fix story nuke when clearing story that already cleared
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@ -15,9 +15,12 @@ export async function saveStoryResult(body: wm.protobuf.SaveGameResultRequest, c
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// If the game was not retired / timed out
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// If the game was not retired / timed out
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if (!(body.retired || body.timeup))
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if (!(body.retired || body.timeup))
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{
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{
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console.log('Game not retired / timed out, continuing ...')
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console.log(body);
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// Get the story result for the car
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// Get the story result for the car
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let storyResult = body?.stResult;
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let storyResult = body?.stResult;
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let stLoseBits = 0;
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let stLoseBits;
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// storyResult is set
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// storyResult is set
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if (storyResult)
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if (storyResult)
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@ -54,6 +57,12 @@ export async function saveStoryResult(body: wm.protobuf.SaveGameResultRequest, c
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}
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}
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}
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}
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// Calling check step function (BASE_PATH/src/util/games/games_util/check_step.ts)
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let check_steps = await check_step.checkCurrentStep(body);
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// Set the ghost level to the correct level
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data.ghostLevel = check_steps.ghostLevel;
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// Check if clearBits is not null, and not lose the story
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// Check if clearBits is not null, and not lose the story
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if(storyResult.stClearBits !== null && storyResult.stClearBits !== undefined)
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if(storyResult.stClearBits !== null && storyResult.stClearBits !== undefined)
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{
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{
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@ -63,19 +72,19 @@ export async function saveStoryResult(body: wm.protobuf.SaveGameResultRequest, c
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}
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}
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}
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}
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// Calling check step function (BASE_PATH/src/util/games/games_util/check_step.ts)
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let check_steps = await check_step.checkCurrentStep(body);
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if(data.stClearCount || stLoseBits)
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{
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// Set the ghost level to the correct level
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console.log('Updating story data');
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data.ghostLevel = check_steps.ghostLevel;
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// Update the car properties
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// Update the car properties
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await prisma.car.update({
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await prisma.car.update({
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where: {
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where: {
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carId: body.carId
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carId: body.carId
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},
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},
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data: data
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data: data
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});
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});
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}
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}
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}
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}
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}
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}
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}
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