feat: classic lich guess history
This commit is contained in:
parent
93f345b89a
commit
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@ -1,15 +1,19 @@
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import { version_compare } from "@/src/helpers/inventoryHelpers";
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import { version_compare } from "@/src/helpers/inventoryHelpers";
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import {
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import {
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consumeModCharge,
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consumeModCharge,
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decodeNemesisGuess,
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encodeNemesisGuess,
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encodeNemesisGuess,
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getInfNodes,
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getInfNodes,
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getKnifeUpgrade,
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getKnifeUpgrade,
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getNemesisManifest,
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getNemesisManifest,
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getNemesisPasscode,
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getNemesisPasscode,
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getNemesisPasscodeModTypes,
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getNemesisPasscodeModTypes,
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GUESS_CORRECT,
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GUESS_INCORRECT,
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GUESS_NEUTRAL,
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GUESS_NONE,
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GUESS_WILDCARD,
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GUESS_WILDCARD,
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IKnifeResponse,
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IKnifeResponse
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NemesisGuess
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} from "@/src/helpers/nemesisHelpers";
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} from "@/src/helpers/nemesisHelpers";
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import { getJSONfromString } from "@/src/helpers/stringHelpers";
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import { getJSONfromString } from "@/src/helpers/stringHelpers";
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import { Loadout } from "@/src/models/inventoryModels/loadoutModel";
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import { Loadout } from "@/src/models/inventoryModels/loadoutModel";
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@ -99,9 +103,9 @@ export const nemesisController: RequestHandler = async (req, res) => {
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if (inventory.Nemesis!.Faction == "FC_INFESTATION") {
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if (inventory.Nemesis!.Faction == "FC_INFESTATION") {
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const guess: number[] = [body.guess & 0xf, (body.guess >> 4) & 0xf, (body.guess >> 8) & 0xf];
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const guess: number[] = [body.guess & 0xf, (body.guess >> 4) & 0xf, (body.guess >> 8) & 0xf];
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const passcode = getNemesisPasscode(inventory.Nemesis!)[0];
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const passcode = getNemesisPasscode(inventory.Nemesis!)[0];
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const result1 = passcode == guess[0] ? 0 : 1;
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const result1 = passcode == guess[0] ? GUESS_CORRECT : GUESS_INCORRECT;
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const result2 = passcode == guess[1] ? 0 : 1;
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const result2 = passcode == guess[1] ? GUESS_CORRECT : GUESS_INCORRECT;
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const result3 = passcode == guess[2] ? 0 : 1;
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const result3 = passcode == guess[2] ? GUESS_CORRECT : GUESS_INCORRECT;
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inventory.Nemesis!.GuessHistory.push(
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inventory.Nemesis!.GuessHistory.push(
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encodeNemesisGuess([
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encodeNemesisGuess([
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{
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{
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@ -121,7 +125,7 @@ export const nemesisController: RequestHandler = async (req, res) => {
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// Increase antivirus if correct antivirus mod is installed
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// Increase antivirus if correct antivirus mod is installed
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const response: IKnifeResponse = {};
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const response: IKnifeResponse = {};
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if (result1 == 0 || result2 == 0 || result3 == 0) {
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if (result1 == GUESS_CORRECT || result2 == GUESS_CORRECT || result3 == GUESS_CORRECT) {
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let antivirusGain = 5;
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let antivirusGain = 5;
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const loadout = (await Loadout.findById(inventory.LoadOutPresets, "DATAKNIFE"))!;
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const loadout = (await Loadout.findById(inventory.LoadOutPresets, "DATAKNIFE"))!;
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const dataknifeLoadout = loadout.DATAKNIFE.id(inventory.CurrentLoadOutIds[LoadoutIndex.DATAKNIFE].$oid);
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const dataknifeLoadout = loadout.DATAKNIFE.id(inventory.CurrentLoadOutIds[LoadoutIndex.DATAKNIFE].$oid);
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@ -162,19 +166,47 @@ export const nemesisController: RequestHandler = async (req, res) => {
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await inventory.save();
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await inventory.save();
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res.json(response);
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res.json(response);
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} else {
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} else {
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// For first guess, create a new entry.
