feat: exalted weapons on webui #644

Closed
AMelonInsideLemon wants to merge 8 commits from web-exalted into main
AMelonInsideLemon commented 2024-12-28 01:16:06 -08:00 (Migrated from github.com)

Closes #478

Closes #478
coderabbitai[bot] commented 2024-12-28 01:16:12 -08:00 (Migrated from github.com)

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Walkthrough

The pull request introduces changes to support special items and exalted weapons across multiple files in the codebase. The modifications include adding a new SpecialItem type to the ItemType enum, updating the sellController to handle special items, creating an addSpecialItem function in the inventory service, and enhancing the getItemListsController to include exalted weapons information. The web interface (index.html and script.js) has been updated to display and manage exalted weapons, providing users with more detailed inventory interaction capabilities.

Assessment against linked issues

Objective Addressed Explanation
Enable leveling of frame-specific weapons via WebUI Partial implementation visible, but unclear if full XP transfer is implemented.
Bind frame weapon leveling to frame max level Changes suggest infrastructure for handling special/exalted weapons, but direct XP transfer mechanism not explicitly shown.
Improve convenience for testing builds/forma UI changes indicate improved weapon management, but specific leveling mechanics need further verification.

The changes provide a foundation for handling frame-specific weapons, but the full implementation of XP transfer or automatic leveling is not definitively demonstrated in the provided diff. While the infrastructure for managing special and exalted items has been established, the specific mechanics of leveling frame-specific weapons remain unclear and would require additional review or implementation details.


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<!-- This is an auto-generated comment: summarize by coderabbit.ai --> <!-- This is an auto-generated comment: review paused by coderabbit.ai --> > [!NOTE] > ## Reviews paused > > Use the following commands to manage reviews: > - `@coderabbitai resume` to resume automatic reviews. > - `@coderabbitai review` to trigger a single review. <!-- end of auto-generated comment: review paused by coderabbit.ai --> <!-- walkthrough_start --> ## Walkthrough The pull request introduces changes to support special items and exalted weapons across multiple files in the codebase. The modifications include adding a new `SpecialItem` type to the `ItemType` enum, updating the `sellController` to handle special items, creating an `addSpecialItem` function in the inventory service, and enhancing the `getItemListsController` to include exalted weapons information. The web interface (`index.html` and `script.js`) has been updated to display and manage exalted weapons, providing users with more detailed inventory interaction capabilities. ## Assessment against linked issues | Objective | Addressed | Explanation | |-----------|-----------|-------------| | Enable leveling of frame-specific weapons via WebUI | ❓ | Partial implementation visible, but unclear if full XP transfer is implemented. | | Bind frame weapon leveling to frame max level | ❓ | Changes suggest infrastructure for handling special/exalted weapons, but direct XP transfer mechanism not explicitly shown. | | Improve convenience for testing builds/forma | ❓ | UI changes indicate improved weapon management, but specific leveling mechanics need further verification. | The changes provide a foundation for handling frame-specific weapons, but the full implementation of XP transfer or automatic leveling is not definitively demonstrated in the provided diff. While the infrastructure for managing special and exalted items has been established, the specific mechanics of leveling frame-specific weapons remain unclear and would require additional review or implementation details. <!-- walkthrough_end --> <!-- internal state start --> <!-- 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coderabbitai[bot] (Migrated from github.com) reviewed 2024-12-28 01:19:15 -08:00
coderabbitai[bot] (Migrated from github.com) left a comment

Actionable comments posted: 2

🧹 Nitpick comments (6)
static/webui/script.js (3)

452-454: Consider clarifying the style reset logic.

Using style = "" resets all inline styles on the .card. If your intention is simply to remove a display: none property or revert a temporary hide, you might prefer toggling a specific class or explicitly removing only the display style. This helps avoid accidentally resetting other inline styles that may be added in the future.


470-493: Keep the UI logic consistent with other gear listings.

This segment correctly forms table rows for special items, showing names, XP, etc. However, the logic is largely similar to how suits and weapons are rendered. Consider extracting these repeated structures into a helper function to streamline updates and reduce duplication across different item categories.


