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  1. define([
  2. 'server/mocks/generator'
  3. ], function(
  4. mocks
  5. ) {
  6. return {
  7. //Do you get the correct reputation when talking to a faction vendor for the first time
  8. startTalk_DiscoverFaction: function() {
  9. var factionBase = require('../src/server/config/factionBase');
  10. var anglers = require('../src/server/config/factions/anglers');
  11. var factionBlueprint = extend(true, {}, factionBase, anglers);
  12. var player = mocks.player({
  13. dialogue: {
  14. },
  15. reputation: {
  16. getBlueprint: function() {
  17. return factionBlueprint;
  18. }
  19. }
  20. });
  21. var resultMsg = null;
  22. player.instance.syncer.queue = function(event, msg) {
  23. resultMsg = msg.messages[0].message;
  24. };
  25. var target = mocks.player({
  26. dialogue: {
  27. },
  28. trade: {
  29. faction: {
  30. id: 'anglers'
  31. }
  32. }
  33. });
  34. player.dialogue.talk({
  35. target: target
  36. });
  37. var rep = player.reputation.list[0];
  38. if (rep.rep != factionBlueprint.initialRep)
  39. return true;
  40. else if (resultMsg.indexOf(' friendly ') == -1)
  41. return true;
  42. else {
  43. var tierName = factionBlueprint.tiers.find(t => (t.rep == rep.rep)).name.toLowerCase();
  44. if (resultMsg.indexOf(` ${tierName} `) == -1)
  45. return true;
  46. }
  47. }
  48. };
  49. });