# frozen_string_literal: true ## # Service for importing characters from game JSON data. # Parses the game's character inventory data and creates CollectionCharacter records. # # Note: Unlike weapons and summons, characters are unique per user - each character # can only be in a user's collection once. # # @example Import characters for a user # service = CharacterImportService.new(user, game_data) # result = service.import # if result.success? # puts "Imported #{result.created.size} characters" # end # class CharacterImportService Result = Struct.new(:success?, :created, :updated, :skipped, :errors, keyword_init: true) def initialize(user, game_data, options = {}) @user = user @game_data = game_data @update_existing = options[:update_existing] || false @created = [] @updated = [] @skipped = [] @errors = [] @default_awakening = nil end ## # Imports characters from game data. # # @return [Result] Import result with counts and errors def import items = extract_items return Result.new(success?: false, created: [], updated: [], skipped: [], errors: ['No character items found in data']) if items.empty? ActiveRecord::Base.transaction do items.each_with_index do |item, index| import_item(item, index) rescue StandardError => e @errors << { index: index, game_id: item.dig('param', 'id'), error: e.message } end end Result.new( success?: @errors.empty?, created: @created, updated: @updated, skipped: @skipped, errors: @errors ) end private def extract_items return @game_data if @game_data.is_a?(Array) return @game_data['list'] if @game_data.is_a?(Hash) && @game_data['list'].is_a?(Array) [] end def import_item(item, _index) param = item['param'] || {} master = item['master'] || {} # The character's granblue_id is in master.id granblue_id = master['id'] game_id = param['id'] character = find_character(granblue_id) unless character @errors << { game_id: game_id, granblue_id: granblue_id, error: 'Character not found' } return end # Characters are unique per user - check by character_id, not game_id existing = @user.collection_characters.find_by(character_id: character.id) if existing if @update_existing update_existing_character(existing, item, character) else @skipped << { game_id: game_id, character_id: character.id, reason: 'Already exists' } end return end create_collection_character(item, character) end def find_character(granblue_id) Character.find_by(granblue_id: granblue_id.to_s) end def create_collection_character(item, character) attrs = build_collection_character_attrs(item, character) collection_character = @user.collection_characters.build(attrs) if collection_character.save @created << collection_character else @errors << { game_id: item.dig('param', 'id'), granblue_id: character.granblue_id, error: collection_character.errors.full_messages.join(', ') } end end def update_existing_character(existing, item, character) attrs = build_collection_character_attrs(item, character) if existing.update(attrs) @updated << existing else @errors << { game_id: item.dig('param', 'id'), granblue_id: character.granblue_id, error: existing.errors.full_messages.join(', ') } end end def build_collection_character_attrs(item, character) param = item['param'] || {} awakening_level = parse_awakening_level(param['arousal_level']) attrs = { character: character, uncap_level: parse_uncap_level(param['evolution']), transcendence_step: parse_transcendence_step(param['phase']) } # Only set awakening_level if > 1 (requires awakening to be set) # The model's before_save callback will set default awakening if awakening_level > 1 attrs[:awakening] = default_awakening attrs[:awakening_level] = awakening_level end attrs end def default_awakening @default_awakening ||= Awakening.find_by(slug: 'character-balanced', object_type: 'Character') end def parse_uncap_level(evolution) value = evolution.to_i # Evolution 6 = transcended, but uncap_level maxes at 5 value.clamp(0, 5) end def parse_transcendence_step(phase) value = phase.to_i value.clamp(0, 10) end def parse_awakening_level(arousal_level) value = arousal_level.to_i # Default to 1 if not present or 0 value = 1 if value < 1 value.clamp(1, 10) end end