# frozen_string_literal: true class GridWeapon < ApplicationRecord belongs_to :party, counter_cache: :weapons_count, inverse_of: :weapons validates_presence_of :party belongs_to :weapon_key1, class_name: 'WeaponKey', foreign_key: :weapon_key1_id, optional: true belongs_to :weapon_key2, class_name: 'WeaponKey', foreign_key: :weapon_key2_id, optional: true belongs_to :weapon_key3, class_name: 'WeaponKey', foreign_key: :weapon_key3_id, optional: true belongs_to :awakening, optional: true validate :compatible_with_position, on: :create validate :no_conflicts, on: :create before_save :is_mainhand ##### Amoeba configuration amoeba do nullify :ax_modifier1 nullify :ax_modifier2 nullify :ax_strength1 nullify :ax_strength2 end # Helper methods def blueprint GridWeaponBlueprint end def weapon Weapon.find(weapon_id) end def weapon_keys [weapon_key1, weapon_key2, weapon_key3].compact end # Returns conflicting weapons if they exist def conflicts(party) return unless weapon.limit party.weapons.find do |party_weapon| return unless party_weapon.id id_match = weapon.id == party_weapon.id series_match = weapon.series == party_weapon.weapon.series both_opus_or_draconic = weapon.opus_or_draconic? && party_weapon.weapon.opus_or_draconic? weapon if (series_match || both_opus_or_draconic) && !id_match end end private # Conflict management methods # Validates whether the weapon can be added to the desired position def compatible_with_position return unless [9, 10, 11].include?(position.to_i) && ![11, 16, 17, 28, 29].include?(weapon.series) errors.add(:series, 'must be compatible with position') end # Validates whether the desired weapon key can be added to the weapon def compatible_with_key weapon_keys.each do |key| errors.add(:weapon_keys, 'must be compatible with weapon') unless weapon.compatible_with_key?(key) end end # Validates whether there is a conflict with the party def no_conflicts # Check if the grid weapon conflicts with any of the other grid weapons in the party errors.add(:series, 'must not conflict with existing weapons') unless conflicts(party).nil? end # Checks if the weapon should be a mainhand before saving the model def is_mainhand if self.position == -1 self.mainhand = true else self.mainhand = false end end end