Refactor GridCharactersController
This is a similar refactor to GridWeaponsController
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1 changed files with 57 additions and 23 deletions
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@ -3,34 +3,21 @@
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module Api
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module V1
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class GridCharactersController < Api::V1::ApiController
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attr_reader :party, :incoming_character, :current_characters
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before_action :find_party, only: :create
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before_action :find_incoming_character, only: :create
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before_action :find_current_characters, only: :create
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def create
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party = Party.find(character_params[:party_id])
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incoming_character = Character.find(character_params[:character_id])
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render_unauthorized_response if current_user && (party.user != current_user)
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current_characters = party.characters.map do |c|
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Character.find(c.character.id).character_id
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end.flatten
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# Check all character ids on incoming character against current characters
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conflict_ids = (current_characters & incoming_character.character_id)
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if conflict_ids.length.positive?
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# Find conflicting character ids in party characters
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conflict_characters = party.characters.filter do |c|
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c if (conflict_ids & c.character.character_id).length.positive?
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end.flatten
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if conflict_characters&.length.positive?
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# Render a template with the conflicting and incoming characters,
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# as well as the selected position, so the user can be presented with
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# a decision.
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# Up to 3 characters can be removed at the same time
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render json: ConflictBlueprint.render(nil, view: :characters,
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conflict_characters: conflict_characters,
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incoming_character: incoming_character,
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incoming_position: character_params[:position])
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conflict_view = render_conflict_view(conflict_characters, incoming_character, character_params[:position])
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render json: conflict_view
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else
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# Replace the grid character in the position if it is already filled
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if GridCharacter.where(party_id: party.id, position: character_params[:position]).exists?
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@ -43,7 +30,10 @@ module Api
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character_id: incoming_character.id))
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end
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render json: GridCharacterBlueprint.render(character, view: :nested), status: :created if character.save!
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if character.save!
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grid_character_view = render_grid_character_view(character)
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render json: grid_character_view, status: :created
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end
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end
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end
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@ -90,12 +80,56 @@ module Api
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private
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def conflict_characters
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@conflict_characters ||= find_conflict_characters(incoming_character)
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end
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def find_conflict_characters(incoming_character)
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# Check all character ids on incoming character against current characters
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conflict_ids = (current_characters & incoming_character.character_id)
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return unless conflict_ids.length.positive?
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# Find conflicting character ids in party characters
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party.characters.filter do |c|
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c if (conflict_ids & c.character.character_id).length.positive?
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end.flatten
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end
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def find_current_characters
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# Make a list of all character IDs
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@current_characters = party.characters.map do |c|
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Character.find(c.character.id).character_id
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end.flatten
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end
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def find_incoming_character
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@incoming_character = Character.find(character_params[:character_id])
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end
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def find_party
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@party = Party.find(character_params[:party_id])
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render_unauthorized_response if current_user && (party.user != current_user)
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end
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# Specify whitelisted properties that can be modified.
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def character_params
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params.require(:character).permit(:id, :party_id, :character_id, :position, :uncap_level, :conflicting,
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:incoming)
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end
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def render_conflict_view(conflict_characters, incoming_character, incoming_position)
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ConflictBlueprint.render(nil,
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view: :characters,
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conflict_characters: conflict_characters,
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incoming_character: incoming_character,
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incoming_position: incoming_position)
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end
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def render_grid_character_view(grid_character)
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GridCharacterBlueprint.render(grid_character, view: :nested)
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end
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def resolve_params
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params.require(:resolve).permit(:position, :incoming, conflicting: [])
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end
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