];
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logger.debug(`opening a relic of quality ${relic.quality}; rarity weights are`, weights);
@@ -30,6 +30,8 @@ export const crackRelic = async (
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// Give reward
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await handleStoreItemAcquisition(reward.type, inventory, reward.itemCount);
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return reward;
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};
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const refinementToWeights = {
@@ -320,8 +320,8 @@ export const addMissionRewards = async (
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voidTearWave.Participants[0].QualifiesForReward &&
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!voidTearWave.Participants[0].HaveRewardResponse
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) {
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await crackRelic(inventory, voidTearWave.Participants[0]);
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MissionRewards.push({ StoreItem: voidTearWave.Participants[0].Reward, ItemCount: 1 });
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const reward = await crackRelic(inventory, voidTearWave.Participants[0]);
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MissionRewards.push({ StoreItem: reward.type, ItemCount: reward.itemCount });
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}
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return { inventoryChanges, MissionRewards, credits };