fix: use wagerTier for The Index rewards
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c0947b8822
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@ -51,10 +51,13 @@ import { getInfNodes } from "@/src/helpers/nemesisHelpers";
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import { Loadout } from "../models/inventoryModels/loadoutModel";
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import { ILoadoutConfigDatabase } from "../types/saveLoadoutTypes";
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const getRotations = (rotationCount: number): number[] => {
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const getRotations = (rotationCount: number, tierOverride: number | undefined): number[] => {
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if (rotationCount === 0) return [0];
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const rotationPattern = [0, 0, 1, 2]; // A, A, B, C
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const rotationPattern =
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tierOverride === undefined
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? [0, 0, 1, 2] // A, A, B, C
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: [tierOverride];
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const rotatedValues = [];
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for (let i = 0; i < rotationCount; i++) {
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@ -518,6 +521,7 @@ interface AddMissionRewardsReturnType {
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export const addMissionRewards = async (
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inventory: TInventoryDatabaseDocument,
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{
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wagerTier: wagerTier,
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Nemesis: nemesis,
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RewardInfo: rewardInfo,
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LevelKeyName: levelKeyName,
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@ -534,7 +538,7 @@ export const addMissionRewards = async (
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}
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//TODO: check double reward merging
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const MissionRewards: IMissionReward[] = getRandomMissionDrops(rewardInfo);
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const MissionRewards: IMissionReward[] = getRandomMissionDrops(rewardInfo, wagerTier);
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logger.debug("random mission drops:", MissionRewards);
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const inventoryChanges: IInventoryChanges = {};
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@ -795,7 +799,7 @@ function getLevelCreditRewards(node: IRegion): number {
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//TODO: get dark sektor fixed credit rewards and railjack bonus
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}
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function getRandomMissionDrops(RewardInfo: IRewardInfo): IMissionReward[] {
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function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | undefined): IMissionReward[] {
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const drops: IMissionReward[] = [];
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if (RewardInfo.node in ExportRegions) {
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const region = ExportRegions[RewardInfo.node];
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@ -812,7 +816,7 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo): IMissionReward[] {
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}
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} else {
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const rotationCount = RewardInfo.rewardQualifications?.length || 0;
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rotations = getRotations(rotationCount);
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rotations = getRotations(rotationCount, tierOverride);
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}
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rewardManifests
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.map(name => ExportRewards[name])
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