function _weaponWear() {
  const randomNumber = Math.random();
  const wellWornThreshold = collectionData.wearOdds.wellWorn;
  const battleScarredThreshold = wellWornThreshold + collectionData.wearOdds.battleScarred;
  const fieldTestedThreshold = battleScarredThreshold + collectionData.wearOdds.fieldTested;
  const minimalWearThreshold = fieldTestedThreshold + collectionData.wearOdds.minimalWear;

  let wear = 'Factory New';
  if (randomNumber <= wellWornThreshold) wear = 'Well-Worn';
  else if (randomNumber <= battleScarredThreshold) wear = 'Battle-Scarred';
  else if (randomNumber <= fieldTestedThreshold) wear = 'Field-Tested';
  else if (randomNumber <= minimalWearThreshold) wear = 'Minimal Wear';

  return wear;
}
/**
 * Generate a weapon wear based on the wear odds.
 * @returns {string}
 */
Generate a weapon wear based on the wear odds.
@returns {string}
Generate a weapon wear based on the wear odds . @returns { string }
function _weaponWear() {
  const randomNumber = Math.random();
  const wellWornThreshold = collectionData.wearOdds.wellWorn;
  const battleScarredThreshold = wellWornThreshold + collectionData.wearOdds.battleScarred;
  const fieldTestedThreshold = battleScarredThreshold + collectionData.wearOdds.fieldTested;
  const minimalWearThreshold = fieldTestedThreshold + collectionData.wearOdds.minimalWear;
  let wear = 'Factory New';
  if (randomNumber <= wellWornThreshold) wear = 'Well-Worn';
  else if (randomNumber <= battleScarredThreshold) wear = 'Battle-Scarred';
  else if (randomNumber <= fieldTestedThreshold) wear = 'Field-Tested';
  else if (randomNumber <= minimalWearThreshold) wear = 'Minimal Wear';
  return wear;
}
function _weaponWear ( ) { const randomNumber = Math . random ( ) ; const wellWornThreshold = collectionData . wearOdds . wellWorn ; const battleScarredThreshold = wellWornThreshold + collectionData . wearOdds . battleScarred ; const fieldTestedThreshold = battleScarredThreshold + collectionData . wearOdds . fieldTested ; const minimalWearThreshold = fieldTestedThreshold + collectionData . wearOdds . minimalWear ; let wear = 'Factory New' ; if ( randomNumber <= wellWornThreshold ) wear = 'Well-Worn' ; else if ( randomNumber <= battleScarredThreshold ) wear = 'Battle-Scarred' ; else if ( randomNumber <= fieldTestedThreshold ) wear = 'Field-Tested' ; else if ( randomNumber <= minimalWearThreshold ) wear = 'Minimal Wear' ; return wear ; }
Generate a weapon wear based on the wear odds.
Generate a weapon wear based on the wear odds .