494-522: DRY out rename and remove actions.

The rename and remove anchors (including “Make Rank 30” logic) mirror existing code for other inventory categories. Duplication may invite maintenance overhead. Consider creating reusable functions or components for repeating behavior, thus aligning with the DRY principle.

src/controllers/custom/addItemController.ts (1)

21-24: Wrap variable declarations in their own block if needed.

Although modern JavaScript doesn’t usually leak variables across case clauses, some linters warn about declarations in case statements. You can safely ignore or address this by wrapping this case in curly braces to avoid any potential “case fall-through” pitfalls.

Example:

        case ItemType.SpecialItem:
+       {
            const specialItem = await addSpecialItem(request.InternalName, accountId);
            res.json(specialItem);
            break;
+       }
🧰 Tools
🪛 Biome (1.9.4)

[error] 22-22: Other switch clauses can erroneously access this declaration.
Wrap the declaration in a block to restrict its access to the switch clause.

The declaration is defined in this switch clause:

Unsafe fix: Wrap the declaration in a block.

(lint/correctness/noSwitchDeclarations)

src/controllers/custom/getItemListsController.ts (1)

27-46: Extract warframe processing logic into a separate function.

The warframe processing logic is complex enough to warrant its own function. This would improve readability and maintainability.

Consider this refactor:

+const processWarframe = (uniqueName: string, item: any, lang: any): ListedItem => {
+    const warframe: ListedItem = {
+        uniqueName,
+        name: getString(item.name, lang)
+    };
+    const exalted = getExalted(uniqueName);
+    if (exalted) {
+        warframe.exalted = [];
+        exalted.forEach(element => {
+            const exalted = ExportWeapons[element] || ExportSentinels[element];
+            warframe.exalted?.push({
+                uniqueName: element,
+                name: getString(exalted.name, lang)
+            });
+        });
+    }
+    return warframe;
+};

 for (const [uniqueName, item] of Object.entries(ExportWarframes)) {
     if (item.productCategory == "Suits") {
-        const warframe: ListedItem = {
-            uniqueName,
-            name: getString(item.name, lang)
-        };
-        const exalted = getExalted(uniqueName);
-        if (exalted) {
-            warframe.exalted = [];
-            exalted.forEach(element => {
-                const exalted = ExportWeapons[element] || ExportSentinels[element];
-                warframe.exalted?.push({
-                    uniqueName: element,
-                    name: getString(exalted.name, lang)
-                });
-            });
-        }
-        warframes.push(warframe);
+        warframes.push(processWarframe(uniqueName, item, lang));
     }
 }
static/webui/index.html (1)

129-132: Consider extracting the duplicated note into a reusable component.

The inventory synchronization note is duplicated across multiple sections. Consider extracting it into a reusable component or template to follow the DRY principle.

Consider moving the note to a separate HTML file and including it where needed:

-<p class="mb-4">
-    Note: Changes made here will only be reflected in-game when the game re-downloads your
-    inventory. Visiting the navigation should be the easiest way to trigger that.
-</p>
+<div id="inventory-sync-note"></div>

// In script.js:
+document.querySelectorAll('#inventory-sync-note').forEach(el => {
+    fetch('/webui/components/inventory-sync-note.html')
+        .then(response => response.text())
+        .then(html => el.innerHTML = html);
+});
📜 Review details

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Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 4d1bbff99e and 1184d18244.

📒 Files selected for processing (8)
  • src/controllers/api/sellController.ts (1 hunks)
  • src/controllers/custom/addItemController.ts (2 hunks)
  • src/controllers/custom/getItemListsController.ts (3 hunks)
  • src/helpers/customHelpers/addItemHelpers.ts (1 hunks)
  • src/services/inventoryService.ts (2 hunks)
  • src/types/sellTypes.ts (1 hunks)
  • static/webui/index.html (2 hunks)
  • static/webui/script.js (1 hunks)
🧰 Additional context used
🪛 Biome (1.9.4)
src/controllers/custom/addItemController.ts

[error] 22-22: Other switch clauses can erroneously access this declaration.
Wrap the declaration in a block to restrict its access to the switch clause.

