# frozen_string_literal: true module Api module V1 class GridWeaponsController < Api::V1::ApiController attr_reader :party, :incoming_weapon before_action :set, except: %w[create update_uncap_level] before_action :find_party, only: :create before_action :find_incoming_weapon, only: :create before_action :authorize, only: %i[create update destroy] def create # Create the GridWeapon with the desired parameters weapon = GridWeapon.new weapon.attributes = weapon_params.merge(party_id: party.id, weapon_id: incoming_weapon.id) if weapon.validate save_weapon(weapon) else handle_conflict(weapon) end 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) return unless weapon.save view = render_grid_weapon_view(weapon, resolve_params[:position]) render json: view, status: :created end def update render_unauthorized_response if current_user && (@weapon.party.user != current_user) # TODO: Server-side validation of weapon mods # We don't want someone modifying the JSON and adding # keys to weapons that cannot have them # Maybe we make methods on the model to validate for us somehow @weapon.assign_attributes(weapon_params) @weapon.ax_modifier1 = nil if weapon_params[:ax_modifier1] == -1 @weapon.ax_modifier2 = nil if weapon_params[:ax_modifier2] == -1 @weapon.ax_strength1 = nil if weapon_params[:ax_strength1]&.zero? @weapon.ax_strength2 = nil if weapon_params[:ax_strength2]&.zero? render json: GridWeaponBlueprint.render(@weapon, view: :nested) if @weapon.save end def destroy render_unauthorized_response if @weapon.party.user != current_user return render json: GridCharacterBlueprint.render(@weapon, view: :destroyed) if @weapon.destroy end def update_uncap_level weapon = GridWeapon.find(weapon_params[:id]) object = weapon.weapon max_uncap_level = max_uncap_level(object) render_unauthorized_response if current_user && (weapon.party.user != current_user) greater_than_max_uncap = weapon_params[:uncap_level].to_i > max_uncap_level can_be_transcended = object.transcendence && weapon_params[:transcendence_step] && weapon_params[:transcendence_step]&.to_i&.positive? uncap_level = if greater_than_max_uncap || can_be_transcended max_uncap_level else weapon_params[:uncap_level] end transcendence_step = if object.transcendence && weapon_params[:transcendence_step] weapon_params[:transcendence_step] else 0 end weapon.update!( uncap_level: uncap_level, transcendence_step: transcendence_step ) return unless weapon.persisted? render json: GridWeaponBlueprint.render(weapon, view: :nested, root: :grid_weapon) end private def max_uncap_level(weapon) if weapon.flb && !weapon.ulb && !weapon.transcendence 4 elsif weapon.ulb && !weapon.transcendence 5 elsif weapon.transcendence 6 else 3 end end def check_weapon_compatibility return if compatible_with_position?(incoming_weapon, weapon_params[:position]) raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon) end # Check if the incoming weapon is compatible with the specified position def compatible_with_position?(incoming_weapon, position) false if [9, 10, 11].include?(position.to_i) && ![11, 16, 17, 28, 29, 34].include?(incoming_weapon.series) true end def conflict_weapon @conflict_weapon ||= find_conflict_weapon(party, incoming_weapon) end # Find a conflict weapon if one exists def find_conflict_weapon(party, incoming_weapon) return unless incoming_weapon.limit party.weapons.find do |weapon| series_match = incoming_weapon.series == weapon.weapon.series weapon if series_match || opus_or_draconic?(weapon.weapon) && opus_or_draconic?(incoming_weapon) end end def find_incoming_weapon @incoming_weapon = Weapon.find_by(id: weapon_params[:weapon_id]) end def find_party # BUG: I can create grid weapons even when I'm not logged in on an authenticated party @party = Party.find(weapon_params[:party_id]) render_unauthorized_response if current_user && (party.user != current_user) end def opus_or_draconic?(weapon) [2, 3].include?(weapon.series) end # Render the conflict view as a string def render_conflict_view(conflict_weapons, incoming_weapon, incoming_position) ConflictBlueprint.render(nil, view: :weapons, conflict_weapons: conflict_weapons, incoming_weapon: incoming_weapon, incoming_position: incoming_position) end def render_grid_weapon_view(grid_weapon, conflict_position) GridWeaponBlueprint.render(grid_weapon, view: :full, root: :grid_weapon, meta: { replaced: conflict_position }) end def save_weapon(weapon) # Check weapon validation and delete existing grid weapon # if one already exists at position if (grid_weapon = GridWeapon.where( party_id: party.id, position: weapon_params[:position] ).first) GridWeapon.destroy(grid_weapon.id) end # Set the party's element if the grid weapon is being set as mainhand if weapon.position == -1 party.element = weapon.weapon.element party.save! elsif [9, 10, 11].include?(weapon.position) party.extra = true party.save! end # Render the weapon if it can be saved return unless weapon.save output = GridWeaponBlueprint.render(weapon, view: :full, root: :grid_weapon) render json: output, status: :created end def handle_conflict(weapon) conflict_weapons = weapon.conflicts(party) # Map conflict weapon IDs into an array conflict_weapon_ids = conflict_weapons.map(&:id) if !conflict_weapon_ids.include?(incoming_weapon.id) # Render conflict view if the underlying canonical weapons # are not identical output = render_conflict_view(conflict_weapons, incoming_weapon, weapon_params[:position]) render json: output else # Move the original grid weapon to the new position # to preserve keys and other modifications old_position = conflict_weapon.position conflict_weapon.position = weapon_params[:position] if conflict_weapon.save output = render_grid_weapon_view(conflict_weapon, old_position) render json: output end end end def set @weapon = GridWeapon.where('id = ?', params[:id]).first end def authorize # Create unauthorized_create = @party && (@party.user != current_user || @party.edit_key != edit_key) unauthorized_update = @weapon && @weapon.party && (@weapon.party.user != current_user || @weapon.party.edit_key != edit_key) render_unauthorized_response if unauthorized_create || unauthorized_update end # Specify whitelisted properties that can be modified. def weapon_params params.require(:weapon).permit( :id, :party_id, :weapon_id, :position, :mainhand, :uncap_level, :transcendence_step, :element, :weapon_key1_id, :weapon_key2_id, :weapon_key3_id, :ax_modifier1, :ax_modifier2, :ax_strength1, :ax_strength2, :awakening_id, :awakening_level ) end def resolve_params params.require(:resolve).permit(:position, :incoming, conflicting: []) end end end end