When generating a specific location condition for an elimination quest, don't add weapon requirement props to it - unnecessary

Clean up kill condition generation method comments/param names

Replace magic strings with objects
This commit is contained in:
Dev 2023-11-01 13:29:47 +00:00
parent 9d56030880
commit b1842e1c49

View File

@ -244,11 +244,11 @@ export class RepeatableQuestGenerator
{
// get all boss spawn information
const bossSpawns = Object.values(this.databaseServer.getTables().locations).filter(x => "base" in x && "Id" in x.base).map(
(x) => ({ "Id": x.base.Id, "BossSpawn": x.base.BossLocationSpawn })
(x) => ({ Id: x.base.Id, BossSpawn: x.base.BossLocationSpawn })
);
// filter for the current boss to spawn on map
const thisBossSpawns = bossSpawns.map(
(x) => ({ "Id": x.Id, "BossSpawn": x.BossSpawn.filter(e => e.BossName === targetKey) })
(x) => ({ Id: x.Id, BossSpawn: x.BossSpawn.filter(e => e.BossName === targetKey) })
).filter(x => x.BossSpawn.length > 0);
// remove blacklisted locations
const allowedSpawns = thisBossSpawns.filter(x => !eliminationConfig.distLocationBlacklist.includes(x.Id));
@ -315,9 +315,11 @@ export class RepeatableQuestGenerator
const availableForFinishCondition = quest.conditions.AvailableForFinish[0];
availableForFinishCondition._props.counter.id = this.objectId.generate();
availableForFinishCondition._props.counter.conditions = [];
// Only add specific location condition if specific map selected
if (locationKey !== "any")
{
availableForFinishCondition._props.counter.conditions.push(this.generateEliminationLocation(locationsConfig[locationKey], allowedWeapon, allowedWeaponsCategory));
availableForFinishCondition._props.counter.conditions.push(this.generateEliminationLocation(locationsConfig[locationKey]));
}
availableForFinishCondition._props.counter.conditions.push(this.generateEliminationCondition(targetKey, bodyPartsToClient, distance, allowedWeapon, allowedWeaponsCategory));
availableForFinishCondition._props.value = desiredKillCount;
@ -356,9 +358,9 @@ export class RepeatableQuestGenerator
* This is a helper method for GenerateEliminationQuest to create a location condition.
*
* @param {string} location the location on which to fulfill the elimination quest
* @returns {object} object of "Elimination"-location-subcondition
* @returns {IEliminationCondition} object of "Elimination"-location-subcondition
*/
protected generateEliminationLocation(location: string[], allowedWeapon: string, allowedWeaponCategory: string): IEliminationCondition
protected generateEliminationLocation(location: string[]): IEliminationCondition
{
const propsObject: IEliminationCondition = {
_props: {
@ -368,30 +370,20 @@ export class RepeatableQuestGenerator
},
_parent: "Location"
};
if (allowedWeapon)
{
propsObject._props.weapon = [allowedWeapon];
}
if (allowedWeaponCategory)
{
propsObject._props.weaponCategories = [allowedWeaponCategory];
}
return propsObject;
}
/**
* A repeatable quest, besides some more or less static components, exists of reward and condition (see assets/database/templates/repeatableQuests.json)
* This is a helper method for GenerateEliminationQuest to create a kill condition.
*
* @param {string} target array of target npcs e.g. "AnyPmc", "Savage"
* @param {array} bodyParts array of body parts with which to kill e.g. ["stomach", "thorax"]
* @param {number} distance distance from which to kill (currently only >= supported)
* @returns {object} object of "Elimination"-kill-subcondition
* Create kill condition for an elimination quest
* @param target Bot type target of elimination quest e.g. "AnyPmc", "Savage"
* @param targetedBodyParts Body parts player must hit
* @param distance Distance from which to kill (currently only >= supported
* @param allowedWeapon What weapon must be used - undefined = any
* @param allowedWeaponCategory What category of weapon must be used - undefined = any
* @returns IEliminationCondition object
*/
protected generateEliminationCondition(target: string, bodyPart: string[], distance: number, allowedWeapon: string, allowedWeaponCategory: string): IEliminationCondition
protected generateEliminationCondition(target: string, targetedBodyParts: string[], distance: number, allowedWeapon: string, allowedWeaponCategory: string): IEliminationCondition
{
const killConditionProps: IKillConditionProps = {
target: target,
@ -406,9 +398,10 @@ export class RepeatableQuestGenerator
killConditionProps.savageRole = [target];
}
if (bodyPart)
// Has specific body part hit condition
if (targetedBodyParts)
{
killConditionProps.bodyPart = bodyPart;
killConditionProps.bodyPart = targetedBodyParts;
}
// Dont allow distance + melee requirement
@ -420,11 +413,13 @@ export class RepeatableQuestGenerator
};
}
// Has specific weapon requirement
if (allowedWeapon)
{
killConditionProps.weapon = [allowedWeapon];
}
// Has specific weapon category requirement
if (allowedWeaponCategory?.length > 0)
{
killConditionProps.weaponCategories = [allowedWeaponCategory];