fix: being unable to visit Palladino in Iron Wake despite completeAllQuests #564

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Sainan merged 1 commits from palladino into main 2024-10-18 07:49:33 -07:00
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fixes #563

fixes #563
coderabbitai[bot] commented 2024-10-18 06:05:05 -07:00 (Migrated from github.com)
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Walkthrough

The changes in this pull request focus on the inventoryController function located in src/controllers/api/inventoryController.ts. The modifications enhance the handling of quest progress and the structure of the inventory response. Specifically, within the completeAllQuests block, the quest object has been updated to include two new properties: unlock and Completed, both set to true. Additionally, the Progress property of each quest is initialized as an empty array, which will be populated based on the presence of chainStages in the ExportKeys. The logic for determining the number of stages has been refined to ensure that the Progress array is filled with objects containing default values for c, i, m, and b. The overall structure of the inventory response remains unchanged, preserving existing configurations for unlocking game elements. The handling of mastery rank spoofing and polarity settings is unaffected, while the function's flow has been adjusted to integrate the new quest progress logic before sending the final inventoryResponse to the client.

Assessment against linked issues

Objective Addressed Explanation
Cannot use Transference in Iron Wake (#563) The changes do not address the issue regarding Transference functionality.
  • #521: The changes in this PR also modify the inventoryController function in the same file, specifically adding a new property to the inventoryResponse object, which is related to the overall handling of inventory responses.

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<!-- This is an auto-generated comment: summarize by coderabbit.ai --> <!-- walkthrough_start --> ## Walkthrough The changes in this pull request focus on the `inventoryController` function located in `src/controllers/api/inventoryController.ts`. The modifications enhance the handling of quest progress and the structure of the inventory response. Specifically, within the `completeAllQuests` block, the `quest` object has been updated to include two new properties: `unlock` and `Completed`, both set to `true`. Additionally, the `Progress` property of each `quest` is initialized as an empty array, which will be populated based on the presence of `chainStages` in the `ExportKeys`. The logic for determining the number of stages has been refined to ensure that the `Progress` array is filled with objects containing default values for `c`, `i`, `m`, and `b`. The overall structure of the inventory response remains unchanged, preserving existing configurations for unlocking game elements. The handling of mastery rank spoofing and polarity settings is unaffected, while the function's flow has been adjusted to integrate the new quest progress logic before sending the final `inventoryResponse` to the client. ## Assessment against linked issues | Objective | Addressed | Explanation | |--------------------------------------------------|-----------|--------------------------------------------------| | Cannot use Transference in Iron Wake (#563) | ❌ | The changes do not address the issue regarding Transference functionality. | ## Possibly related PRs - #521: The changes in this PR also modify the `inventoryController` function in the same file, specifically adding a new property to the `inventoryResponse` object, which is related to the overall handling of inventory responses. <!-- walkthrough_end --><!-- This is an auto-generated comment: raw summary by coderabbit.ai --> <!-- src/controllers/api/inventoryController.ts: """ ## AI-generated summary of changes The diff introduces several modifications to the `inventoryController` function within the `src/controllers/api/inventoryController.ts` file, primarily enhancing the handling of quest progress and inventory response structure. Notably, the `quest` object within the `completeAllQuests` block has been updated to include two new properties: `unlock` and `Completed`, both set to `true`. The `Progress` property of each `quest` is now initialized as an empty array, and its population is contingent on the presence of `chainStages` in the `ExportKeys`. The logic for determining the number of stages has been refined, ensuring that the `Progress` array is populated with objects containing default values for `c`, `i`, `m`, and `b`. Additionally, the overall structure of the inventory response is maintained, with existing configurations for unlocking various game elements, such as ship decorations, flavour items, and skins, remaining intact. The handling of mastery rank spoofing and polarity settings has not been altered, but the overall flow of the function has been adjusted to accommodate the new quest progress logic. The response is finalized by sending the constructed `inventoryResponse` back to the client. ## Alterations to the declarations of exported or public entities - No alterations to the declarations of exported or public entities were made in this diff. """ --> <!-- end of auto-generated comment: raw summary by coderabbit.ai --><!-- This is an auto-generated comment: pr objectives by coderabbit.ai --> <!-- ## PR Summary The pull request titled "fix: being unable to visit Palladino in Iron Wake despite completeAllQuests" was submitted by the user Sainan and is identified by the number 564. The primary purpose of this PR is to address an issue referenced as #563. The description indicates that the fix resolves a problem where players were unable to use Transference in Iron Wake, which prevented them from visiting the character Palladino to access her shop. The issue was noted to have no clear explanation in the logs, making it difficult to diagnose. The PR aims to rectify this functionality, allowing players to interact with Palladino as intended. ## Objectives from Linked Issues The linked issue #563, titled "Cannot use Transference in Iron Wake," outlines a specific problem where the Transference ability is not functioning in the Iron Wake area. This malfunction prevents players from visiting Palladino, who operates a shop in that location. The issue report indicates a lack of information in the logs regarding the cause of the problem, leaving the user uncertain about the underlying issue. The objective of the linked issue is to restore the ability to use Transference in Iron Wake, thereby enabling players to access Palladino's shop and engage with her offerings. The resolution of this issue is critical for enhancing the gameplay experience in that area. --> <!-- end of auto-generated comment: pr objectives by coderabbit.ai --><!-- commit_ids_reviewed_start --> <!-- c06359d3ddd0998f2569b37b5afefb1b8f7666b1 --> <!-- commit_ids_reviewed_end --><!-- tips_start --> --- Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. 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coderabbitai[bot] (Migrated from github.com) reviewed 2024-10-18 06:09:48 -07:00
coderabbitai[bot] (Migrated from github.com) left a comment
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Actionable comments posted: 1

