When rewarding a weapon for a repeatable quest, choose a random default preset if the chosen weapon has no defaults

This commit is contained in:
Dev 2023-11-14 21:43:37 +00:00
parent 70637679a0
commit cd36e3993d

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@ -836,16 +836,20 @@ export class RepeatableQuestGenerator
continue; continue;
} }
// If we provide ammo we don't want to provide just one bullet // Randomise the cartridge count returned
value = this.randomUtil.randInt(repeatableConfig.rewardAmmoStackMinSize, itemSelected._props.StackMaxSize); value = this.randomUtil.randInt(repeatableConfig.rewardAmmoStackMinSize, itemSelected._props.StackMaxSize);
} }
else if (this.itemHelper.isOfBaseclass(itemSelected._id, BaseClasses.WEAPON)) else if (this.itemHelper.isOfBaseclass(itemSelected._id, BaseClasses.WEAPON))
{ {
const defaultPreset = this.presetHelper.getDefaultPreset(itemSelected._id); let defaultPreset = this.presetHelper.getDefaultPreset(itemSelected._id);
if (defaultPreset) if (!defaultPreset)
{ {
children = this.ragfairServerHelper.reparentPresets(defaultPreset._items[0], defaultPreset._items); // No default for chosen weapon found, get any random default weapon preset
const defaultPresets = Object.values(this.presetHelper.getDefaultPresets());
defaultPreset = this.randomUtil.getArrayValue(defaultPresets);
} }
children = this.ragfairServerHelper.reparentPresets(defaultPreset._items[0], defaultPreset._items);
} }
rewards.Success.push(this.generateRewardItem(itemSelected._id, value, index, children)); rewards.Success.push(this.generateRewardItem(itemSelected._id, value, index, children));