feat: infusing abilities #676
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#288
Walkthrough
The pull request introduces modifications to the
upgradesController
in the API controllers and theitemDataService
. In theupgradesController
, a new conditional block has been added to handle ability override upgrades specifically for suit items. This involves checking the operation type, retrieving suit inventory items, and initializing ability overrides when upgrade requirements are present.The changes include importing
IAbilityOverride
and adding a new methodgetRecipeByResult
in the item data service. This method allows retrieving recipes based on their result type by searching throughExportRecipes
. The upgrade handling logic has been restructured to incorporate the new ability override functionality while maintaining existing upgrade paths for items like Orokin Reactors, Catalysts, and Utility Unlockers.The modifications aim to enhance the upgrade system's flexibility, particularly for suit-related ability overrides, by introducing more granular control and recipe-based ingredient management during the upgrade process.
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Actionable comments posted: 1
🧹 Nitpick comments (2)
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📥 Commits
Reviewing files that changed from the base of the PR and between
a16158aedd
andcb5fc1a338
.📒 Files selected for processing (2)
src/controllers/api/upgradesController.ts
(2 hunks)src/services/itemDataService.ts
(1 hunks)🔇 Additional comments (12)
src/controllers/api/upgradesController.ts (12)
6-7
: Imports look good.The addition of
EquipmentFeatures
andIAbilityOverride
is clear and consistent with the usage in the updated code below.12-12
: Import forgetRecipeByResult
validated.This is used later in the
"UOT_ABILITY_OVERRIDE"
block to retrieve the required recipe. The import location and usage look correct.51-55
: Ability override assignment is clear.Assigning the new override in each specified slot is straightforward and aligns well with the intended functionality.
57-66
: Retains existing double capacity upgrade logic.No glaring issues here. The approach of setting
item.Features |= EquipmentFeatures.DOUBLE_CAPACITY
is fine. Ensure that inventory modifications are consistently validated (e.g., item existence).67-76
: No issues with utility slot logic.Similar pattern as the previous block. The approach of toggling
UTILITY_SLOT
is consistent. Continue verifying that the item is found in the inventory.87-98
: Arcane unlocker logic is consistent.This block follows a similar pattern, checking the correct item and setting features accordingly. No immediate red flags.
99-112
: Forma logic resets XP.When applying Forma, setting
XP = 0
is correct for Warframe-like mechanics. However, confirm that users are aware or that there's explicit messaging about losing XP.113-121
: Mod slot unlocker logic looks fine.Incrementing
ModSlotPurchases
is straightforward. Confirm in upstream code if there's a maximum mod slot limit.122-130
: Customization slot unlocker logic is straightforward.Similar to mod slot unlocker. Straightforward increment.
131-143
: Polarity remap handling is clear.The
for
loop reassigns slot polarity for each index. The approach is correct for "UOT_SWAP_POLARITY" operations.144-146
: Graceful failure for unsupported upgrades.Throwing an error for unrecognized upgrade requirements is sensible and helps maintain code stability.
37-49
: 🛠️ Refactor suggestionValidate resource deduction in
recipe.ingredients
.recipe
isundefined
or the resource is not found in the array.@ -114,0 +56,4 @@
switch (operation.UpgradeRequirement) {
case "/Lotus/Types/Items/MiscItems/OrokinReactor":
case "/Lotus/Types/Items/MiscItems/OrokinCatalyst":
for (const item of inventory[payload.ItemCategory]) {
🛠️ Refactor suggestion
Check for potential absent
suit
or mismatched category.console.assert()
will not throw errors in production mode by default. Ifsuit
is not found orpayload.ItemCategory !== "Suits"
, the code might continue in an unexpected state without raising an error. Consider throwing an exception or returning early when these conditions fail.