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if (body.position == 0) {
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inventory.Nemesis!.GuessHistory.push(
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encodeNemesisGuess([
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{
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symbol: GUESS_NONE,
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result: GUESS_NEUTRAL
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},
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{
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symbol: GUESS_NONE,
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result: GUESS_NEUTRAL
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},
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{
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symbol: GUESS_NONE,
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result: GUESS_NEUTRAL
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}
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])
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);
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}
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// Evaluate guess
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const correct =
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body.guess == GUESS_WILDCARD || getNemesisPasscode(inventory.Nemesis!)[body.position] == body.guess;
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// Update entry
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const guess = decodeNemesisGuess(
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inventory.Nemesis!.GuessHistory[inventory.Nemesis!.GuessHistory.length - 1]
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);
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guess[body.position].symbol = body.guess;
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guess[body.position].result = correct ? GUESS_CORRECT : GUESS_INCORRECT;
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inventory.Nemesis!.GuessHistory[inventory.Nemesis!.GuessHistory.length - 1] = encodeNemesisGuess(guess);
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// Increase rank if incorrect
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let RankIncrease: number | undefined;
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let RankIncrease: number | undefined;
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if (body.guess != GUESS_WILDCARD) {
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if (!correct) {
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const passcode = getNemesisPasscode(inventory.Nemesis!);
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if (passcode[body.position] != body.guess) {
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const manifest = getNemesisManifest(inventory.Nemesis!.manifest);
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if (inventory.Nemesis!.Rank + 1 < manifest.systemIndexes.length) {
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inventory.Nemesis!.Rank += 1;
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RankIncrease = 1;
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RankIncrease = 1;
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}
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const manifest = getNemesisManifest(inventory.Nemesis!.manifest);
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inventory.Nemesis!.Rank = Math.min(inventory.Nemesis!.Rank + 1, manifest.systemIndexes.length - 1);
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inventory.Nemesis!.InfNodes = getInfNodes(manifest, inventory.Nemesis!.Rank);
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inventory.Nemesis!.InfNodes = getInfNodes(manifest, inventory.Nemesis!.Rank);
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}
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await inventory.save();
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await inventory.save();
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}
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}
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res.json({ RankIncrease });
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res.json({ RankIncrease });
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}
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}
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} else if ((req.query.mode as string) == "rs") {
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} else if ((req.query.mode as string) == "rs") {
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@ -266,9 +266,15 @@ export const getNemesisPasscodeModTypes = (nemesis: { fp: bigint; Faction: TNeme
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: passcode.map(i => requiemMods[i]);
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: passcode.map(i => requiemMods[i]);
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};
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};
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// Symbols; 0-7 are the normal requiem mods.
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export const GUESS_NONE = 8;
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export const GUESS_NONE = 8;
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export const GUESS_WILDCARD = 9;
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export const GUESS_WILDCARD = 9;
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// Results; there are 3, 4, 5 as well which are more muted versions but unused afaik.
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export const GUESS_NEUTRAL = 0;
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export const GUESS_INCORRECT = 1;
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export const GUESS_CORRECT = 2;
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interface NemesisPositionGuess {
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interface NemesisPositionGuess {
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symbol: number;
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symbol: number;
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result: number;
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result: number;
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@ -1182,14 +1182,12 @@ export const addMissionRewards = async (
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if (nodeIndex !== -1) inventory.Nemesis.InfNodes.splice(nodeIndex, 1);
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if (nodeIndex !== -1) inventory.Nemesis.InfNodes.splice(nodeIndex, 1);
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if (inventory.Nemesis.InfNodes.length <= 0) {
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if (inventory.Nemesis.InfNodes.length <= 0) {
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const manifest = getNemesisManifest(inventory.Nemesis.manifest);
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if (inventory.Nemesis.Faction != "FC_INFESTATION") {
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if (inventory.Nemesis.Faction != "FC_INFESTATION") {
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inventory.Nemesis.Rank = Math.min(inventory.Nemesis.Rank + 1, 4);
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inventory.Nemesis.Rank = Math.min(inventory.Nemesis.Rank + 1, manifest.systemIndexes.length - 1);
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inventoryChanges.Nemesis.Rank = inventory.Nemesis.Rank;
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inventoryChanges.Nemesis.Rank = inventory.Nemesis.Rank;
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}
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}
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inventory.Nemesis.InfNodes = getInfNodes(
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inventory.Nemesis.InfNodes = getInfNodes(manifest, inventory.Nemesis.Rank);
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getNemesisManifest(inventory.Nemesis.manifest),
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inventory.Nemesis.Rank
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);
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}
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}
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if (inventory.Nemesis.Faction == "FC_INFESTATION") {
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if (inventory.Nemesis.Faction == "FC_INFESTATION") {
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