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feat: Implement quest reward system with item selection and storage; update related services and database schema
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@@ -180,6 +180,30 @@ since 2020:
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Coverage: `DorkNet.Server.Tests/WatchShop2023Tests.cs`.
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## Shop Consumables tab (food / potions / KO / camera film)
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The Shop's Consumables tab is fed by the same `giftdropstore` rows as
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Clothing; a row is a consumable when its `GiftDrop.ConsumableItemDesc`
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is set (bracketed literal item key, e.g. `[FoodConsumable_RootBeer]`)
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and it carries no avatar item (`AvatarItemDesc` empty, `AvatarItemType`
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null). Hair dyes are a hybrid — they set BOTH `ConsumableItemDesc` and
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an `AvatarItemDesc` colour guid.
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The catalog of literal item keys lives in the client's baked
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`ConsumableCollectionRuntimeConfig` MonoBehaviour (in `resources.assets`,
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path_id 234695 for 2023.03.21). Each record is
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`[ desc "[Family_Name]" ][ guid 22ch ][ display name ][ int family ]
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[ tool desc ]`; families: CameraFilter, Food, KO, HandPotion,
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HeadPotion, VFX, HairDye, Coupon. Extracted (minus hair dyes, coupons,
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and promo-only bubbly variants) to `DorkNet.Server/Data/consumables.json`
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and seeded as `Category="consumable"` store rows;
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`StoreService.TryGetConsumableItemDesc` resolves a seeded slug to its
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literal desc so it flows through the gift-drop builder like a hair dye.
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The exact per-item render gate (`INJHHPOOMKB.EEJKFKPAPAH`) dispatches
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through a runtime service and could not be resolved statically — confirm
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the tab actually populates in-game after seeding.
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## Related: unprefixed 2023 commerce probes
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The 2023 client also calls these commerce paths **without** the `api/`
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