Fix bug where the randomiser would sometimes pick a legendary that does not exist
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2 changed files with 7 additions and 8 deletions
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@ -9,7 +9,6 @@ import { Events } from "./events";
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import { Util } from "./util";
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import CardSetupFunction from "../Functions/CardSetupFunction";
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import CardDataSource from "../database/dataSources/cardDataSource";
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import CardDropHelper from "../helpers/CardDropHelper";
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import IButtonEventItem from "../contracts/IButtonEventItem";
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import { ButtonEvent } from "../type/buttonEvent";
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import AppDataSource from "../database/dataSources/appDataSource";
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@ -4,13 +4,6 @@ import Series from "../database/entities/card/Series";
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export default class CardDropHelper {
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public static async GetRandomCard(): Promise<Card> {
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const allSeries = await Series.FetchAll(Series, [ "Cards", "Cards.Series" ]);
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const allSeriesWithCards = allSeries.filter(x => x.Cards.length > 0);
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const randomSeriesIndex = Math.floor(Math.random() * allSeriesWithCards.length);
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const randomSeries = allSeriesWithCards[randomSeriesIndex];
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const randomRarity = Math.random() * 100;
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let cardRarity: CardRarity;
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@ -24,6 +17,13 @@ export default class CardDropHelper {
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else if (randomRarity < goldChance) cardRarity = CardRarity.Gold;
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else cardRarity = CardRarity.Legendary;
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const allSeries = await Series.FetchAll(Series, [ "Cards", "Cards.Series" ]);
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const allSeriesWithCards = allSeries.filter(x => x.Cards.length > 0 && x.Cards.find(x => x.Rarity == cardRarity));
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const randomSeriesIndex = Math.floor(Math.random() * allSeriesWithCards.length);
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const randomSeries = allSeriesWithCards[randomSeriesIndex];
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const allCards = randomSeries.Cards.filter(x => x.Rarity == cardRarity && x.Path && x.FileName);
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const randomCardIndex = Math.floor(Math.random() * allCards.length);
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