forked from OpenWF/SpaceNinjaServer
		
	fix: don't throw an error if questKey already exists (#1003)
Reviewed-on: OpenWF/SpaceNinjaServer#1003 Co-authored-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com> Co-committed-by: AMelonInsideLemon <166175391+AMelonInsideLemon@users.noreply.github.com>
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				@ -331,9 +331,8 @@ export const addItem = async (
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        if (key.chainStages) {
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					        if (key.chainStages) {
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            const key = addQuestKey(inventory, { ItemType: typeName });
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					            const key = addQuestKey(inventory, { ItemType: typeName });
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            if (key) {
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					            if (!key) return { InventoryChanges: {} };
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                return { InventoryChanges: { QuestKeys: [key] } };
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					            return { InventoryChanges: { QuestKeys: [key] } };
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            }
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        } else {
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					        } else {
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            const key = { ItemType: typeName, ItemCount: quantity };
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					            const key = { ItemType: typeName, ItemCount: quantity };
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@ -77,7 +77,7 @@ export const updateQuestStage = (
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export const addQuestKey = (inventory: TInventoryDatabaseDocument, questKey: IQuestKeyDatabase) => {
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					export const addQuestKey = (inventory: TInventoryDatabaseDocument, questKey: IQuestKeyDatabase) => {
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    if (inventory.QuestKeys.some(q => q.ItemType === questKey.ItemType)) {
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					    if (inventory.QuestKeys.some(q => q.ItemType === questKey.ItemType)) {
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        logger.error(`quest key ${questKey.ItemType} already exists`);
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					        logger.warn(`Quest key ${questKey.ItemType} already exists. It will not be added`);
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        return;
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					        return;
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    }
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					    }
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    const index = inventory.QuestKeys.push(questKey);
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					    const index = inventory.QuestKeys.push(questKey);
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