The declaration is defined in this switch clause:

Unsafe fix: Wrap the declaration in a block.

(lint/correctness/noSwitchDeclarations)

🪛 eslint
static/webui/script.js

[error] 544-544: '$' is not defined.

(no-undef)

🔇 Additional comments (9)
static/webui/script.js (3)

455-469: Verify safe access to exalted property.

Before accessing itemMap[item.ItemType].exalted, consider verifying itemMap[item.ItemType] is defined. Otherwise, if itemMap lacks an entry for the ItemType, it could result in a runtime error.


524-565: Evaluate jQuery “$ is not defined” lint error and factor out repeated post logic.

• The static analysis hint indicates a potential 'no-undef' for $. Ensure that the environment or bundler properly includes jQuery or that $ is declared globally.

• The logic to add special items, inside the revalidateAuthz callback, appears in multiple places. Factor it out into a single helper to avoid duplication and clarify how special items get added.

🧰 Tools
🪛 eslint

[error] 544-544: '$' is not defined.

(no-undef)


566-569: Hide the Exalted Weapons card in an explicit manner.

This effectively hides the card when no exalted weapons are available. The approach is fine, but consider toggling classes instead of directly manipulating the style property for consistency with other UI parts.

src/types/sellTypes.ts (1)

10-10: Addition of SpecialItems key looks consistent.

Allowing SpecialItems in the ISellRequest interface aligns perfectly with the structure for other item categories. No issues noted.

src/controllers/custom/addItemController.ts (1)

4-4: Import statement looks correct.

Importing addSpecialItem from the inventoryService is appropriately scoped and consistent with the usage in this file.

src/controllers/api/sellController.ts (1)

48-52: Good integration of special items into sell logic.

This matches the existing pattern for removing items from arrays like Suits, LongGuns, etc. Ensure that test coverage includes removing special items to confirm intended functionality.

src/services/inventoryService.ts (1)

32-32: Importing EquipmentFeatures is consistent.

Pivoting to typed features such as DOUBLE_CAPACITY is a clean approach to track item capabilities in a strongly typed ecosystem.

src/helpers/customHelpers/addItemHelpers.ts (1)

5-6: LGTM! Clean enum extension.

The addition of SpecialItem to the ItemType enum is well-integrated and maintains type safety through the existing validation functions.

static/webui/index.html (1)

150-157: LGTM! Consistent table structure.

The exalted weapons table follows the same structure as other tables in the file, maintaining consistency in the UI.

