fix/handle new weapons in weaponStats
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3 files changed
+15
-2
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@@ -107,5 +107,16 @@ module.exports = {
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timesShotPerBodyPart: copy(BodyParts),
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timesShotPerBodyPart: copy(BodyParts),
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});
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});
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return player;
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return player;
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},
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// If a new weapon is not in the existing weaponStats, this will add it.
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createWeaponStats(player, weapon) {
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player.weaponStats[weapon] = {
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shotsLanded: 0,
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timesShot: 0,
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shotsLandedPerBodyPart: copy(BodyParts),
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timesShotPerBodyPart: copy(BodyParts),
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}
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return player;
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}
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}
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}
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}
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "dayzr-bot",
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"name": "dayzr-bot",
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"version": "12.3.15",
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"version": "12.3.16",
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"description": "A General Purpose Discord Bot for DayZ Nitrado Servers.",
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"description": "A General Purpose Discord Bot for DayZ Nitrado Servers.",
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"main": "index.js",
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"main": "index.js",
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"nodemonConfig": {
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"nodemonConfig": {
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+3
-1
@@ -3,7 +3,7 @@ const { HandleAlarmsAndUAVs } = require('./AlarmsHandler');
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const { SendConnectionLogs, DetectCombatLog } = require('./AdminLogsHandler');
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const { SendConnectionLogs, DetectCombatLog } = require('./AdminLogsHandler');
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const { getDefaultPlayer } = require('../database/player');
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const { getDefaultPlayer } = require('../database/player');
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const { FetchServerSettings } = require('../util/NitradoAPI');
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const { FetchServerSettings } = require('../util/NitradoAPI');
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const { UpdatePlayer, insertPVPstats } = require('../database/player')
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const { UpdatePlayer, insertPVPstats, createWeaponStats } = require('../database/player')
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let lastSendMessage;
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let lastSendMessage;
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@@ -184,11 +184,13 @@ module.exports = {
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if (info.weapon in playerStat.weaponStats) {
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if (info.weapon in playerStat.weaponStats) {
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playerStat.timesShot++;
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playerStat.timesShot++;
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playerStat.timesShotPerBodyPart[info.bodyPart]++;
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playerStat.timesShotPerBodyPart[info.bodyPart]++;
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if (!client.exists(playerStat.weaponStats[info.weapon])) playerStat = createWeaponStats(playerStat, info.weapon);
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playerStat.weaponStats[info.weapon].timesShot++;
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playerStat.weaponStats[info.weapon].timesShot++;
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playerStat.weaponStats[info.weapon].timesShotPerBodyPart[info.bodyPart]++;
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playerStat.weaponStats[info.weapon].timesShotPerBodyPart[info.bodyPart]++;
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attackerStat.shotsLanded++;
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attackerStat.shotsLanded++;
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attackerStat.shotsLandedPerBodyPart[info.bodyPart]++;
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attackerStat.shotsLandedPerBodyPart[info.bodyPart]++;
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if (!client.exists(attackerStat.weaponStats[info.weapon])) attackerStat = createWeaponStats(attackerStat, info.weapon);
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attackerStat.weaponStats[info.weapon].shotsLanded++;
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attackerStat.weaponStats[info.weapon].shotsLanded++;
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attackerStat.weaponStats[info.weapon].shotsLandedPerBodyPart[info.bodyPart]++;
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attackerStat.weaponStats[info.weapon].shotsLandedPerBodyPart[info.bodyPart]++;
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}
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}
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