Refactor calculateFenceStandingChangeFromKills()
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@ -79,32 +79,38 @@ export class InRaidHelper
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*/
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*/
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public calculateFenceStandingChangeFromKills(existingFenceStanding: number, victims: Victim[]): number
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public calculateFenceStandingChangeFromKills(existingFenceStanding: number, victims: Victim[]): number
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{
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{
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const botTypes = this.databaseServer.getTables().bots.types;
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// Run callback on every victim, adding up the standings gained/lossed, starting value is existing fence standing
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for (const victim of victims)
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const newFenceStanding = victims.reduce((acc, victim) =>
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{
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{
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let standingForKill = null;
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const standingForKill = this.getStandingChangeForKill(victim);
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if (victim.Side.toLowerCase() === "savage")
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{
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// Scavs and bosses
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standingForKill = botTypes[victim.Role.toLowerCase()].experience.standingForKill;
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}
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else
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{
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// PMCs
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standingForKill = botTypes[victim.Side.toLowerCase()].experience.standingForKill;
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}
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if (standingForKill)
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if (standingForKill)
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{
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{
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existingFenceStanding += standingForKill;
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return acc + standingForKill;
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}
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}
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else
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this.logger.warning(this.localisationService.getText("inraid-missing_standing_for_kill", {victimSide: victim.Side, victimRole: victim.Role}));
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{
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this.logger.warning(this.localisationService.getText("inraid-missing_standing_for_kill", {victimSide: victim.Side, victimRole: victim.Role}));
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return acc;
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}
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}, existingFenceStanding);
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}
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return existingFenceStanding;
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return newFenceStanding;
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}
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/**
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* Get the standing gain/loss for killing an npc
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* @param victim Who was killed by player
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* @returns a numerical standing gain or loss
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*/
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protected getStandingChangeForKill(victim: Victim): number
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{
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const botTypes = this.databaseServer.getTables().bots.types;
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if (victim.Side.toLowerCase() === "savage")
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{
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// Scavs and bosses
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return botTypes[victim.Role.toLowerCase()]?.experience?.standingForKill;
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}
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// PMCs
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return botTypes[victim.Side.toLowerCase()]?.experience?.standingForKill;
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}
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}
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/**
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/**
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