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Merge pull request #2523 from MartinFournier/fix/unavailable-achievements
Fix unavailable achievements condition
This commit is contained in:
commit
4156212c0d
@ -29,7 +29,7 @@ export function AchievementList({ achievements, playerAchievements }: IProps): J
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const secret = data.filter(entry => !entry.unlockedOn && entry.achievement.Secret)
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const secret = data.filter(entry => !entry.unlockedOn && entry.achievement.Secret)
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// Locked behind locked content (bitnode x)
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// Locked behind locked content (bitnode x)
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const unavailable = data.filter(entry => !entry.unlockedOn && !entry.achievement.Secret && entry.achievement.Visible && entry.achievement.Visible());
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const unavailable = data.filter(entry => !entry.unlockedOn && !entry.achievement.Secret && entry.achievement.Visible && !entry.achievement.Visible());
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// Remaining achievements
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// Remaining achievements
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const locked = data
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const locked = data
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@ -53,7 +53,7 @@ export function AchievementList({ achievements, playerAchievements }: IProps): J
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</AccordionSummary>
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</AccordionSummary>
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<AccordionDetails sx={{ pt: 2 }}>
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<AccordionDetails sx={{ pt: 2 }}>
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{unlocked.map(item => (
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{unlocked.map(item => (
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<AchievementEntry key={item.achievement.ID}
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<AchievementEntry key={`unlocked_${item.achievement.ID}`}
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achievement={item.achievement}
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achievement={item.achievement}
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unlockedOn={item.unlockedOn}
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unlockedOn={item.unlockedOn}
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cssFiltersUnlocked={cssPrimary}
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cssFiltersUnlocked={cssPrimary}
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@ -72,7 +72,7 @@ export function AchievementList({ achievements, playerAchievements }: IProps): J
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</AccordionSummary>
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</AccordionSummary>
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<AccordionDetails sx={{ pt: 2 }}>
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<AccordionDetails sx={{ pt: 2 }}>
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{locked.map(item => (
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{locked.map(item => (
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<AchievementEntry key={item.achievement.ID}
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<AchievementEntry key={`locked_${item.achievement.ID}`}
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achievement={item.achievement}
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achievement={item.achievement}
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cssFiltersUnlocked={cssPrimary}
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cssFiltersUnlocked={cssPrimary}
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cssFiltersLocked={cssSecondary} />
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cssFiltersLocked={cssSecondary} />
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@ -106,10 +106,10 @@ export function AchievementList({ achievements, playerAchievements }: IProps): J
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<AccordionDetails>
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<AccordionDetails>
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<Typography color="secondary" sx={{ mt: 1 }}>
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<Typography color="secondary" sx={{ mt: 1 }}>
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{secret.map(item => (
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{secret.map(item => (
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<>
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<span key={`secret_${item.achievement.ID}`}>
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<CorruptableText content={item.achievement.ID}></CorruptableText>
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<CorruptableText content={item.achievement.ID}></CorruptableText>
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<br />
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<br />
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</>
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</span>
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))}
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))}
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</Typography>
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</Typography>
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</AccordionDetails>
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</AccordionDetails>
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@ -337,6 +337,7 @@ export const achievements: IMap<Achievement> = {
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},
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},
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FIRST_HACKNET_NODE: {
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FIRST_HACKNET_NODE: {
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...achievementData["FIRST_HACKNET_NODE"],
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...achievementData["FIRST_HACKNET_NODE"],
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Icon: "node",
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Condition: () => !hasHacknetServers(Player) && Player.hacknetNodes.length > 0,
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Condition: () => !hasHacknetServers(Player) && Player.hacknetNodes.length > 0,
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},
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},
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"30_HACKNET_NODE": {
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"30_HACKNET_NODE": {
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