hensei-api/app/services/character_import_service.rb
Justin Edmund 4e82e552d5 support extension stats format in character import
- new format with granblue_id at top level
- map gbf awakening types to hensei slugs
- import perpetuity rings and awakening data
2025-12-18 23:15:48 -08:00

284 lines
8 KiB
Ruby

# frozen_string_literal: true
##
# Service for importing characters from game JSON data.
# Parses the game's character inventory data and creates CollectionCharacter records.
#
# Supports two data formats:
# 1. Game inventory format: { param: { id: ... }, master: { id: granblue_id } }
# 2. Extension stats format: { granblue_id: '...', awakening_type: 1, ring1: {...}, ... }
#
# 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)
# Map GBF npc_arousal_form to hensei awakening slugs
# GBF character awakenings: 1=Attack, 2=Defense, 3=Multiattack, others default to Balanced
GBF_AWAKENING_MAP = {
1 => 'character-atk', # Attack
2 => 'character-def', # Defense
3 => 'character-multi' # Multiattack
# All others default to character-balanced
}.freeze
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
@awakening_cache = {}
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)
# Detect format: extension stats format has granblue_id at top level
if item['granblue_id'].present?
import_stats_format(item)
else
import_game_format(item)
end
end
# Import from game inventory format: { param: {...}, master: { id: granblue_id } }
def import_game_format(item)
param = item['param'] || {}
master = item['master'] || {}
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
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
# Import from extension stats format: { granblue_id: '...', awakening_type: 1, ring1: {...}, ... }
def import_stats_format(item)
granblue_id = item['granblue_id']
character = find_character(granblue_id)
unless character
@errors << { granblue_id: granblue_id, error: 'Character not found' }
return
end
existing = @user.collection_characters.find_by(character_id: character.id)
if existing
if @update_existing
update_existing_stats(existing, item, character)
else
@skipped << { granblue_id: granblue_id, character_id: character.id, reason: 'Already exists' }
end
return
end
create_collection_character_from_stats(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
# Stats format methods
def create_collection_character_from_stats(item, character)
attrs = build_stats_attrs(item, character)
collection_character = @user.collection_characters.build(attrs)
if collection_character.save
@created << collection_character
else
@errors << {
granblue_id: character.granblue_id,
error: collection_character.errors.full_messages.join(', ')
}
end
end
def update_existing_stats(existing, item, character)
attrs = build_stats_attrs(item, character)
if existing.update(attrs)
@updated << existing
else
@errors << {
granblue_id: character.granblue_id,
error: existing.errors.full_messages.join(', ')
}
end
end
def build_stats_attrs(item, character)
attrs = { character: character }
# Awakening type and level
if item['awakening_type'].present?
attrs[:awakening] = find_awakening_by_type(item['awakening_type'])
attrs[:awakening_level] = parse_awakening_level(item['awakening_level'])
end
# Rings (up to 4)
attrs[:ring1] = parse_ring(item['ring1']) if item['ring1'].present?
attrs[:ring2] = parse_ring(item['ring2']) if item['ring2'].present?
attrs[:ring3] = parse_ring(item['ring3']) if item['ring3'].present?
attrs[:ring4] = parse_ring(item['ring4']) if item['ring4'].present?
# Earring
attrs[:earring] = parse_ring(item['earring']) if item['earring'].present?
# Perpetuity ring status
attrs[:perpetuity] = item['perpetuity'] if item.key?('perpetuity')
attrs
end
def find_awakening_by_type(gbf_type)
slug = GBF_AWAKENING_MAP[gbf_type.to_i] || 'character-balanced'
@awakening_cache[slug] ||= Awakening.find_by(slug: slug, object_type: 'Character')
end
def parse_ring(ring_data)
return nil unless ring_data.is_a?(Hash)
return nil unless ring_data['modifier'].present?
{
'modifier' => ring_data['modifier'].to_i,
'strength' => ring_data['strength'].to_i
}
end
end