Find quest in player quest array using .find
instead of .filter
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parent
64722bac17
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@ -117,21 +117,24 @@ export class RepeatableQuestController
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// for (let i = 0; i < currentRepeatable.activeQuests.length; i++)
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// for (let i = 0; i < currentRepeatable.activeQuests.length; i++)
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for (const activeQuest of currentRepeatableQuestType.activeQuests)
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for (const activeQuest of currentRepeatableQuestType.activeQuests)
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{
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{
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// check if the quest is ready to be completed, if so, don't remove it
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// Keep finished quests in list so player can hand in
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const quest = pmcData.Quests.filter((q) => q.qid === activeQuest._id);
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const quest = pmcData.Quests.find(quest => quest.qid === activeQuest._id);
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if (quest.length > 0)
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if (quest)
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{
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{
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if (quest[0].status === QuestStatus.AvailableForFinish)
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if (quest.status === QuestStatus.AvailableForFinish)
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{
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{
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questsToKeep.push(activeQuest);
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questsToKeep.push(activeQuest);
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this.logger.debug(
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this.logger.debug(
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`Keeping repeatable quest ${activeQuest._id} in activeQuests since it is available to AvailableForFinish`,
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`Keeping repeatable quest ${activeQuest._id} in activeQuests since it is available to hand in`,
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);
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);
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continue;
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continue;
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}
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}
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}
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}
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this.profileFixerService.removeDanglingConditionCounters(pmcData);
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this.profileFixerService.removeDanglingConditionCounters(pmcData);
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pmcData.Quests = pmcData.Quests.filter((q) => q.qid !== activeQuest._id);
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// Remove expired quest from pmc.quest array
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pmcData.Quests = pmcData.Quests.filter(quest => quest.qid !== activeQuest._id);
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currentRepeatableQuestType.inactiveQuests.push(activeQuest);
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currentRepeatableQuestType.inactiveQuests.push(activeQuest);
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}
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}
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currentRepeatableQuestType.activeQuests = questsToKeep;
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currentRepeatableQuestType.activeQuests = questsToKeep;
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