From 49fb1d90a05408061d19e467b5fdca42255c91a3 Mon Sep 17 00:00:00 2001 From: Djeeberjr Date: Mon, 15 Nov 2021 19:18:43 +0100 Subject: [PATCH] a bit smart way --- src/types/RetakesConfig.ts | 67 ++++++++++++++++++-------------------- 1 file changed, 32 insertions(+), 35 deletions(-) diff --git a/src/types/RetakesConfig.ts b/src/types/RetakesConfig.ts index 372e231..ecc222c 100644 --- a/src/types/RetakesConfig.ts +++ b/src/types/RetakesConfig.ts @@ -2,26 +2,27 @@ import Card from "./Card" import Deck from "./Deck" class RetakesConfig { - readonly ctPistol: Deck - readonly tPistol: Deck + readonly ctPistol: Deck = new Deck(0) + readonly tPistol: Deck = new Deck(0) - readonly ctUpgradedPistol: Deck - readonly tUpgradedPistol: Deck + readonly ctUpgradedPistol: Deck = new Deck(0) + readonly tUpgradedPistol: Deck = new Deck(0) - readonly ctLight: Deck - readonly tLight: Deck + readonly ctLight: Deck = new Deck(0) + readonly tLight: Deck = new Deck(0) - readonly ctFull: Deck - readonly tFull: Deck + readonly ctFull: Deck = new Deck(0) + readonly tFull: Deck = new Deck(0) - readonly ctEnemy: Card - readonly tEnemy: Card + readonly ctEnemy: Card = new Card("CT Enemy card",false,false) + readonly tEnemy: Card = new Card("T Enemy card",false,false) - readonly ctBonus: Card - readonly tBonus: Card + readonly ctBonus: Card = new Card("CT Bonus card",false,false) + readonly tBonus: Card = new Card("T Bonus card",false,false) - readonly ctBonusAvailability: number[] - readonly tBonusAvailability: number[] + // If not set to [1] or a valid value the game will crash + readonly ctBonusAvailability: number[] = [1] + readonly tBonusAvailability: number[] = [1] // TODO: there must be some smarter way to do this constructor(args? :{ @@ -40,30 +41,26 @@ class RetakesConfig { ctBonusAvailability?: number[], tBonusAvailability?: number[], }){ - this.ctPistol = args?.ctPistol ?? new Deck(0) - this.tPistol = args?.tPistol ?? new Deck(0) - - this.ctUpgradedPistol = args?.ctUpgradedPistol ?? new Deck(0) - this.tUpgradedPistol = args?.tUpgradedPistol ?? new Deck(0) - - this.ctLight = args?.ctLight ?? new Deck(0) - this.tLight = args?.tLight ?? new Deck(0) - - this.ctFull = args?.ctFull ?? new Deck(0) - this.tFull = args?.tFull ?? new Deck(0) - - this.ctEnemy = args?.ctEnemy ?? new Card("CT Enemy card",false,false) - this.tEnemy = args?.tEnemy ?? new Card("T Enemy Card",false,false) - - this.ctBonus = args?.ctBonus ?? new Card("CT Bonus card",false,false) - this.tBonus = args?.tBonus ?? new Card("T Bonus card",false,false) - - this.ctBonusAvailability = args?.ctBonusAvailability ?? [1] // Has to be 1 or the game will crash - this.tBonusAvailability = args?.tBonusAvailability ?? [1] + if (args){ + args.ctPistol && (this.ctPistol = args.ctPistol) + args.tPistol && (this.tPistol = args.tPistol) + args.ctUpgradedPistol && (this.ctUpgradedPistol = args.ctUpgradedPistol) + args.tUpgradedPistol && (this.tUpgradedPistol = args.tUpgradedPistol) + args.ctLight && (this.ctLight = args.ctLight) + args.tLight && (this.tLight = args.tLight) + args.ctFull && (this.ctFull = args.ctFull) + args.tFull && (this.tFull = args.tFull) + args.ctEnemy && (this.ctEnemy = args.ctEnemy) + args.tEnemy && (this.tEnemy = args.tEnemy) + args.ctBonus && (this.ctBonus = args.ctBonus) + args.tBonus && (this.tBonus = args.tBonus) + args.ctBonusAvailability && (this.ctBonusAvailability = args.ctBonusAvailability) + args.tBonusAvailability && (this.tBonusAvailability = args.tBonusAvailability) + } } public toCvar(){ - + } }