**Actionable comments posted: 2** <details> <summary>🧹 Nitpick comments (6)</summary><blockquote> <details> <summary>static/webui/script.js (3)</summary><blockquote> `452-454`: **Consider clarifying the style reset logic.** Using `style = ""` resets all inline styles on the `.card`. If your intention is simply to remove a `display: none` property or revert a temporary hide, you might prefer toggling a specific class or explicitly removing only the display style. This helps avoid accidentally resetting other inline styles that may be added in the future. --- `470-493`: **Keep the UI logic consistent with other gear listings.** This segment correctly forms table rows for special items, showing names, XP, etc. However, the logic is largely similar to how suits and weapons are rendered. Consider extracting these repeated structures into a helper function to streamline updates and reduce duplication across different item categories. --- `494-522`: **DRY out rename and remove actions.** The rename and remove anchors (including “Make Rank 30” logic) mirror existing code for other inventory categories. Duplication may invite maintenance overhead. Consider creating reusable functions or components for repeating behavior, thus aligning with the DRY principle. </blockquote></details> <details> <summary>src/controllers/custom/addItemController.ts (1)</summary><blockquote> `21-24`: **Wrap variable declarations in their own block if needed.** Although modern JavaScript doesn’t usually leak variables across case clauses, some linters warn about declarations in case statements. You can safely ignore or address this by wrapping this case in curly braces to avoid any potential “case fall-through” pitfalls. Example: ```diff case ItemType.SpecialItem: + { const specialItem = await addSpecialItem(request.InternalName, accountId); res.json(specialItem); break; + } ``` <details> <summary>🧰 Tools</summary> <details> <summary>🪛 Biome (1.9.4)</summary> [error] 22-22: Other switch clauses can erroneously access this declaration. Wrap the declaration in a block to restrict its access to the switch clause. The declaration is defined in this switch clause: Unsafe fix: Wrap the declaration in a block. (lint/correctness/noSwitchDeclarations) </details> </details> </blockquote></details> <details> <summary>src/controllers/custom/getItemListsController.ts (1)</summary><blockquote> `27-46`: **Extract warframe processing logic into a separate function.** The warframe processing logic is complex enough to warrant its own function. This would improve readability and maintainability. Consider this refactor: ```diff +const processWarframe = (uniqueName: string, item: any, lang: any): ListedItem => { + const warframe: ListedItem = { + uniqueName, + name: getString(item.name, lang) + }; + const exalted = getExalted(uniqueName); + if (exalted) { + warframe.exalted = []; + exalted.forEach(element => { + const exalted = ExportWeapons[element] || ExportSentinels[element]; + warframe.exalted?.push({ + uniqueName: element, + name: getString(exalted.name, lang) + }); + }); + } + return warframe; +}; for (const [uniqueName, item] of Object.entries(ExportWarframes)) { if (item.productCategory == "Suits") { - const warframe: ListedItem = { - uniqueName, - name: getString(item.name, lang) - }; - const exalted = getExalted(uniqueName); - if (exalted) { - warframe.exalted = []; - exalted.forEach(element => { - const exalted = ExportWeapons[element] || ExportSentinels[element]; - warframe.exalted?.push({ - uniqueName: element, - name: getString(exalted.name, lang) - }); - }); - } - warframes.push(warframe); + warframes.push(processWarframe(uniqueName, item, lang)); } } ``` </blockquote></details> <details> <summary>static/webui/index.html (1)</summary><blockquote> `129-132`: **Consider extracting the duplicated note into a reusable component.** The inventory synchronization note is duplicated across multiple sections. Consider extracting it into a reusable component or template to follow the DRY principle. Consider moving the note to a separate HTML file and including it where needed: ```diff -<p class="mb-4"> - Note: Changes made here will only be reflected in-game when the game re-downloads your - inventory. Visiting the navigation should be the easiest way to trigger that. -</p> +<div id="inventory-sync-note"></div> // In script.js: +document.querySelectorAll('#inventory-sync-note').forEach(el => { + fetch('/webui/components/inventory-sync-note.html') + .then(response => response.text()) + .then(html => el.innerHTML = html); +}); ``` </blockquote></details> </blockquote></details> <details> <summary>📜 Review details</summary> **Configuration used: .coderabbit.yaml** **Review profile: CHILL** **Plan: Pro** <details> <summary>📥 Commits</summary> Reviewing files that changed from the base of the PR and between 4d1bbff99e55b8ddac60197a0331f79e780d17e1 and 1184d182444329192cda6646fb9e8a84306edcc4. </details> <details> <summary>📒 Files selected for processing (8)</summary> * `src/controllers/api/sellController.ts` (1 hunks) * `src/controllers/custom/addItemController.ts` (2 hunks) * `src/controllers/custom/getItemListsController.ts` (3 hunks) * `src/helpers/customHelpers/addItemHelpers.ts` (1 hunks) * `src/services/inventoryService.ts` (2 hunks) * `src/types/sellTypes.ts` (1 hunks) * `static/webui/index.html` (2 hunks) * `static/webui/script.js` (1 hunks) </details> <details> <summary>🧰 Additional context used</summary> <details> <summary>🪛 Biome (1.9.4)</summary> <details> <summary>src/controllers/custom/addItemController.ts</summary> [error] 22-22: Other switch clauses can erroneously access this declaration. Wrap the declaration in a block to restrict its access to the switch clause. The declaration is defined in this switch clause: Unsafe fix: Wrap the declaration in a block. (lint/correctness/noSwitchDeclarations) </details> </details> <details> <summary>🪛 eslint</summary> <details> <summary>static/webui/script.js</summary> [error] 544-544: '$' is not defined. (no-undef) </details> </details> </details> <details> <summary>🔇 Additional comments (9)</summary> <details> <summary>static/webui/script.js (3)</summary> `455-469`: **Verify safe access to `exalted` property.** Before accessing `itemMap[item.ItemType].exalted`, consider verifying `itemMap[item.ItemType]` is defined. Otherwise, if `itemMap` lacks an entry for the `ItemType`, it could result in a runtime error. --- `524-565`: **Evaluate jQuery “$ is not defined” lint error and factor out repeated post logic.** • The static analysis hint indicates a potential `'no-undef'` for `$`. Ensure that the environment or bundler properly includes jQuery or that `$` is declared globally. • The logic to add special items, inside the `revalidateAuthz` callback, appears in multiple places. Factor it out into a single helper to avoid duplication and clarify how special items get added. <details> <summary>🧰 Tools</summary> <details> <summary>🪛 eslint</summary> [error] 544-544: '$' is not defined. (no-undef) </details> </details> --- `566-569`: **Hide the Exalted Weapons card in an explicit manner.** This effectively hides the card when no exalted weapons are available. The approach is fine, but consider toggling classes instead of directly manipulating the style property for consistency with other UI parts. </details> <details> <summary>src/types/sellTypes.ts (1)</summary> `10-10`: **Addition of `SpecialItems` key looks consistent.** Allowing `SpecialItems` in the `ISellRequest` interface aligns perfectly with the structure for other item categories. No issues noted. </details> <details> <summary>src/controllers/custom/addItemController.ts (1)</summary> `4-4`: **Import statement looks correct.** Importing `addSpecialItem` from the `inventoryService` is appropriately scoped and consistent with the usage in this file. </details> <details> <summary>src/controllers/api/sellController.ts (1)</summary> `48-52`: **Good integration of special items into sell logic.** This matches the existing pattern for removing items from arrays like `Suits`, `LongGuns`, etc. Ensure that test coverage includes removing special items to confirm intended functionality. </details> <details> <summary>src/services/inventoryService.ts (1)</summary> `32-32`: **Importing `EquipmentFeatures` is consistent.** Pivoting to typed features such as `DOUBLE_CAPACITY` is a clean approach to track item capabilities in a strongly typed ecosystem. </details> <details> <summary>src/helpers/customHelpers/addItemHelpers.ts (1)</summary> `5-6`: **LGTM! Clean enum extension.** The addition of `SpecialItem` to the `ItemType` enum is well-integrated and maintains type safety through the existing validation functions. </details> <details> <summary>static/webui/index.html (1)</summary> `150-157`: **LGTM! Consistent table structure.** The exalted weapons table follows the same structure as other tables in the file, maintaining consistency in the UI. </details> </details> </details> <!-- This is an auto-generated comment by CodeRabbit for review status -->
coderabbitai[bot] (Migrated from github.com) commented 2024-12-28 01:19:14 -08:00

