Implement detecting and resolving weapon conflicts
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1 changed files with 68 additions and 4 deletions
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@ -6,11 +6,41 @@ module Api
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before_action :set, except: %w[create update_uncap_level destroy]
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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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canonical_weapon = Weapon.find(weapon_params[:weapon_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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# 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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@ -18,14 +48,44 @@ module Api
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GridWeapon.destroy(grid_weapon.id)
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end
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weapon = GridWeapon.create!(weapon_params.merge(party_id: party.id, weapon_id: canonical_weapon.id))
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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 json: GridWeaponBlueprint.render(weapon, view: :full), status: :created if weapon.save!
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# Render the new weapon and any weapons changed
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return unless 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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end
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def resolve
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incoming = Weapon.find(resolve_params[:incoming])
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conflicting = resolve_params[:conflicting].map { |id| GridWeapon.find(id) }
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party = conflicting.first.party
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# Destroy each conflicting weapon
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conflicting.each { |weapon| GridWeapon.destroy(weapon.id) }
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# Destroy the weapon at the desired position if it exists
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existing_weapon = GridWeapon.where(party: party.id, position: resolve_params[:position]).first
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GridWeapon.destroy(existing_weapon.id) if existing_weapon
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uncap_level = 3
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uncap_level = 4 if incoming.flb
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uncap_level = 5 if incoming.ulb
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weapon = GridWeapon.create!(party_id: party.id, weapon_id: incoming.id,
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position: resolve_params[:position], uncap_level: uncap_level)
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render json: GridWeaponBlueprint.render(weapon, view: :nested), status: :created if weapon.save!
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end
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def update
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@ -71,6 +131,10 @@ module Api
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:awakening_type, :awakening_level
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)
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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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end
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end
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end
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