2024-05-06 15:08:56 +02:00
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import { IOid } from "./commonTypes";
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2024-06-22 23:22:38 +02:00
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import { ArtifactPolarity, IPolarity, IEquipmentClient } from "@/src/types/inventoryTypes/commonInventoryTypes";
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2023-09-10 00:10:21 +04:00
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import {
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IBooster,
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IChallengeProgress,
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IEvolutionProgress,
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ITypeCount,
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IMission,
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IRawUpgrade,
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ISeasonChallenge,
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TSolarMapRegion,
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TEquipmentKey,
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IFusionTreasure,
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ICustomMarkers,
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IPlayerSkills,
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IQuestKeyDatabase,
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ILoreFragmentScan,
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IUpgradeClient,
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ICollectibleEntry,
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IDiscoveredMarker,
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ILockedWeaponGroupClient,
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ILoadOutPresets,
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IInvasionProgressClient
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} from "./inventoryTypes/inventoryTypes";
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import { IGroup } from "./loginTypes";
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export interface IAffiliationChange {
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Tag: string;
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Standing: number;
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Title: number;
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}
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export type IMissionInventoryUpdateRequest = {
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MiscItems?: ITypeCount[];
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Recipes?: ITypeCount[];
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FusionBundles?: ITypeCount[];
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Consumables?: ITypeCount[];
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FusionBundels?: ITypeCount[];
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CrewShipRawSalvage?: ITypeCount[];
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CrewShipAmmo?: ITypeCount[];
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BonusMiscItems?: ITypeCount[];
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EmailItems?: ITypeCount[];
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ShipDecorations?: ITypeCount[];
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SyndicateId?: string;
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SortieId?: string;
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SeasonChallengeCompletions?: ISeasonChallenge[];
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AffiliationChanges?: IAffiliationChange[];
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crossPlaySetting?: string;
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rewardsMultiplier?: number;
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GoalTag: string;
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LevelKeyName: string;
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KeyOwner?: string;
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KeyRemovalHash?: string;
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KeyToRemove?: string;
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ActiveBoosters?: IBooster[];
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RawUpgrades?: IRawUpgrade[];
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FusionTreasures?: IFusionTreasure[];
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QuestKeys?: Omit<IQuestKeyDatabase, "CompletionDate">[];
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RegularCredits?: number;
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MissionFailed: boolean;
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MissionStatus: IMissionStatus;
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AliveTime: number;
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MissionTime: number;
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Missions?: IMission;
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LastRegionPlayed?: TSolarMapRegion;
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GameModeId: number;
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hosts: string[];
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currentClients: unknown[];
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ChallengeProgress: IChallengeProgress[];
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PS: string;
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ActiveDojoColorResearch: string;
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RewardInfo?: IRewardInfo;
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ReceivedCeremonyMsg: boolean;
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LastCeremonyResetDate: number;
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MissionPTS: number;
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RepHash: string;
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EndOfMatchUpload: boolean;
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ObjectiveReached: boolean;
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sharedSessionId: string;
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FpsAvg: number;
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FpsMin: number;
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FpsMax: number;
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FpsSamples: number;
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EvolutionProgress?: IEvolutionProgress[];
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FocusXpIncreases?: number[];
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PlayerSkillGains: IPlayerSkills;
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CustomMarkers?: ICustomMarkers[];
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LoreFragmentScans?: ILoreFragmentScan[];
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VoidTearParticipantsCurrWave?: {
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Wave: number;
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IsFinalWave: boolean;
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Participants: IVoidTearParticipantInfo[];
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};
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LibraryScans?: {
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EnemyType: string;
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Count: number;
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CodexScanCount: number;
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Standing: number;
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}[];
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CollectibleScans?: ICollectibleEntry[];
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Upgrades?: IUpgradeClient[]; // riven challenge progress
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StrippedItems?: {
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DropTable: string;
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DROP_MOD?: number[];
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DROP_BLUEPRINT?: number[];
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}[];
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DeathMarks?: string[];
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Nemesis?: number;
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Boosters?: IBooster[];
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CapturedAnimals?: {
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AnimalType: string;
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CaptureRating: number;
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NumTags: number;
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NumExtraRewards: number;
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Count: number;
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}[];
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DiscoveredMarkers?: IDiscoveredMarker[];
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LockedWeaponGroup?: ILockedWeaponGroupClient; // sent when captured by zanuka
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UnlockWeapons?: boolean; // sent when recovered weapons from zanuka capture
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IncHarvester?: boolean; // sent when recovered weapons from zanuka capture
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CurrentLoadOutIds?: {
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LoadOuts?: ILoadOutPresets; // sent when recovered weapons from zanuka capture
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};
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wagerTier?: number; // the index
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creditsFee?: number; // the index
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InvasionProgress?: IInvasionProgressClient[];
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} & {
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[K in TEquipmentKey]?: IEquipmentClient[];
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};
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export interface IRewardInfo {
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node: string;
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invasionId?: string;
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invasionAllyFaction?: "FC_GRINEER" | "FC_CORPUS";
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sortieId?: string;
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sortieTag?: string;
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sortiePrereqs?: string[];
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VaultsCracked?: number; // for Spy missions
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rewardTier?: number;
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nightmareMode?: boolean;
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useVaultManifest?: boolean;
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EnemyCachesFound?: number;
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toxinOk?: boolean;
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lostTargetWave?: number;
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defenseTargetCount?: number;
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NemesisAbandonedRewards?: string[];
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EOM_AFK?: number;
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rewardQualifications?: string; // did a Survival for 5 minutes and this was "1"
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PurgatoryRewardQualifications?: string;
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rewardSeed?: number | bigint;
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periodicMissionTag?: string;
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// for bounties, only EOM_AFK and node are given from above, plus:
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JobTier?: number;
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jobId?: string;
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JobStage?: number;
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Q?: boolean; // likely indicates that the bonus objective for this stage was completed
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CheckpointCounter?: number; // starts at 1, is incremented with each job stage upload, and does not reset when starting a new job
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challengeMissionId?: string;
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}
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export type IMissionStatus = "GS_SUCCESS" | "GS_FAILURE" | "GS_DUMPED" | "GS_QUIT" | "GS_INTERRUPTED";
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export interface IUpgradesRequest {
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ItemCategory: TEquipmentKey;
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ItemId: IOid;
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ItemFeatures: number;
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UpgradeVersion: number;
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Operations: IUpgradeOperation[];
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}
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export interface IUpgradeOperation {
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OperationType: string;
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UpgradeRequirement: string; // uniqueName of item being consumed
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PolarizeSlot: number;
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PolarizeValue: ArtifactPolarity;
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PolarityRemap: IPolarity[];
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}
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export interface IUnlockShipFeatureRequest {
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Feature: string;
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KeyChain: string;
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ChainStage: number;
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}
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export interface IVoidTearParticipantInfo {
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AccountId: string;
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Name: string;
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ChosenRewardOwner: string;
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MissionHash: string;
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VoidProjection: string;
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Reward: string;
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QualifiesForReward: boolean;
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HaveRewardResponse: boolean;
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RewardsMultiplier: number;
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RewardProjection: string;
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HardModeReward: ITypeCount;
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}
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export interface IKeyChainRequest {
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KeyChain: string;
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ChainStage: number;
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Groups?: IGroup[];
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}
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