Simple Parameter Reassignment Issues

Addresses some of the more simple linting errors regarding the reassignment of function parameters.
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Refringe 2024-02-05 18:51:32 -05:00
parent 34121182a1
commit 3a2b24b9b8
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GPG Key ID: 64E03E5F892C6F9E
6 changed files with 29 additions and 21 deletions

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@ -97,15 +97,12 @@ export class InsuranceController
protected filterInsuredItems(sessionID: string, time?: number): Insurance[] protected filterInsuredItems(sessionID: string, time?: number): Insurance[]
{ {
// Use the current time by default. // Use the current time by default.
if (!time) const insuranceTime = time || this.timeUtil.getTimestamp();
{
time = this.timeUtil.getTimestamp();
}
const profileInsuranceDetails = this.saveServer.getProfile(sessionID).insurance; const profileInsuranceDetails = this.saveServer.getProfile(sessionID).insurance;
this.logger.debug(`Found ${profileInsuranceDetails.length} insurance packages in profile ${sessionID}`); this.logger.debug(`Found ${profileInsuranceDetails.length} insurance packages in profile ${sessionID}`);
return profileInsuranceDetails.filter((insured) => time >= insured.scheduledTime); return profileInsuranceDetails.filter((insured) => insuranceTime >= insured.scheduledTime);
} }
/** /**

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@ -468,13 +468,15 @@ export class InventoryController
*/ */
public foldItem(pmcData: IPmcData, body: IInventoryFoldRequestData, sessionID: string): IItemEventRouterResponse public foldItem(pmcData: IPmcData, body: IInventoryFoldRequestData, sessionID: string): IItemEventRouterResponse
{ {
let playerData = pmcData;
// Fix for folding weapons while on they're in the Scav inventory // Fix for folding weapons while on they're in the Scav inventory
if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== pmcData._id) if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== playerData._id)
{ {
pmcData = this.profileHelper.getScavProfile(sessionID); playerData = this.profileHelper.getScavProfile(sessionID);
} }
for (const item of pmcData.Inventory.items) for (const item of playerData.Inventory.items)
{ {
if (item._id && item._id === body.item) if (item._id && item._id === body.item)
{ {
@ -495,13 +497,15 @@ export class InventoryController
*/ */
public toggleItem(pmcData: IPmcData, body: IInventoryToggleRequestData, sessionID: string): IItemEventRouterResponse public toggleItem(pmcData: IPmcData, body: IInventoryToggleRequestData, sessionID: string): IItemEventRouterResponse
{ {
let playerData = pmcData;
// Fix for toggling items while on they're in the Scav inventory // Fix for toggling items while on they're in the Scav inventory
if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== pmcData._id) if (body.fromOwner && body.fromOwner.type === "Profile" && body.fromOwner.id !== playerData._id)
{ {
pmcData = this.profileHelper.getScavProfile(sessionID); playerData = this.profileHelper.getScavProfile(sessionID);
} }
const itemToToggle = pmcData.Inventory.items.find((x) => x._id === body.item); const itemToToggle = playerData.Inventory.items.find((x) => x._id === body.item);
if (itemToToggle) if (itemToToggle)
{ {
if (!itemToToggle.upd) if (!itemToToggle.upd)

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@ -263,14 +263,16 @@ export class RepeatableQuestController
public generateDebugDailies(dailiesPool: any, factory: any, number: number): any public generateDebugDailies(dailiesPool: any, factory: any, number: number): any
{ {
let randomQuests = []; let randomQuests = [];
let numberOfQuests = number;
if (factory) if (factory)
{ {
// First is factory extract always add for debugging // First is factory extract always add for debugging
randomQuests.push(dailiesPool[0]); randomQuests.push(dailiesPool[0]);
number -= 1; numberOfQuests -= 1;
} }
randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, number, false)); randomQuests = randomQuests.concat(this.randomUtil.drawRandomFromList(dailiesPool, numberOfQuests, false));
for (const element of randomQuests) for (const element of randomQuests)
{ {