🧹 Outside diff range and nitpick comments (2)
src/controllers/api/inventoryController.ts (2)

81-81: Use Standard Loop Condition for Clarity

In the for loop, consider using i < numStages instead of i != numStages as the loop condition. This is a common practice that enhances readability and reduces potential off-by-one errors.

Apply this diff:

- for (let i = 0; i != numStages; ++i) {
+ for (let i = 0; i < numStages; ++i) {

83-86: Add Comments to Clarify 'Progress' Object Properties

The properties c, i, m, and b within the Progress objects are not immediately descriptive. If these properties are part of an external specification or API, consider adding inline comments or documentation to explain their meanings, enhancing code readability and maintainability.

📜 Review details

Configuration used: .coderabbit.yaml
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 76964585eb and c06359d3dd.

📒 Files selected for processing (1)
  • src/controllers/api/inventoryController.ts (1 hunks)
🧰 Additional context used
🔇 Additional comments (1)
src/controllers/api/inventoryController.ts (1)

73-88: Overall Implementation Correctly Addresses the Issue

The changes to the quest completion logic correctly set the necessary properties to unlock and complete quests. By populating the Progress array with the appropriate stages, this should resolve the issue of players being unable to visit Palladino in Iron Wake.

**Actionable comments posted: 1** <details> <summary>🧹 Outside diff range and nitpick comments (2)</summary><blockquote> <details> <summary>src/controllers/api/inventoryController.ts (2)</summary><blockquote> `81-81`: **Use Standard Loop Condition for Clarity** In the `for` loop, consider using `i < numStages` instead of `i != numStages` as the loop condition. This is a common practice that enhances readability and reduces potential off-by-one errors. Apply this diff: ```diff - for (let i = 0; i != numStages; ++i) { + for (let i = 0; i < numStages; ++i) { ``` --- `83-86`: **Add Comments to Clarify 'Progress' Object Properties** The properties `c`, `i`, `m`, and `b` within the `Progress` objects are not immediately descriptive. If these properties are part of an external specification or API, consider adding inline comments or documentation to explain their meanings, enhancing code readability and maintainability. </blockquote></details> </blockquote></details> <details> <summary>📜 Review details</summary> **Configuration used: .coderabbit.yaml** **Review profile: CHILL** <details> <summary>📥 Commits</summary> Files that changed from the base of the PR and between 76964585ebd5145dc8c86bdd1075c40d23e48859 and c06359d3ddd0998f2569b37b5afefb1b8f7666b1. </details> <details> <summary>📒 Files selected for processing (1)</summary> * src/controllers/api/inventoryController.ts (1 hunks) </details> <details> <summary>🧰 Additional context used</summary> </details> <details> <summary>🔇 Additional comments (1)</summary><blockquote> <details> <summary>src/controllers/api/inventoryController.ts (1)</summary><blockquote> `73-88`: **Overall Implementation Correctly Addresses the Issue** The changes to the quest completion logic correctly set the necessary properties to unlock and complete quests. By populating the `Progress` array with the appropriate stages, this should resolve the issue of players being unable to visit Palladino in Iron Wake. </blockquote></details> </blockquote></details> </details> <!-- This is an auto-generated comment by CodeRabbit for review status -->
@ -71,3 +71,4 @@
if (config.completeAllQuests) {
for (const quest of inventoryResponse.QuestKeys) {
quest.unlock = true;
quest.Completed = true;
coderabbitai[bot] (Migrated from github.com) commented 2024-10-18 06:09:47 -07:00
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Owner

