fix: additional checks in bounty rewards #1626
@ -922,7 +922,7 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | u
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                        if (syndicateEntry.Tag === "EntratiSyndicate") {
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					                        if (syndicateEntry.Tag === "EntratiSyndicate") {
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                            const vault = syndicateEntry.Jobs.find(j => j.locationTag === locationTag);
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					                            const vault = syndicateEntry.Jobs.find(j => j.locationTag === locationTag);
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                            if (vault) job = vault;
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					                            if (vault && locationTag) job = vault;
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                            // if (
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					                            // if (
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                            //     [
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					                            //     [
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                            //         "DeimosRuinsExterminateBounty",
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					                            //         "DeimosRuinsExterminateBounty",
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@ -997,8 +997,10 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | u
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                            (RewardInfo.JobStage === job.xpAmounts.length - 1 || job.isVault) &&
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					                            (RewardInfo.JobStage === job.xpAmounts.length - 1 || job.isVault) &&
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                            !isEndlessJob
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					                            !isEndlessJob
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                        ) {
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					                        ) {
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                            rewardManifests.push(job.rewards);
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					                            if (ExportRewards[job.rewards]) {
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                            rotations.push(ExportRewards[job.rewards].length - 1);
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					                                rewardManifests.push(job.rewards);
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| 
							
							
								
									
	
	
	
	
	
	
	
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					                                rotations.push(ExportRewards[job.rewards].length - 1);
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					                            }
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                        }
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					                        }
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                    }
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					                    }
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                }
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					                }
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@ -1053,17 +1055,20 @@ function getRandomMissionDrops(RewardInfo: IRewardInfo, tierOverride: number | u
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        if (rewardManifests.length != 0) {
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					        if (rewardManifests.length != 0) {
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            logger.debug(`generating random mission rewards`, { rewardManifests, rotations });
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					            logger.debug(`generating random mission rewards`, { rewardManifests, rotations });
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        }
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					        }
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        rewardManifests
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					        rewardManifests.forEach(name => {
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            .map(name => ExportRewards[name])
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					            const table = ExportRewards[name];
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            .forEach(table => {
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					            if (!table) {
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                for (const rotation of rotations) {
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					                logger.error(`unknown droptable: ${name}`);
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                    const rotationRewards = table[rotation];
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					                return;
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                    const drop = getRandomRewardByChance(rotationRewards);
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					            }
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                    if (drop) {
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					            for (const rotation of rotations) {
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                        drops.push({ StoreItem: drop.type, ItemCount: drop.itemCount });
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					                const rotationRewards = table[rotation];
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                    }
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					                const drop = getRandomRewardByChance(rotationRewards);
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					                if (drop) {
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					                    drops.push({ StoreItem: drop.type, ItemCount: drop.itemCount });
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                }
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					                }
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            });
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					            }
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					        });
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        if (region.cacheRewardManifest && RewardInfo.EnemyCachesFound) {
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					        if (region.cacheRewardManifest && RewardInfo.EnemyCachesFound) {
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            const deck = ExportRewards[region.cacheRewardManifest];
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					            const deck = ExportRewards[region.cacheRewardManifest];
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Sorry, this line just confuses the fuck out of me. Why are you doing
rewardManifests.push(job.rewards);when just a few lines earlier you haverewardManifests = [job.rewards];? Surely this is not intentional?When player doesn't fail any bonus objective
Qstays true, and if this is lastJobStagethen we should giveadditionalreward for thatJobStage. That why there is push