Refactor weapon conflicts into model validations
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4 changed files with 77 additions and 82 deletions
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@ -18,8 +18,8 @@ module Api
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end
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view :weapons do
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field :conflicts, if: ->(_fn, _obj, options) { options.key?(:conflict_weapons) } do |_, options|
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GridWeaponBlueprint.render_as_hash(options[:conflict_weapons], view: :nested)
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field :conflicts, if: ->(_fn, _obj, options) { options.key?(:conflict_weapon) } do |_, options|
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GridWeaponBlueprint.render_as_hash(options[:conflict_weapon], view: :nested)
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end
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field :incoming, if: ->(_fn, _obj, options) { options.key?(:incoming_weapon) } do |_, options|
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@ -5,70 +5,20 @@ module Api
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class GridWeaponsController < Api::V1::ApiController
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before_action :set, except: %w[create update_uncap_level destroy]
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attr_reader :party, :incoming_weapon
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before_action :find_party, only: :create
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before_action :find_incoming_weapon, only: :create
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def create
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# BUG: I can create grid weapons even when I'm not logged in on an authenticated party
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party = Party.find(weapon_params[:party_id])
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render_unauthorized_response if current_user && (party.user != current_user)
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incoming_weapon = Weapon.find(weapon_params[:weapon_id])
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incoming_weapon.limit
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# Set up conflict_position in case it is used
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conflict_position = nil
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if [9, 10, 11].include?(weapon_params[:position].to_i) && ![11, 16, 17, 28, 29].include?(incoming_weapon.series)
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raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon)
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end
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# 1. If the weapon has a limit
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# 2. If the weapon does not match a weapon already in grid
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# 3. If the incoming weapon has a limit and other weapons of the same series are in grid
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if incoming_weapon.limit && incoming_weapon.limit.positive?
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conflict_weapon = party.weapons.find do |weapon|
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weapon if incoming_weapon.series == weapon.weapon.series ||
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([2, 3].include?(incoming_weapon.series) && [2, 3].include?(weapon.weapon.series))
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end
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if conflict_weapon
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if conflict_weapon.weapon.id != incoming_weapon.id
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return render json: ConflictBlueprint.render(nil, view: :weapons,
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conflict_weapons: [conflict_weapon],
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incoming_weapon: incoming_weapon,
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incoming_position: weapon_params[:position])
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else
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# Destroy the original grid weapon
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# TODO: Use conflict_position to alert the client that that position has changed
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conflict_position = conflict_weapon.position
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GridWeapon.destroy(conflict_weapon.id)
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end
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end
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end
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# Destroy the existing item before adding a new one
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if (grid_weapon = GridWeapon.where(
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party_id: party.id,
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position: weapon_params[:position]
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).first)
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GridWeapon.destroy(grid_weapon.id)
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end
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# Create the GridWeapon with the desired parameters
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weapon = GridWeapon.new
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weapon.attributes = weapon_params.merge(party_id: party.id, weapon_id: incoming_weapon.id)
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if weapon.position == -1
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party.element = weapon.weapon.element
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party.save!
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end
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# Render the new weapon and any weapons changed
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if weapon.save!
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render json: GridWeaponBlueprint.render(weapon, view: :full,
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root: :grid_weapon,
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meta: {
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replaced: conflict_position
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}),
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status: :created
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if weapon.validate
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save_weapon(weapon)
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else
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handle_conflict(weapon)
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end
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end
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@ -149,8 +99,7 @@ module Api
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end
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def find_incoming_weapon
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@incoming_weapon = Weapon.find(weapon_params[:weapon_id])
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@incoming_weapon.limit
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@incoming_weapon = Weapon.find_by(id: weapon_params[:weapon_id])
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end
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def find_party
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@ -166,7 +115,7 @@ module Api
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# Render the conflict view as a string
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def render_conflict_view(conflict_weapon, incoming_weapon, incoming_position)
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ConflictBlueprint.render(nil, view: :weapons,
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conflict_weapons: [conflict_weapon],
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conflict_weapon: conflict_weapon,
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incoming_weapon: incoming_weapon,
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incoming_position: incoming_position)
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end
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@ -177,6 +126,50 @@ module Api
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meta: { replaced: conflict_position })
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end
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def save_weapon(weapon)
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# Check weapon validation and delete existing grid weapon
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# if one already exists at position
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if (grid_weapon = GridWeapon.where(
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party_id: party.id,
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position: weapon_params[:position]
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).first)
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GridWeapon.destroy(grid_weapon.id)
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end
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# Set the party's element if the grid weapon is being set as mainhand
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if weapon.position == -1
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party.element = weapon.weapon.element
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party.save!
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end
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# Render the weapon if it can be saved
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return unless weapon.save
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output = GridWeaponBlueprint.render(weapon, view: :full, root: :grid_weapon)
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render json: output, status: :created
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end
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def handle_conflict(weapon)
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conflict_weapon = weapon.conflicts(party)
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if conflict_weapon.weapon.id != incoming_weapon.id
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# Render conflict view if the underlying canonical weapons
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# are not identical
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output = render_conflict_view([conflict_weapon], incoming_weapon, weapon_params[:position])
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render json: output
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else
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# Move the original grid weapon to the new position
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# to preserve keys and other modifications
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old_position = conflict_weapon.position
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conflict_weapon.position = weapon_params[:position]
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if conflict_weapon.save
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output = render_grid_weapon_view(conflict_weapon, old_position)
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render json: output
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end
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end
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end
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def set
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@weapon = GridWeapon.where('id = ?', params[:id]).first
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end
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@ -8,8 +8,8 @@ class GridWeapon < ApplicationRecord
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belongs_to :weapon_key2, class_name: 'WeaponKey', foreign_key: :weapon_key2_id, optional: true
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belongs_to :weapon_key3, class_name: 'WeaponKey', foreign_key: :weapon_key3_id, optional: true
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validate :compatible_with_position
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validate :no_conflicts
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validate :compatible_with_position, on: :create
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validate :no_conflicts, on: :create
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# Helper methods
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def blueprint
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@ -24,6 +24,18 @@ class GridWeapon < ApplicationRecord
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[weapon_key1, weapon_key2, weapon_key3].compact
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end
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# Returns conflicting weapons if they exist
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def conflicts(party)
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return unless weapon.limit
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party.weapons.find do |party_weapon|
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id_match = weapon.id == party_weapon.id
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series_match = weapon.series == party_weapon.weapon.series
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both_opus_or_draconic = weapon.opus_or_draconic? && party_weapon.weapon.opus_or_draconic?
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weapon if (series_match || both_opus_or_draconic) && !id_match
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end
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end
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private
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# Conflict management methods
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@ -47,19 +59,4 @@ class GridWeapon < ApplicationRecord
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# Check if the grid weapon conflicts with any of the other grid weapons in the party
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errors.add(:series, 'must not conflict with existing weapons') unless conflicts(party).nil?
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end
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# Returns conflicting weapons if they exist
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def conflicts(party)
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return unless limit
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party.weapons.find do |weapon|
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series_match = series == weapon.weapon.series
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weapon if series_match || opus_or_draconic? && weapon.opus_or_draconic?
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end
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end
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# Returns whether the weapon is included in the Draconic or Dark Opus series
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def opus_or_draconic?
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[2, 3].include?(series)
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end
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end
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@ -31,4 +31,9 @@ class Weapon < ApplicationRecord
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def compatible_with_key?(key)
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key.series == series
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end
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# Returns whether the weapon is included in the Draconic or Dark Opus series
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def opus_or_draconic?
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[2, 3].include?(series)
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end
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end
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