⚠️ Potential issue

Add null check for exalted items.

The code assumes that either ExportWeapons[element] or ExportSentinels[element] exists. Add a null check to prevent potential runtime errors.

Apply this fix:

 exalted.forEach(element => {
     const exalted = ExportWeapons[element] || ExportSentinels[element];
+    if (!exalted) {
+        console.warn(`Exalted item not found: ${element}`);
+        return;
+    }
     warframe.exalted?.push({
         uniqueName: element,
         name: getString(exalted.name, lang)
     });
 });

Committable suggestion skipped: line range outside the PR's diff.

_:warning: Potential issue_ **Add null check for exalted items.** The code assumes that either `ExportWeapons[element]` or `ExportSentinels[element]` exists. Add a null check to prevent potential runtime errors. Apply this fix: ```diff exalted.forEach(element => { const exalted = ExportWeapons[element] || ExportSentinels[element]; + if (!exalted) { + console.warn(`Exalted item not found: ${element}`); + return; + } warframe.exalted?.push({ uniqueName: element, name: getString(exalted.name, lang) }); }); ``` > Committable suggestion skipped: line range outside the PR's diff. <!-- This is an auto-generated comment by CodeRabbit -->
coderabbitai[bot] (Migrated from github.com) commented 2024-12-28 01:19:14 -08:00

⚠️ Potential issue

Fix the duplicate-check logic in addSpecialItem.

