feat: activate riven mod (get a random challenge) #721
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Closes #462
Walkthrough
This pull request introduces several changes to enhance the functionality of a gaming-related application. The modifications include updating a dependency version in
package.json
to^0.5.21
, adding a new controlleractivateRandomModController.ts
for handling random mod activation, updating the API routes inapi.ts
to include a new endpoint for random mod activation, and expanding therngService.ts
with two new utility functions for random element selection and integer generation. The changes appear to be focused on implementing a mechanism for activating random modifications in a user's inventory.Assessment against linked issues
activateRandomModController
provides a structured approach to mod activationThe assessment indicates partial progress towards addressing the reported issues, but a comprehensive validation would require more detailed testing and verification of the specific crash and unlocking problems mentioned in the issue.
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Actionable comments posted: 1
🧹 Nitpick comments (5)
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Reviewing files that changed from the base of the PR and between
06bc0123ba
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.⛔ Files ignored due to path filters (1)
package-lock.json
is excluded by!**/package-lock.json
📒 Files selected for processing (4)
package.json
(1 hunks)src/controllers/api/activateRandomModController.ts
(1 hunks)src/routes/api.ts
(2 hunks)src/services/rngService.ts
(1 hunks)✅ Files skipped from review due to trivial changes (1)
🔇 Additional comments (4)
@ -0,0 +22,4 @@
Type: challenge.fullName,
Progress: 0,
Required: getRandomInt(challenge.countRange[0], challenge.countRange[1])
};
⚠️ Potential issue
Validate the random type selection.
If
request.ItemType
is missing or not found inrivenRawToRealWeighted
,getRandomElement(...)
may throw. Similarly,ExportUpgrades[rivenType].availableChallenges!
can be undefined if no challenges exist. Consider adding fallback handling (e.g., returning a 400 error) if no valid riven or challenge is found.