feat: rewards for enemy caches & rathuum #384
@ -23,33 +23,46 @@ const getRewards = ({
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        return { InventoryChanges: {}, MissionRewards: [] };
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					        return { InventoryChanges: {}, MissionRewards: [] };
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    }
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					    }
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    const rewardManifests = ExportRegions[RewardInfo.node]?.rewardManifests ?? [];
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    if (rewardManifests.length == 0) {
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        return { InventoryChanges: {}, MissionRewards: [] };
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    }
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    let rotations: number[] = [];
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    if (RewardInfo.VaultsCracked) {
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        // For Spy missions, e.g. 3 vaults cracked = A, B, C
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        for (let i = 0; i != RewardInfo.VaultsCracked; ++i) {
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            rotations.push(i);
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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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    }
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    const drops: IReward[] = [];
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					    const drops: IReward[] = [];
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    rewardManifests
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					    if (RewardInfo.node in ExportRegions) {
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        .map(name => ExportRewards[name])
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					        const region = ExportRegions[RewardInfo.node];
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        .forEach(table => {
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					        const rewardManifests = region.rewardManifests ?? [];
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            for (const rotation of rotations) {
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					        if (rewardManifests.length == 0) {
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                const rotationRewards = table[rotation];
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					            return { InventoryChanges: {}, MissionRewards: [] };
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                const drop = getRandomRewardByChance(rotationRewards);
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					        }
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					        let rotations: number[] = [];
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					        if (RewardInfo.VaultsCracked) {
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					            // For Spy missions, e.g. 3 vaults cracked = A, B, C
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					            for (let i = 0; i != RewardInfo.VaultsCracked; ++i) {
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					                rotations.push(i);
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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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					        }
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					        rewardManifests
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					            .map(name => ExportRewards[name])
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					            .forEach(table => {
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					                for (const rotation of rotations) {
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					                    const rotationRewards = table[rotation];
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					                    const drop = getRandomRewardByChance(rotationRewards);
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					                    if (drop) {
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					                        drops.push(drop);
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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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					            const deck = ExportRewards[region.cacheRewardManifest];
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					            for (let rotation = 0; rotation != RewardInfo.EnemyCachesFound; ++rotation) {
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					                const drop = getRandomRewardByChance(deck[rotation]);
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                if (drop) {
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					                if (drop) {
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                    drops.push(drop);
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					                    drops.push(drop);
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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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    logger.debug("Mission rewards:", drops);
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					    logger.debug("Mission rewards:", drops);
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    return formatRewardsToInventoryType(drops);
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					    return formatRewardsToInventoryType(drops);
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