Merge pull request #21 from jedmund/grid-mechanics

Implement grid mechanics
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Justin Edmund 2022-12-25 00:58:15 -08:00 committed by GitHub
commit 060a367f1d
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5 changed files with 103 additions and 4 deletions

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@ -20,6 +20,7 @@ module Api
rescue_from Api::V1::FavoriteAlreadyExistsError, with: :render_unprocessable_entity_response
rescue_from Api::V1::NoJobProvidedError, with: :render_unprocessable_entity_response
rescue_from Api::V1::TooManySkillsOfTypeError, with: :render_unprocessable_entity_response
rescue_from Api::V1::IncompatibleWeaponForPositionError, with: :render_unprocessable_entity_response
rescue_from Api::V1::UnauthorizedError, with: :render_unauthorized_response
rescue_from ActionController::ParameterMissing, with: :render_unprocessable_entity_response

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@ -6,11 +6,45 @@ module Api
before_action :set, except: %w[create update_uncap_level destroy]
def create
# BUG: I can create grid weapons even when I'm not logged in on an authenticated party
party = Party.find(weapon_params[:party_id])
canonical_weapon = Weapon.find(weapon_params[:weapon_id])
render_unauthorized_response if current_user && (party.user != current_user)
incoming_weapon = Weapon.find(weapon_params[:weapon_id])
incoming_weapon.limit
# Set up conflict_position in case it is used
conflict_position = nil
if [9, 10, 11].include?(weapon_params[:position].to_i) && ![11, 16, 17, 28, 29].include?(incoming_weapon.series)
raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon)
end
# 1. If the weapon has a limit
# 2. If the weapon does not match a weapon already in grid
# 3. If the incoming weapon has a limit and other weapons of the same series are in grid
if incoming_weapon.limit && incoming_weapon.limit.positive?
conflict_weapon = party.weapons.find do |weapon|
weapon if incoming_weapon.series == weapon.weapon.series ||
([2, 3].include?(incoming_weapon.series) && [2, 3].include?(weapon.weapon.series))
end
if conflict_weapon
if conflict_weapon.weapon.id != incoming_weapon.id
return render json: ConflictBlueprint.render(nil, view: :weapons,
conflict_weapons: [conflict_weapon],
incoming_weapon: incoming_weapon,
incoming_position: weapon_params[:position])
else
# Destroy the original grid weapon
# TODO: Use conflict_position to alert the client that that position has changed
conflict_position = conflict_weapon.position
GridWeapon.destroy(conflict_weapon.id)
end
end
end
# Destroy the existing item before adding a new one
if (grid_weapon = GridWeapon.where(
party_id: party.id,
position: weapon_params[:position]
@ -18,14 +52,44 @@ module Api
GridWeapon.destroy(grid_weapon.id)
end
weapon = GridWeapon.create!(weapon_params.merge(party_id: party.id, weapon_id: canonical_weapon.id))
weapon = GridWeapon.new
weapon.attributes = weapon_params.merge(party_id: party.id, weapon_id: incoming_weapon.id)
if weapon.position == -1
party.element = weapon.weapon.element
party.save!
end
render json: GridWeaponBlueprint.render(weapon, view: :full), status: :created if weapon.save!
# Render the new weapon and any weapons changed
return unless weapon.save!
render json: GridWeaponBlueprint.render(weapon, view: :full,
root: :grid_weapon,
meta: {
replaced: conflict_position
}),
status: :created
end
def resolve
incoming = Weapon.find(resolve_params[:incoming])
conflicting = resolve_params[:conflicting].map { |id| GridWeapon.find(id) }
party = conflicting.first.party
# Destroy each conflicting weapon
conflicting.each { |weapon| GridWeapon.destroy(weapon.id) }
# Destroy the weapon at the desired position if it exists
existing_weapon = GridWeapon.where(party: party.id, position: resolve_params[:position]).first
GridWeapon.destroy(existing_weapon.id) if existing_weapon
uncap_level = 3
uncap_level = 4 if incoming.flb
uncap_level = 5 if incoming.ulb
weapon = GridWeapon.create!(party_id: party.id, weapon_id: incoming.id,
position: resolve_params[:position], uncap_level: uncap_level)
render json: GridWeaponBlueprint.render(weapon, view: :nested), status: :created if weapon.save!
end
def update
@ -71,6 +135,10 @@ module Api
:awakening_type, :awakening_level
)
end
def resolve_params
params.require(:resolve).permit(:position, :incoming, conflicting: [])
end
end
end
end

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@ -57,6 +57,7 @@ module Api
filters['proficiency1']
end
conditions[:series] = filters['series'] unless filters['series'].blank? || filters['series'].empty?
conditions[:extra] = filters['extra'] unless filters['extra'].blank?
end
weapons = if search_params[:query].present? && search_params[:query].length >= 2
@ -89,6 +90,7 @@ module Api
if filters
conditions[:rarity] = filters['rarity'] unless filters['rarity'].blank? || filters['rarity'].empty?
conditions[:element] = filters['element'] unless filters['element'].blank? || filters['element'].empty?
conditions[:subaura] = filters['subaura'] unless filters['subaura'].blank?
end
summons = if search_params[:query].present? && search_params[:query].length >= 2

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@ -0,0 +1,27 @@
# frozen_string_literal: true
module Api
module V1
class IncompatibleWeaponForPositionError < GranblueError
def http_status
422
end
def code
'incompatible_weapon_for_position'
end
def message
'A weapon of this series cannot be added to Additional Weapons'
end
def to_hash
{
message: message,
code: code,
weapon: @data[:weapon]
}
end
end
end
end

View file

@ -41,6 +41,7 @@ Rails.application.routes.draw do
delete 'characters', to: 'grid_characters#destroy'
post 'weapons', to: 'grid_weapons#create'
post 'weapons/resolve', to: 'grid_weapons#resolve'
post 'weapons/update_uncap', to: 'grid_weapons#update_uncap_level'
delete 'weapons', to: 'grid_weapons#destroy'