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XFESpaceNinjaServer

A simple server for a small space ninja game

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XFEstudio/XFESpaceNinjaServer

fix: only give void relic rewards once (#3522)

Moving this code down past where MissionRewards gets added to the inventory because we want the MissionRewards for void relics to be visual only. Reviewed-on: https://onlyg.it/OpenWF/SpaceNinjaServer/pulls/3522 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>

38835bb7
Sainan <63328889+Sainan@users.noreply.github.com>
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代码差异

1 个文件 +17 -17
Modified src/services/missionInventoryUpdateService.ts +17 -17
@@ -1486,23 +1486,6 @@ export const addMissionRewards = async (
1486 1486 ConquestCompletedMissionsCount = rewardInfo.ConquestCompleted == 2 ? 0 : rewardInfo.ConquestCompleted + 1;
1487 1487 }
1488 1488
1489 if (voidTearWave && voidTearWave.Participants[0].QualifiesForReward) {
1490 if (!voidTearWave.Participants[0].HaveRewardResponse) {
1491 // non-endless fissure; giving reward now
1492 const reward = await crackRelic(inventory, voidTearWave.Participants[0], inventoryChanges);
1493 MissionRewards.push({ StoreItem: reward.type, ItemCount: reward.itemCount });
1494 } else if (inventory.MissionRelicRewards) {
1495 // endless fissure; already gave reward(s) but should still show in EOM screen
1496 for (const reward of inventory.MissionRelicRewards) {
1497 MissionRewards.push({
1498 StoreItem: reward.ItemType,
1499 ItemCount: reward.ItemCount
1500 });
1501 }
1502 inventory.MissionRelicRewards = undefined;
1503 }
1504 }
1505
1506 1489 let nodeControlledByNemesis = false;
1507 1490 if (inventory.Nemesis) {
1508 1491 nodeControlledByNemesis = inventory.Nemesis.InfNodes.some(obj => obj.Node == rewardInfo.node);
@@ -1690,6 +1673,23 @@ export const addMissionRewards = async (
1690 1673 }
1691 1674 }
1692 1675
1676 if (voidTearWave && voidTearWave.Participants[0].QualifiesForReward) {
1677 if (!voidTearWave.Participants[0].HaveRewardResponse) {
1678 // non-endless fissure; giving reward now
1679 const reward = await crackRelic(inventory, voidTearWave.Participants[0], inventoryChanges);
1680 MissionRewards.push({ StoreItem: reward.type, ItemCount: reward.itemCount });
1681 } else if (inventory.MissionRelicRewards) {
1682 // endless fissure; already gave reward(s) but should still show in EOM screen
1683 for (const reward of inventory.MissionRelicRewards) {
1684 MissionRewards.push({
1685 StoreItem: reward.ItemType,
1686 ItemCount: reward.ItemCount
1687 });
1688 }
1689 inventory.MissionRelicRewards = undefined;
1690 }
1691 }
1692
1693 1693 if (strippedItems) {
1694 1694 if (endOfMatchUpload) {
1695 1695 for (const si of strippedItems) {