Fixed gym not applying muscle effect after use
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@ -1166,15 +1166,20 @@ export class HideoutController {
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for (const outcome of request.results) {
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for (const outcome of request.results) {
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if (outcome) {
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if (outcome) {
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// Success
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// Success
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pmcData.Health.Energy.Current -= relevantQte.results.SingleSuccessEffect.energy;
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pmcData.Health.Energy.Current += relevantQte.results.singleSuccessEffect.energy;
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pmcData.Health.Hydration.Current -= relevantQte.results.SingleSuccessEffect.hydration;
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pmcData.Health.Hydration.Current += relevantQte.results.singleSuccessEffect.hydration;
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} else {
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} else {
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// Failed
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// Failed
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pmcData.Health.Energy.Current -= relevantQte.results.SingleFailEffect.energy;
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pmcData.Health.Energy.Current += relevantQte.results.singleFailEffect.energy;
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pmcData.Health.Hydration.Current -= relevantQte.results.SingleFailEffect.hydration;
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pmcData.Health.Hydration.Current += relevantQte.results.singleFailEffect.hydration;
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}
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}
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}
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}
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const hasMildPain = !!pmcData.Health.BodyParts.Chest.Effects?.MildMusclePain;
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// Should never happen
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const hasSeverePain = !!pmcData.Health.BodyParts.Chest.Effects?.SevereMusclePain;
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if (pmcData.Health.Energy.Current < 1) {
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if (pmcData.Health.Energy.Current < 1) {
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pmcData.Health.Energy.Current = 1;
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pmcData.Health.Energy.Current = 1;
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}
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}
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@ -1182,6 +1187,24 @@ export class HideoutController {
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if (pmcData.Health.Hydration.Current < 1) {
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if (pmcData.Health.Hydration.Current < 1) {
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pmcData.Health.Hydration.Current = 1;
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pmcData.Health.Hydration.Current = 1;
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}
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}
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// Has no muscle pain at all, add mild
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if (!hasMildPain && !hasSeverePain) {
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// nullguard
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pmcData.Health.BodyParts.Chest.Effects ||= {};
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pmcData.Health.BodyParts.Chest.Effects.MildMusclePain = {
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Time: relevantQte.results.finishEffect.rewardsRange[0].time, // TODO - remove hard coded access, get value properly
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};
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}
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if (hasMildPain) {
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// Already has mild pain, remove mild and add severe
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delete pmcData.Health.BodyParts.Chest.Effects.MildMusclePain;
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pmcData.Health.BodyParts.Chest.Effects.SevereMusclePain = {
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Time: relevantQte.results.finishEffect.rewardsRange[0].time,
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};
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}
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}
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}
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/**
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/**
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@ -1,6 +1,43 @@
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// TODO: Type this properly.
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// TODO: Type this properly.
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export interface IWorkoutData extends Record<string, any> {
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export interface IWorkoutData extends Record<string, any> {
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skills: any;
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skills: IWorkoutSkills;
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effects: any;
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effects: IWorkoutEffects;
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}
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export interface IWorkoutSkills {
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Common: IWorkoutSkillCommon[];
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Mastering: any[];
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Bonuses: any;
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Points: number;
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}
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export interface IWorkoutSkillCommon {
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Id: string;
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Progress: number;
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PointsEarnedDuringSession: number;
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LastAccess: number;
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}
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export interface IWorkoutEffects {
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Effects: IWorkoutEffectsParts;
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Hydration: number;
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Energy: number;
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}
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export interface IWorkoutEffectsParts {
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Head: IWorkoutBodyPart;
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Chest: IWorkoutBodyPart;
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Stomach: IWorkoutBodyPart;
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LeftArm: IWorkoutBodyPart;
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RightArm: IWorkoutBodyPart;
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LeftLeg: IWorkoutBodyPart;
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RightLeg: IWorkoutBodyPart;
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Common: IWorkoutBodyPart;
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}
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export interface IWorkoutBodyPart {
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Regeneration: number;
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Fracture: number;
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MildMusclePain: number;
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}
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}
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@ -1,5 +1,5 @@
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export enum QteEffectType {
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export enum QteEffectType {
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FINISH_EFFECT = "FinishEffect",
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FINISH_EFFECT = "finishEffect",
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SINGLE_SUCCESS_EFFECT = "SingleSuccessEffect",
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SINGLE_SUCCESS_EFFECT = "singleSuccessEffect",
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SINGLE_FAIL_EFFECT = "SingleFailEffect",
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SINGLE_FAIL_EFFECT = "singleFailEffect",
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}
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}
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