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SpaceNinjaServer

A simple server for a small space ninja game

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XFEstudio/SpaceNinjaServer

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: https://onlyg.it/OpenWF/SpaceNinjaServer/pulls/2937 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>

23abe5de
Sainan <63328889+Sainan@users.noreply.github.com>
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代码差异

2 个文件 +4 -4
Modified src/services/inventoryService.ts +1 -1
@@ -2180,7 +2180,7 @@ export const addMissionComplete = (inventory: TInventoryDatabaseDocument, { Tag,
2180 2180
2181 2181 if (itemIndex !== -1) {
2182 2182 Missions[itemIndex].Completes += Completes;
2183 if (Tier) {
2183 if (Completes && Tier) {
2184 2184 Missions[itemIndex].Tier = Tier;
2185 2185 }
2186 2186 } else {
Modified src/services/missionInventoryUpdateService.ts +3 -3
@@ -310,6 +310,9 @@ export const addMissionInventoryUpdates = async (
310 310 }
311 311 break;
312 312 }
313 case "Missions":
314 addMissionComplete(inventory, value);
315 break;
313 316 case "LastRegionPlayed":
314 317 if (!(config.unfaithfulBugFixes?.ignore1999LastRegionPlayed && value === "1999MapName")) {
315 318 inventory.LastRegionPlayed = value;
@@ -1242,9 +1245,6 @@ export const addMissionRewards = async (
1242 1245 if (missions && missions.Tag in ExportRegions) {
1243 1246 const node = ExportRegions[missions.Tag];
1244 1247
1245 // cannot add this with normal updates because { Tier: 1 } would mark the SP node as completed even on a failure
1246 addMissionComplete(inventory, missions);
1247
1248 1248 //node based credit rewards for mission completion
1249 1249 if (isEligibleForCreditReward(rewardInfo, missions, node)) {
1250 1250 const levelCreditReward = getLevelCreditRewards(node);