Simple Parameter Reassignment Issues
Addresses some of the more simple linting errors regarding the reassignment of function parameters.
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@ -97,15 +97,12 @@ export class InsuranceController
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protected filterInsuredItems(sessionID: string, time?: number): Insurance[]
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{
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// Use the current time by default.
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if (!time)
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{
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time = this.timeUtil.getTimestamp();
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}
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const insuranceTime = time || this.timeUtil.getTimestamp();
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const profileInsuranceDetails = this.saveServer.getProfile(sessionID).insurance;
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this.logger.debug(`Found ${profileInsuranceDetails.length} insurance packages in profile ${sessionID}`);
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return profileInsuranceDetails.filter((insured) => time >= insured.scheduledTime);
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return profileInsuranceDetails.filter((insured) => insuranceTime >= insured.scheduledTime);
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}
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/**
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@ -468,13 +468,15 @@ export class InventoryController
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*/
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public foldItem(pmcData: IPmcData, body: IInventoryFoldRequestData, sessionID: string): IItemEventRouterResponse
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{
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let playerData = pmcData;
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// Fix for folding weapons while on they're in the Scav inventory
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if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== pmcData._id)
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if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== playerData._id)
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{
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pmcData = this.profileHelper.getScavProfile(sessionID);
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playerData = this.profileHelper.getScavProfile(sessionID);
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}
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for (const item of pmcData.Inventory.items)
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for (const item of playerData.Inventory.items)
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{
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if (item._id && item._id === body.item)
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{
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@ -495,13 +497,15 @@ export class InventoryController
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*/
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public toggleItem(pmcData: IPmcData, body: IInventoryToggleRequestData, sessionID: string): IItemEventRouterResponse
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{
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let playerData = pmcData;
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// Fix for toggling items while on they're in the Scav inventory
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if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== pmcData._id)
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if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== playerData._id)
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{
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pmcData = this.profileHelper.getScavProfile(sessionID);
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playerData = this.profileHelper.getScavProfile(sessionID);
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}
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const itemToToggle = pmcData.Inventory.items.find((x) => x._id === body.item);
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const itemToToggle = playerData.Inventory.items.find((x) => x._id === body.item);
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if (itemToToggle)
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{
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if (!itemToToggle.upd)
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@ -263,14 +263,16 @@ export class RepeatableQuestController
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public generateDebugDailies(dailiesPool: any, factory: any, number: number): any
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{
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let randomQuests = [];
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let numberOfQuests = number;
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if (factory)
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{
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// First is factory extract always add for debugging
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randomQuests.push(dailiesPool[0]);
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number -= 1;
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numberOfQuests -= 1;
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}
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randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, number, false));
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randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, numberOfQuests, false));
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for (const element of randomQuests)
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{
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@ -75,9 +75,11 @@ export class BotEquipmentModGenerator
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parentId: string,
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parentTemplate: ITemplateItem,
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settings: IGenerateEquipmentProperties,
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forceSpawn = false,
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shouldForceSpawn = false,
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): Item[]
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{
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let forceSpawn = shouldForceSpawn;
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const compatibleModsPool = settings.modPool[parentTemplate._id];
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if (!compatibleModsPool)
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{
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@ -429,7 +429,7 @@ export class BotLootGenerator
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// Must add soft inserts/plates
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else if (this.itemHelper.itemRequiresSoftInserts(itemToAddTemplate._id))
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{
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itemToAddChildrenTo = this.itemHelper.addChildSlotItems(itemToAddChildrenTo, itemToAddTemplate, null, true);
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this.itemHelper.addChildSlotItems(itemToAddChildrenTo, itemToAddTemplate, null, true);
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}
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}
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@ -193,13 +193,14 @@ export class ProfileHelper
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public getExperience(level: number): number
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{
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let playerLevel = level;
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const expTable = this.databaseServer.getTables().globals.config.exp.level.exp_table;
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let exp = 0;
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if (level >= expTable.length)
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if (playerLevel >= expTable.length)
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{
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// make sure to not go out of bounds
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level = expTable.length - 1;
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playerLevel = expTable.length - 1;
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}
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for (let i = 0; i < level; i++)
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@ -400,7 +401,9 @@ export class ProfileHelper
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useSkillProgressRateMultipler = false,
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): void
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{
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if (!pointsToAdd || pointsToAdd < 0)
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let pointsToAddToSkill = pointsToAdd;
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if (!pointsToAddToSkill || pointsToAddToSkill < 0)
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{
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this.logger.warning(
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this.localisationService.getText("player-attempt_to_increment_skill_with_negative_value", skill),
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@ -411,7 +414,7 @@ export class ProfileHelper
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const profileSkills = pmcProfile?.Skills?.Common;
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if (!profileSkills)
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{
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this.logger.warning(`Unable to add ${pointsToAdd} points to ${skill}, profile has no skills`);
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this.logger.warning(`Unable to add ${pointsToAddToSkill} points to ${skill}, profile has no skills`);
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return;
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}
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@ -426,10 +429,10 @@ export class ProfileHelper
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{
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const globals = this.databaseServer.getTables().globals;
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const skillProgressRate = globals.config.SkillsSettings.SkillProgressRate;
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pointsToAdd *= skillProgressRate;
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pointsToAddToSkill *= skillProgressRate;
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}
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profileSkill.Progress += pointsToAdd;
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profileSkill.Progress += pointsToAddToSkill;
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profileSkill.Progress = Math.min(profileSkill.Progress, 5100); // Prevent skill from ever going above level 51 (5100)
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profileSkill.LastAccess = this.timeUtil.getTimestamp();
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}
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