Merge pull request #4156 from G4mingJon4s/contractFix

Coding Contract: Saving and reloading no longer generates extra coding contracts.
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hydroflame 2022-10-09 00:31:42 -04:00 committed by GitHub
commit f8a3a046de
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@ -244,17 +244,21 @@ const Engine: {
const timeOffline = Engine._lastUpdate - lastUpdate; const timeOffline = Engine._lastUpdate - lastUpdate;
const numCyclesOffline = Math.floor(timeOffline / CONSTANTS._idleSpeed); const numCyclesOffline = Math.floor(timeOffline / CONSTANTS._idleSpeed);
// Calculate the number of chances for a contract the player had whilst offline
const contractChancesWhileOffline = Math.floor(timeOffline / (1000 * 60 * 10));
// Generate coding contracts // Generate coding contracts
if (Player.sourceFiles.length > 0) { if (Player.sourceFiles.length > 0) {
let numContracts = 0; let numContracts = 0;
if (numCyclesOffline < 3000 * 100) { if (contractChancesWhileOffline > 100) {
// if we have less than 100 rolls, just roll them exactly. numContracts += Math.floor(contractChancesWhileOffline * 0.25);
for (let i = 0; i < numCyclesOffline / 3000; i++) { }
if (Math.random() <= 0.25) numContracts++; if (contractChancesWhileOffline > 0 && contractChancesWhileOffline <= 100) {
for (let i = 0; i < contractChancesWhileOffline; ++i) {
if (Math.random() <= 0.25) {
numContracts++;
}
} }
} else {
// just average it.
numContracts = (numCyclesOffline / 3000) * 0.25;
} }
for (let i = 0; i < numContracts; i++) { for (let i = 0; i < numContracts; i++) {
generateRandomContract(); generateRandomContract();