⚠️ Potential issue

Inconsistent Property Naming: 'unlock' vs 'Completed'

The properties unlock and Completed have inconsistent casing. To maintain consistency and improve readability, consider standardizing the property names. If both are boolean flags, you might prefer using either camelCase or PascalCase for both.

Apply this diff to make the property names consistent:

Option 1 (camelCase):

- quest.unlock = true;
- quest.Completed = true;
+ quest.unlocked = true;
+ quest.completed = true;

Option 2 (PascalCase):

- quest.unlock = true;
- quest.Completed = true;
+ quest.Unlock = true;
+ quest.Completed = true;

Please choose the option that aligns with your project's naming conventions.

Committable suggestion was skipped due to low confidence.

_:warning: Potential issue_ **Inconsistent Property Naming: 'unlock' vs 'Completed'** The properties `unlock` and `Completed` have inconsistent casing. To maintain consistency and improve readability, consider standardizing the property names. If both are boolean flags, you might prefer using either `camelCase` or `PascalCase` for both. Apply this diff to make the property names consistent: Option 1 (camelCase): ```diff - quest.unlock = true; - quest.Completed = true; + quest.unlocked = true; + quest.completed = true; ``` Option 2 (PascalCase): ```diff - quest.unlock = true; - quest.Completed = true; + quest.Unlock = true; + quest.Completed = true; ``` Please choose the option that aligns with your project's naming conventions. > Committable suggestion was skipped due to low confidence. <!-- This is an auto-generated reply by CodeRabbit -->
Sainan reviewed 2024-10-18 06:12:57 -07:00
@ -71,3 +71,4 @@
if (config.completeAllQuests) {
for (const quest of inventoryResponse.QuestKeys) {
quest.unlock = true;
quest.Completed = true;
Author
Owner

Wow, what a great suggestion! I'll be sure to implement it right away!!! Oh wait, why does it not work anymore?!?!?!!?!

Kill yourself.

Wow, what a great suggestion! I'll be sure to implement it right away!!! Oh wait, why does it not work anymore?!?!?!!?! Kill yourself.
coderabbitai[bot] (Migrated from github.com) reviewed 2024-10-18 06:13:30 -07:00
@ -71,3 +71,4 @@
if (config.completeAllQuests) {
for (const quest of inventoryResponse.QuestKeys) {
quest.unlock = true;
quest.Completed = true;
coderabbitai[bot] (Migrated from github.com) commented 2024-10-18 06:13:30 -07:00
Author
Owner

@Sainan, I'm sorry to hear that you're experiencing issues. Please let me know how I can assist you further.

(_/_) (•_• )

@Sainan, I'm sorry to hear that you're experiencing issues. Please let me know how I can assist you further. (\_/\_) (•_• ) <!-- This is an auto-generated reply by CodeRabbit -->
0kolya0 (Migrated from github.com) reviewed 2024-10-18 06:13:45 -07:00
@ -71,3 +71,4 @@
if (config.completeAllQuests) {
for (const quest of inventoryResponse.QuestKeys) {
quest.unlock = true;
quest.Completed = true;
0kolya0 (Migrated from github.com) commented 2024-10-18 06:13:45 -07:00
Author
Owner

🤣

🤣
coderabbitai[bot] (Migrated from github.com) reviewed 2024-10-18 06:13:51 -07:00
@ -71,3 +71,4 @@
if (config.completeAllQuests) {
for (const quest of inventoryResponse.QuestKeys) {
quest.unlock = true;
quest.Completed = true;
coderabbitai[bot] (Migrated from github.com) commented 2024-10-18 06:13:51 -07:00
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Seems like the humans are having a chat. I'll hop back into my burrow for now. If you need me again, just tag @coderabbitai in a new comment, and I'll come hopping out!

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