返回提交历史
Modified
src/models/inventoryModels/inventoryModel.ts
+1
-1
Modified
src/services/missionInventoryUpdateService.ts
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XFEstudio/SpaceNinjaServer
feat: classic lich hints (#2064)
Closes #1923 Reviewed-on: https://onlyg.it/OpenWF/SpaceNinjaServer/pulls/2064 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
8b97bb4b
代码差异
2 个文件
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@@ -1318,7 +1318,7 @@ const nemesisSchema = new Schema<INemesisDatabase>(
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InfNodes: { type: [infNodeSchema], default: undefined },
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HenchmenKilled: Number,
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HintProgress: Number,
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Hints: { type: [Number], default: undefined },
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Hints: { type: [Number], default: [] },
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GuessHistory: { type: [Number], default: undefined },
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MissionCount: Number,
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LastEnc: Number
@@ -55,7 +55,12 @@ import kuriaMessage50 from "@/static/fixed_responses/kuriaMessages/fiftyPercent.
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import kuriaMessage75 from "@/static/fixed_responses/kuriaMessages/seventyFivePercent.json";
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import kuriaMessage100 from "@/static/fixed_responses/kuriaMessages/oneHundredPercent.json";
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import conservationAnimals from "@/static/fixed_responses/conservationAnimals.json";
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import { getInfNodes, getWeaponsForManifest, sendCodaFinishedMessage } from "@/src/helpers/nemesisHelpers";
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import {
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getInfNodes,
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getNemesisPasscode,
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getWeaponsForManifest,
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sendCodaFinishedMessage
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} from "@/src/helpers/nemesisHelpers";
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import { Loadout } from "../models/inventoryModels/loadoutModel";
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import { ILoadoutConfigDatabase } from "../types/saveLoadoutTypes";
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import { getLiteSortie, getSortie, idToBountyCycle, idToDay, idToWeek, pushClassicBounties } from "./worldStateService";
@@ -168,6 +173,14 @@ export const addMissionInventoryUpdates = async (
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}
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if (inventoryUpdates.RewardInfo.NemesisHintProgress && inventory.Nemesis) {
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inventory.Nemesis.HintProgress += inventoryUpdates.RewardInfo.NemesisHintProgress;
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if (inventory.Nemesis.Faction != "FC_INFESTATION" && inventory.Nemesis.Hints.length != 3) {
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const progressNeeded = [35, 60, 100][inventory.Nemesis.Hints.length];
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if (inventory.Nemesis.HintProgress >= progressNeeded) {
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inventory.Nemesis.HintProgress -= progressNeeded;
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const passcode = getNemesisPasscode(inventory.Nemesis);
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inventory.Nemesis.Hints.push(passcode[inventory.Nemesis.Hints.length]);
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}
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}
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}
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if (inventoryUpdates.MissionStatus == "GS_SUCCESS" && inventoryUpdates.RewardInfo.jobId) {
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// e.g. for Profit-Taker Phase 1: