Fix processReward()
incorrectly trying to add mods to armor items without slots
Add `itemHasSlots` to itemHelper and consolodate its use across code
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@ -269,7 +269,7 @@ export class BotInventoryGenerator
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const tacVestsWithArmor = Object.entries(templateInventory.equipment.TacticalVest).reduce(
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(newVestDictionary, [tplKey]) =>
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{
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if (this.itemHelper.getItem(tplKey)[1]._props.Slots?.length > 0)
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if (this.itemHelper.itemHasSlots(tplKey))
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{
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newVestDictionary[tplKey] = templateInventory.equipment.TacticalVest[tplKey];
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}
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@ -290,7 +290,7 @@ export class BotInventoryGenerator
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const tacVestsWithoutArmor = Object.entries(templateInventory.equipment.TacticalVest).reduce(
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(newVestDictionary, [tplKey]) =>
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{
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if (this.itemHelper.getItem(tplKey)[1]._props.Slots?.length === 0)
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if (this.itemHelper.itemHasSlots(tplKey))
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{
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newVestDictionary[tplKey] = templateInventory.equipment.TacticalVest[tplKey];
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}
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@ -275,6 +275,11 @@ export class ItemHelper
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return [false, undefined];
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}
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public itemHasSlots(itemTpl: string): boolean
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{
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return this.getItem(itemTpl)[1]._props.Slots?.length > 0;
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}
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public isItemInDb(tpl: string): boolean
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{
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const itemDetails = this.getItem(tpl);
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@ -270,8 +270,12 @@ export class QuestHelper
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// Is armor item that may need inserts / plates
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if (questReward.items.length === 1 && this.itemHelper.armorItemCanHoldMods(rootItem._tpl))
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{
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// Attempt to pull default preset from globals and add child items to reward
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this.generateArmorRewardChildSlots(rootItem, questReward);
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// Only process items with slots
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if (this.itemHelper.itemHasSlots(rootItem._tpl))
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{
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// Attempt to pull default preset from globals and add child items to reward
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this.generateArmorRewardChildSlots(rootItem, questReward);
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}
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}
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for (const item of questReward.items)
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