pub fn filter_items(
items: &[Item],
filter: &Option<AutoChestFilter>,
power_compare_enabled: bool,
item_rarities: &Vec<ItemRarity>,
item_powers: &HashMap<Uuid, i64>,
equipped_item_powers: &HashMap<EquipmentSlotKey, i64>,
) -> Result<(Vec<Item>, Vec<Item>)>Expand description
Split a batch of freshly dropped items into (sell, equip).
item_powers and equipped_item_powers must both be “character power with
that item equipped” — see OverlordState::auto_chest_power_maps, which is
the only supported way to build them. Mixing the marginal item_power
category into either map silently re-introduces a ranking that disagrees
with the client’s own compare.