Fixed missed method rename
- getAllSeasonalEventItems got renamed getInactiveSeasonalEventItems
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@ -515,7 +515,7 @@ export class LocationGenerator
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): ProbabilityObjectArray<string, number>
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{
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const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
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const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
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const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
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const itemDistribution = new ProbabilityObjectArray<string>(this.mathUtil, this.jsonUtil);
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for (const icd of staticLootDist[containerTypeId].itemDistribution)
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@ -620,7 +620,7 @@ export class LocationGenerator
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// Iterate over spawnpoints
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const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
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const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
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const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
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for (const spawnPoint of chosenSpawnpoints)
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{
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if (!spawnPoint.template)
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@ -723,7 +723,7 @@ export class LocationGenerator
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}
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const seasonalEventActive = this.seasonalEventService.seasonalEventEnabled();
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const seasonalItemTplBlacklist = this.seasonalEventService.getAllSeasonalEventItems();
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const seasonalItemTplBlacklist = this.seasonalEventService.getInactiveSeasonalEventItems();
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// Add remaining forced loot to array
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for (const forcedLootLocation of forcedSpawnPoints)
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@ -749,14 +749,16 @@ export class LocationGenerator
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locationTemplateToAdd.Items[0]._id = locationTemplateToAdd.Root;
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// Push forced location into array as long as it doesnt exist already
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const existingLocation = lootLocationTemplates.find(x => x.Id === locationTemplateToAdd.Id);
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const existingLocation = lootLocationTemplates.find((x) => x.Id === locationTemplateToAdd.Id);
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if (!existingLocation)
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{
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lootLocationTemplates.push(locationTemplateToAdd);
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}
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else
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{
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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`)
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this.logger.debug(
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`Attempted to add a forced loot location with Id: ${locationTemplateToAdd.Id} to map ${locationName} that already has that id in use, skipping`,
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);
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}
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}
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}
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