Fixed missed method rename

- getAllSeasonalEventItems got renamed getInactiveSeasonalEventItems
This commit is contained in:
TheSparta 2023-12-15 14:10:33 +00:00
parent 75fd744321
commit d1dc04cbec

View File

@ -515,7 +515,7 @@ export class LocationGenerator
): ProbabilityObjectArray<string, number>
{
const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
const itemDistribution = new ProbabilityObjectArray<string>(this.mathUtil, this.jsonUtil);
for (const icd of staticLootDist[containerTypeId].itemDistribution)
@ -620,7 +620,7 @@ export class LocationGenerator
// Iterate over spawnpoints
const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
for (const spawnPoint of chosenSpawnpoints)
{
if (!spawnPoint.template)
@ -723,8 +723,8 @@ export class LocationGenerator
}
const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
// Add remaining forced loot to array
for (const forcedLootLocation of forcedSpawnPoints)
{
@ -743,20 +743,22 @@ export class LocationGenerator
}
const locationTemplateToAdd = forcedLootLocation.template;
// Ensure root id matches the first items id
locationTemplateToAdd.Root = this.objectId.generate();
locationTemplateToAdd.Items[0]._id = locationTemplateToAdd.Root;
// Push forced location into array as long as it doesnt exist already
const existingLocation = lootLocationTemplates.find(x => x.Id === locationTemplateToAdd.Id);
const existingLocation = lootLocationTemplates.find((x) => x.Id === locationTemplateToAdd.Id);
if (!existingLocation)
{
lootLocationTemplates.push(locationTemplateToAdd);
}
else
{
this.logger.debug(`Attempted to add a forced loot location with Id: ${locationTemplateToAdd.Id} to map ${locationName} that already has that id in use, skipping`)
this.logger.debug(
`Attempted to add a forced loot location with Id: ${locationTemplateToAdd.Id} to map ${locationName} that already has that id in use, skipping`,
);
}
}
}