Temporarily evaluate all soft requirements as hard requirements (until the quest system is refined enough to properly leverage soft requirements), fixes inability to meet requirements when prayer is low

This commit is contained in:
Ceikry
2023-06-09 15:33:58 +00:00
committed by Ryan
parent 74380b039b
commit 7ca0493190
@@ -14,7 +14,7 @@ interface Requirement {
open class SkillReq (val skillId: Int, val level: Int, val soft: Boolean = false) : Requirement { open class SkillReq (val skillId: Int, val level: Int, val soft: Boolean = false) : Requirement {
override fun evaluate (player: Player) : Pair<Boolean, List<Requirement>> { override fun evaluate (player: Player) : Pair<Boolean, List<Requirement>> {
val hasLevelRequirement = if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level val hasLevelRequirement = getStatLevel(player, skillId) >= level //if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level
if (hasLevelRequirement) return Pair (true, listOf()) if (hasLevelRequirement) return Pair (true, listOf())
else return Pair(false, listOf(this)) else return Pair(false, listOf(this))
} }