Current check:

if (!inventory.SpecialItems.length || inventory.SpecialItems.some(obj => obj.ItemType !== itemName))

This unintentionally adds the new item if there is at least one differently named item in SpecialItems. Instead, you likely want to verify none of the existing items match itemName. For instance:

- if (!inventory.SpecialItems.length || inventory.SpecialItems.some(obj => obj.ItemType !== itemName)) {
+ if (!inventory.SpecialItems.some(obj => obj.ItemType === itemName)) {
    // Add the new special item
}
_:warning: Potential issue_ **Fix the duplicate-check logic in `addSpecialItem`.** Current check: ```js if (!inventory.SpecialItems.length || inventory.SpecialItems.some(obj => obj.ItemType !== itemName)) ``` This unintentionally adds the new item if there is at least one differently named item in `SpecialItems`. Instead, you likely want to verify *none* of the existing items match `itemName`. For instance: ```diff - if (!inventory.SpecialItems.length || inventory.SpecialItems.some(obj => obj.ItemType !== itemName)) { + if (!inventory.SpecialItems.some(obj => obj.ItemType === itemName)) { // Add the new special item } ``` <!-- This is an auto-generated comment by CodeRabbit -->
coderabbitai[bot] (Migrated from github.com) reviewed 2024-12-28 01:40:51 -08:00
coderabbitai[bot] (Migrated from github.com) left a comment

Actionable comments posted: 1

🧹 Nitpick comments (1)
src/services/inventoryService.ts (1)

436-448: Improve function documentation

The comment about "one exalted item per suit type" suggests this is an important constraint. Consider adding JSDoc documentation to:

  1. Explain the function's purpose
  2. Document the return value (undefined when duplicate is found)
  3. Document the constraint of one exalted item per suit type

Add this documentation:

+/**
+ * Adds a special item (exalted weapon) to the inventory if it doesn't already exist.
+ * According to the wiki, there can only be one exalted item per suit type.
+ * 
+ * @param itemName - The name of the special item to add
+ * @param accountId - The account ID to add the item to
+ * @returns The added special item if successful, undefined if the item already exists
+ */
 export const addSpecialItem = async (itemName: string, accountId: string) => {
📜 Review details

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📒 Files selected for processing (1)
  • src/services/inventoryService.ts (2 hunks)
🔇 Additional comments (1)
src/services/inventoryService.ts (1)

32-32: LGTM!

The import statement correctly includes EquipmentFeatures which is used in the addSpecialItem function.

**Actionable comments posted: 1** <details> <summary>🧹 Nitpick comments (1)</summary><blockquote> <details> <summary>src/services/inventoryService.ts (1)</summary><blockquote> `436-448`: **Improve function documentation** The comment about "one exalted item per suit type" suggests this is an important constraint. Consider adding JSDoc documentation to: 1. Explain the function's purpose 2. Document the return value (undefined when duplicate is found) 3. Document the constraint of one exalted item per suit type Add this documentation: ```diff +/** + * Adds a special item (exalted weapon) to the inventory if it doesn't already exist. + * According to the wiki, there can only be one exalted item per suit type. + * + * @param itemName - The name of the special item to add + * @param accountId - The account ID to add the item to + * @returns The added special item if successful, undefined if the item already exists + */ export const addSpecialItem = async (itemName: string, accountId: string) => { ``` </blockquote></details> </blockquote></details> <details> <summary>📜 Review details</summary> **Configuration used: .coderabbit.yaml** **Review profile: CHILL** **Plan: Pro** <details> <summary>📥 Commits</summary> Reviewing files that changed from the base of the PR and between 1184d182444329192cda6646fb9e8a84306edcc4 and 603c98e348062b0db9b4e8dd6c2a3d153a6d63d5. </details> <details> <summary>📒 Files selected for processing (1)</summary> * `src/services/inventoryService.ts` (2 hunks) </details> <details> <summary>🔇 Additional comments (1)</summary> <details> <summary>src/services/inventoryService.ts (1)</summary> `32-32`: **LGTM!** The import statement correctly includes `EquipmentFeatures` which is used in the `addSpecialItem` function. </details> </details> </details> <!-- This is an auto-generated comment by CodeRabbit for review status -->
coderabbitai[bot] (Migrated from github.com) commented 2024-12-28 01:40:50 -08:00

