feat: opening relics in endless missions #713
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A partial solution for #415 without touching missionInventoryUpdate.
Walkthrough
This pull request introduces a new feature for managing void projection rewards in a gaming system. The changes include the addition of a new controller (
getVoidProjectionRewardsController.ts
) that handles the logic for processing void projection rewards, a route in the API router to expose this functionality, and a new random reward selection method in the RNG service.The new controller processes incoming requests about void projection rewards, determines reward eligibility, selects a random reward based on weighted probabilities, and updates the user's inventory accordingly. The API route
/getVoidProjectionRewards.php
is added to enable client access to this new reward mechanism. ThegetRandomWeightedReward2
function in the RNG service provides a more sophisticated method for selecting rewards based on rarity and predefined weights.These changes extend the game's reward system by introducing a new method for obtaining rewards through void projections, with careful attention to type safety and structured data handling.
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Actionable comments posted: 3
🧹 Nitpick comments (4)
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📥 Commits
Reviewing files that changed from the base of the PR and between
ea59665a0c
and38d8fc448e
.📒 Files selected for processing (3)
src/controllers/api/getVoidProjectionRewardsController.ts
(1 hunks)src/routes/api.ts
(2 hunks)src/services/rngService.ts
(1 hunks)🔇 Additional comments (5)
@ -0,0 +25,4 @@
weights
)!;
logger.debug(`relic rolled`, reward);
response.ParticipantInfo.Reward = reward.type;
⚠️ Potential issue
Confirm relic existence
When retrieving
relic
fromExportRelics[data.ParticipantInfo.VoidProjection]
, handle the case where the key might not exist. An undefined relic lookup could cause runtime errors.@ -0,0 +39,4 @@
// Give reward
await handleStoreItemAcquisition(reward.type, accountId, reward.itemCount);
}
🛠️ Refactor suggestion
Graceful handling of missing reward
When calling
getRandomWeightedReward2
, the result could beundefined
if the pool is empty. In such a case, handle that scenario explicitly instead of using the non-null assertion operator (!
). This helps prevent unexpected crashes.🛠️ Refactor suggestion
Double-check item counts
You always set
itemCount
to1
for each reward. IfitemCount
in the pool has a different meaning or is intended to vary, you might need to useentry.itemCount
to preserve the correct quantity or clarify why the function sets it to 1.