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@@ -1,4 +1,4 @@
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using Core.Annotations;
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using Core.Annotations;
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using Core.Models.Eft.Common;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Eft.Health;
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@@ -12,6 +12,8 @@ using static System.Runtime.InteropServices.JavaScript.JSType;
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using System.Collections.Generic;
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using Core.Helpers;
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using Core.Services;
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using Core.Utils.Collections;
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using BodyPart = Core.Models.Spt.Config.BodyPart;
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namespace Core.Generators;
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@@ -104,11 +106,10 @@ public class RepeatableQuestGenerator
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{
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var eliminationConfig = _repeatableQuestHelper.GetEliminationConfigByPmcLevel(pmcLevel, repeatableConfig);
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var locationsConfig = repeatableConfig.Locations;
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var targetsConfig = _repeatableQuestHelper.ProbabilityObjectArray<string, BossInfo>(eliminationConfig.Targets);
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var bodypartsConfig = _repeatableQuestHelper.ProbabilityObjectArray<string, List<string>>(eliminationConfig.BodyParts);
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var weaponCategoryRequirementConfig = _repeatableQuestHelper.ProbabilityObjectArray<string, List<string>>(
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eliminationConfig.WeaponCategoryRequirements);
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var weaponRequirementConfig = _repeatableQuestHelper.ProbabilityObjectArray<string, List<string>>(eliminationConfig.WeaponRequirements);
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var targetsConfig = _repeatableQuestHelper.ProbabilityObjectArray<Target, string, BossInfo>(eliminationConfig.Targets);
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var bodypartsConfig = _repeatableQuestHelper.ProbabilityObjectArray<BodyPart, string, List<string>>(eliminationConfig.BodyParts);
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var weaponCategoryRequirementConfig = _repeatableQuestHelper.ProbabilityObjectArray<WeaponRequirement, string, List<string>>(eliminationConfig.WeaponCategoryRequirements);
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var weaponRequirementConfig = _repeatableQuestHelper.ProbabilityObjectArray<WeaponRequirement, string, List<string>>(eliminationConfig.WeaponRequirements);
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// the difficulty of the quest varies in difficulty depending on the condition
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// possible conditions are
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