⚠️ Potential issue

Fix the duplicate check logic

The current logic is incorrect and will add duplicate items. The condition:

inventory.SpecialItems.length && inventory.SpecialItems.some(obj => obj.ItemType !== itemName)

will add the item if ANY existing item has a different name, rather than preventing duplicates.

Fix the logic by replacing it with:

-if (inventory.SpecialItems.length && inventory.SpecialItems.some(obj => obj.ItemType !== itemName)) {
+if (!inventory.SpecialItems.some(obj => obj.ItemType === itemName)) {
_:warning: Potential issue_ **Fix the duplicate check logic** The current logic is incorrect and will add duplicate items. The condition: ```typescript inventory.SpecialItems.length && inventory.SpecialItems.some(obj => obj.ItemType !== itemName) ``` will add the item if ANY existing item has a different name, rather than preventing duplicates. Fix the logic by replacing it with: ```diff -if (inventory.SpecialItems.length && inventory.SpecialItems.some(obj => obj.ItemType !== itemName)) { +if (!inventory.SpecialItems.some(obj => obj.ItemType === itemName)) { ``` <!-- This is an auto-generated comment by CodeRabbit -->
Sainan reviewed 2024-12-28 10:02:21 -08:00

This is wrong, e.g. Titania has 2 exalted weapons (arch-gun & arch-melee).

This is wrong, e.g. Titania has 2 exalted weapons (arch-gun & arch-melee).

@coderabbitai resolve
@coderabbitai pause

@coderabbitai resolve @coderabbitai pause
coderabbitai[bot] commented 2024-12-28 10:03:46 -08:00 (Migrated from github.com)

@Sainan: All set!

Actions performed

Comments resolved.


Reviews paused.

<!-- This is an auto-generated reply by CodeRabbit --> @Sainan: All set! <details> <summary>:white_check_mark: Actions performed</summary> Comments resolved. --- Reviews paused. </details>
AMelonInsideLemon (Migrated from github.com) reviewed 2024-12-28 16:21:53 -08:00
AMelonInsideLemon (Migrated from github.com) commented 2024-12-28 16:21:53 -08:00

looks better now?

looks better now?
Sainan reviewed 2024-12-28 17:41:08 -08:00

As far as I can tell, it is not possible to sell exalted weapons, so this doesn't seem needed.

As far as I can tell, it is not possible to sell exalted weapons, so this doesn't seem needed.
VampireKitten (Migrated from github.com) reviewed 2024-12-28 17:43:47 -08:00
VampireKitten (Migrated from github.com) commented 2024-12-28 17:43:47 -08:00

Exalted Weapons don't appear in your inventory on live, so it should be impossible to sell them without selling the Warframe itself.

Exalted Weapons don't appear in your inventory on live, so it *should* be impossible to sell them without selling the Warframe itself.
Sainan reviewed 2024-12-28 17:45:20 -08:00

I'm having my doubts that even selling the warframe would sell the exalted weapon as multiples of the same warframe use the same exalted weapon.

I'm having my doubts that even selling the warframe would sell the exalted weapon as multiples of the same warframe use the same exalted weapon.
AMelonInsideLemon (Migrated from github.com) reviewed 2024-12-28 18:12:41 -08:00
AMelonInsideLemon (Migrated from github.com) commented 2024-12-28 18:12:41 -08:00

I added this to be able to get rid of duplicates via web

I added this to be able to get rid of duplicates via web
Sainan reviewed 2024-12-28 18:17:00 -08:00

Getting duplicates was a bug which has now been fixed (#645).

Getting duplicates was a bug which has now been fixed (#645).

Pull request closed

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