Add blacklist to fix bug with quests that unlock multiple items with the same template id (jaeger has quest that unlocks 4 remington 700 presets)
Fix bug; assort id is the key, not quest id
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@ -127,7 +127,7 @@ namespace AssortGenerator
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// Find assortunlocks
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List<AssortUnlocks> assortUnlocks = QuestHelper.GetAssortUnlocks();
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List<string> assortItemsThatMatchBlackList = new List<string>(); // store items already matched here
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// TODO: find out how the fuck the assort unlock is associated to the quest
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foreach (var assortUnlock in assortUnlocks.Where(x => x.TraderType == trader))
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{
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@ -142,7 +142,7 @@ namespace AssortGenerator
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if (assortUnlock.Criteria == "Success")
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{
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//Find assorts that match the quest unlocks item template
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var assortItemsThatMatch = assortRoot.items.Where(x => x._tpl == assortUnlock.ItemUnlockedTemplateId).ToList();
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List<Item> assortItemsThatMatch = assortRoot.items.Where(x => x._tpl == assortUnlock.ItemUnlockedTemplateId).ToList();
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// no assort found for this unlock, log and skip it
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if (assortItemsThatMatch == null || assortItemsThatMatch.Count == 0)
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@ -151,38 +151,54 @@ namespace AssortGenerator
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continue;
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}
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// Iterate over assorts that match. goal is to find which assort fits the best (traders assort has same loyalty level unlock as quest expects)
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// Iterate over assorts that match. goal is to find assort that fits the best (traders assort has same loyalty level unlock as quest expects)
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string assortIdUnlockedByQuest = string.Empty;
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foreach (var match in assortItemsThatMatch)
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{
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// Look up item in Loyalty Level array
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var associatedLoyaltyLevelItem = assortRoot.loyal_level_items.FirstOrDefault(x => x.Key == match._id);
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if (associatedLoyaltyLevelItem.Key == null)
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{
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// end loop if no record found
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// end loop if no record found in loyalty level array
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LoggingHelpers.LogError($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no loyalty record found. ({assortItemName})");
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break;
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}
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if (associatedLoyaltyLevelItem.Value != assortUnlock.LoyaltyLevel)
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{
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// loyalty level is different to what was expected, skip
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LoggingHelpers.LogWarning($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no match found in LL array. LL{associatedLoyaltyLevelItem.Value}. questListLevel: {assortUnlock.LoyaltyLevel}. ({assortItemName})");
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// loyalty level is different to what was expected, skip and try next
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LoggingHelpers.LogWarning($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no match found in LL array. expected LL{associatedLoyaltyLevelItem.Value}. found: LL{assortUnlock.LoyaltyLevel}. ({assortItemName})");
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continue;
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}
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//LoggingHelpers.LogInfo($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId} {assortItemName}. MATCH FOUND. LL{assortUnlock.LoyaltyLevel}");
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assortIdUnlockedByQuest = associatedLoyaltyLevelItem.Key;
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// LoggingHelpers.LogInfo($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId} {assortItemName}. MATCH FOUND. LL{assortUnlock.LoyaltyLevel}");
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if (assortItemsThatMatchBlackList.Contains(associatedLoyaltyLevelItem.Key))
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{
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// Not the item we want, its already been matched
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continue;
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}
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if (result.success.ContainsKey(assortUnlock.QuestId))
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// Add assort item id to blacklist so it wont be matched again
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assortItemsThatMatchBlackList.Add(associatedLoyaltyLevelItem.Key);
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// assign id and break out of loop, We found the one we want
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assortIdUnlockedByQuest = associatedLoyaltyLevelItem.Key;
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break;
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}
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if (result.success.ContainsKey(assortIdUnlockedByQuest))
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{
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LoggingHelpers.LogWarning($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. ALREADY EXISTS. SKIPPING. ({assortItemName})");
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continue;
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}
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if (assortIdUnlockedByQuest == string.Empty)
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{
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LoggingHelpers.LogError($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. no assortId found. ({assortItemName})");
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continue;
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}
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LoggingHelpers.LogSuccess($"{trader} item templateId: {assortUnlock.ItemUnlockedTemplateId}. questId: {assortUnlock.QuestId}. ADDING TO QUEST-ASSORT. ({assortItemName})");
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result.success.Add(assortUnlock.QuestId, assortIdUnlockedByQuest);
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result.success.Add(assortIdUnlockedByQuest, assortUnlock.QuestId);
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}
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}
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