Increased multipler to 140%
Limited reward items to 5
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@ -1310,7 +1310,9 @@ export class HideoutController {
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(sum, curr) => sum + (this.itemHelper.getItemPrice(curr._tpl) ?? 0),
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(sum, curr) => sum + (this.itemHelper.getItemPrice(curr._tpl) ?? 0),
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0,
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0,
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);
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);
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const rewardAmountmultiplier = this.randomUtil.getFloat(0.8, 1.4);
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// TODO - include hideout management skill to bonus
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const rewardAmountmultiplier = this.randomUtil.getFloat(0.7, 1.4);
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const rewardAmountRoubles = sacrificedItemCostRoubles * rewardAmountmultiplier;
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const rewardAmountRoubles = sacrificedItemCostRoubles * rewardAmountmultiplier;
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// Create production in pmc profile
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// Create production in pmc profile
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@ -1328,13 +1330,14 @@ export class HideoutController {
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//const rewardItemPool = cultistStashDbItem[1]._props.Grids[0]._props.filters[0].Filter;
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//const rewardItemPool = cultistStashDbItem[1]._props.Grids[0]._props.filters[0].Filter;
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const rewardItemPool = this.getCultistCircleRewardPool(sessionId, pmcData);
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const rewardItemPool = this.getCultistCircleRewardPool(sessionId, pmcData);
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this.logger.warning(`Reward pool size: ${rewardItemPool.length}`);
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// Prep rewards array (reward can be item with children, hence array of arrays)
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// Prep rewards array (reward can be item with children, hence array of arrays)
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const rewards: Item[][] = [];
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const rewards: Item[][] = [];
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// Pick random rewards until we have exhausted the sacrificed items cost amount
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// Pick random rewards until we have exhausted the sacrificed items cost amount
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let amountRoubles = 0;
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let amountRoubles = 0;
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while (amountRoubles < rewardAmountRoubles && rewardItemPool.length > 0) {
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let itemsRewardedCount = 0;
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while (amountRoubles < rewardAmountRoubles && rewardItemPool.length > 0 && itemsRewardedCount < 5) {
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const randomItemTplFromPool = this.randomUtil.getArrayValue(rewardItemPool);
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const randomItemTplFromPool = this.randomUtil.getArrayValue(rewardItemPool);
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const rewardItem: Item = {
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const rewardItem: Item = {
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_id: this.hashUtil.generate(),
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_id: this.hashUtil.generate(),
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@ -1347,7 +1350,8 @@ export class HideoutController {
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},
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},
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};
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};
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// Increment price of rewards to give player and add to reward array
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// Increment price of rewards to give to player and add to reward array
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itemsRewardedCount++;
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amountRoubles += this.itemHelper.getItemPrice(randomItemTplFromPool);
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amountRoubles += this.itemHelper.getItemPrice(randomItemTplFromPool);
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rewards.push([rewardItem]);
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rewards.push([rewardItem]);
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}
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}
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@ -1361,6 +1365,7 @@ export class HideoutController {
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rewards,
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rewards,
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);
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);
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this.logger.warning(`Can fit all items into container: ${canAddToContainer}`);
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if (canAddToContainer) {
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if (canAddToContainer) {
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for (const itemToAdd of rewards) {
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for (const itemToAdd of rewards) {
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this.logger.warning(`Placing reward: ${itemToAdd[0]._tpl} in circle grid`);
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this.logger.warning(`Placing reward: ${itemToAdd[0]._tpl} in circle grid`);
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