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@ -75,9 +75,11 @@ export class BotEquipmentModGenerator
parentId: string, parentId: string,
parentTemplate: ITemplateItem, parentTemplate: ITemplateItem,
settings: IGenerateEquipmentProperties, settings: IGenerateEquipmentProperties,
forceSpawn = false, shouldForceSpawn = false,
): Item[] ): Item[]
{ {
let forceSpawn = shouldForceSpawn;
const compatibleModsPool = settings.modPool[parentTemplate._id]; const compatibleModsPool = settings.modPool[parentTemplate._id];
if (!compatibleModsPool) if (!compatibleModsPool)
{ {

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@ -429,7 +429,7 @@ export class BotLootGenerator
// Must add soft inserts/plates // Must add soft inserts/plates
else if (this.itemHelper.itemRequiresSoftInserts(itemToAddTemplate._id)) else if (this.itemHelper.itemRequiresSoftInserts(itemToAddTemplate._id))
{ {
itemToAddChildrenTo = this.itemHelper.addChildSlotItems(itemToAddChildrenTo, itemToAddTemplate, null, true); this.itemHelper.addChildSlotItems(itemToAddChildrenTo, itemToAddTemplate, null, true);
} }
} }

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@ -193,13 +193,14 @@ export class ProfileHelper
public getExperience(level: number): number public getExperience(level: number): number
{ {
let playerLevel = level;
const expTable = this.databaseServer.getTables().globals.config.exp.level.exp_table; const expTable = this.databaseServer.getTables().globals.config.exp.level.exp_table;
let exp = 0; let exp = 0;
if (level >= expTable.length) if (playerLevel >= expTable.length)
{ {
// make sure to not go out of bounds // make sure to not go out of bounds
level = expTable.length - 1; playerLevel = expTable.length - 1;
} }
for (let i = 0; i < level; i++) for (let i = 0; i < level; i++)
@ -400,7 +401,9 @@ export class ProfileHelper
useSkillProgressRateMultipler = false, useSkillProgressRateMultipler = false,
): void ): void
{ {
if (!pointsToAdd || pointsToAdd < 0) let pointsToAddToSkill = pointsToAdd;
if (!pointsToAddToSkill || pointsToAddToSkill < 0)
{ {
this.logger.warning( this.logger.warning(
this.localisationService.getText("player-attempt_to_increment_skill_with_negative_value", skill), this.localisationService.getText("player-attempt_to_increment_skill_with_negative_value", skill),
@ -411,7 +414,7 @@ export class ProfileHelper
const profileSkills = pmcProfile?.Skills?.Common; const profileSkills = pmcProfile?.Skills?.Common;
if (!profileSkills) if (!profileSkills)
{ {
this.logger.warning(`Unable to add ${pointsToAdd} points to ${skill}, profile has no skills`); this.logger.warning(`Unable to add ${pointsToAddToSkill} points to ${skill}, profile has no skills`);
return; return;
} }
@ -426,10 +429,10 @@ export class ProfileHelper
{ {
const globals = this.databaseServer.getTables().globals; const globals = this.databaseServer.getTables().globals;
const skillProgressRate = globals.config.SkillsSettings.SkillProgressRate; const skillProgressRate = globals.config.SkillsSettings.SkillProgressRate;
pointsToAdd *= skillProgressRate; pointsToAddToSkill *= skillProgressRate;
} }
profileSkill.Progress += pointsToAdd; profileSkill.Progress += pointsToAddToSkill;
profileSkill.Progress = Math.min(profileSkill.Progress, 5100); // Prevent skill from ever going above level 51 (5100) profileSkill.Progress = Math.min(profileSkill.Progress, 5100); // Prevent skill from ever going above level 51 (5100)
profileSkill.LastAccess = this.timeUtil.getTimestamp(); profileSkill.LastAccess = this.timeUtil.getTimestamp();
} }