* Make weapon key series an array Draconic Weapons Providence can have original Draconic Weapon keys, but also have a new key that can only be equipped to them. Thanks, Cygames. * Update weapon.rb * Update to check key compatibility against an array instead of an int * Add convenience function to check if the weapon is part of a Draconic Weapon series * Update grid_weapon.rb Update conflict detection to: * Detect Draconic Weapons Providence * Add multiple weapons to conflicting weapons instead of just one * (WIP) Update conflict view rendering Conflict blueprints should render multiple conflict weapons instead of just one. Also adds Draconic Weapon Providence series to various places that check series by number * Finish last bugs We tested to ensure that conflict resolution appears for * Opus and Draconic * Draconic and Draconic 2 * Draconic 2 + Opus and Draconic 1
219 lines
7.9 KiB
Ruby
219 lines
7.9 KiB
Ruby
# frozen_string_literal: true
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module Api
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module V1
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class GridWeaponsController < Api::V1::ApiController
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attr_reader :party, :incoming_weapon
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before_action :set, except: %w[create update_uncap_level]
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before_action :find_party, only: :create
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before_action :find_incoming_weapon, only: :create
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before_action :authorize, only: %i[create update destroy]
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def create
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# Create the GridWeapon with the desired parameters
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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.validate
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save_weapon(weapon)
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else
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handle_conflict(weapon)
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end
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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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return unless weapon.save
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view = render_grid_weapon_view(weapon, resolve_params[:position])
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render json: view, status: :created
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end
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def update
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render_unauthorized_response if current_user && (@weapon.party.user != current_user)
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# TODO: Server-side validation of weapon mods
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# We don't want someone modifying the JSON and adding
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# keys to weapons that cannot have them
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# Maybe we make methods on the model to validate for us somehow
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@weapon.assign_attributes(weapon_params)
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@weapon.ax_modifier1 = nil if weapon_params[:ax_modifier1] == -1
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@weapon.ax_modifier2 = nil if weapon_params[:ax_modifier2] == -1
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@weapon.ax_strength1 = nil if weapon_params[:ax_strength1]&.zero?
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@weapon.ax_strength2 = nil if weapon_params[:ax_strength2]&.zero?
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render json: GridWeaponBlueprint.render(@weapon, view: :nested) if @weapon.save
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end
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def destroy
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render_unauthorized_response if @weapon.party.user != current_user
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return render json: GridCharacterBlueprint.render(@weapon, view: :destroyed) if @weapon.destroy
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end
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def update_uncap_level
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weapon = GridWeapon.find(weapon_params[:id])
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render_unauthorized_response if current_user && (weapon.party.user != current_user)
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weapon.uncap_level = weapon_params[:uncap_level]
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return unless weapon.save!
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render json: GridWeaponBlueprint.render(weapon, view: :nested, root: :grid_weapon),
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status: :created
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end
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private
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def check_weapon_compatibility
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return if compatible_with_position?(incoming_weapon, weapon_params[:position])
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raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon)
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end
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# Check if the incoming weapon is compatible with the specified position
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def compatible_with_position?(incoming_weapon, position)
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false if [9, 10, 11].include?(position.to_i) && ![11, 16, 17, 28, 29, 34].include?(incoming_weapon.series)
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true
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end
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def conflict_weapon
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@conflict_weapon ||= find_conflict_weapon(party, incoming_weapon)
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end
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# Find a conflict weapon if one exists
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def find_conflict_weapon(party, incoming_weapon)
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return unless incoming_weapon.limit
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party.weapons.find do |weapon|
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series_match = incoming_weapon.series == weapon.weapon.series
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weapon if series_match || opus_or_draconic?(weapon.weapon) && opus_or_draconic?(incoming_weapon)
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end
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end
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def find_incoming_weapon
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@incoming_weapon = Weapon.find_by(id: weapon_params[:weapon_id])
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end
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def find_party
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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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render_unauthorized_response if current_user && (party.user != current_user)
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end
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def opus_or_draconic?(weapon)
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[2, 3].include?(weapon.series)
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end
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# Render the conflict view as a string
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def render_conflict_view(conflict_weapons, incoming_weapon, incoming_position)
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ConflictBlueprint.render(nil, view: :weapons,
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conflict_weapons: conflict_weapons,
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incoming_weapon: incoming_weapon,
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incoming_position: incoming_position)
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end
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def render_grid_weapon_view(grid_weapon, conflict_position)
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GridWeaponBlueprint.render(grid_weapon, view: :full,
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root: :grid_weapon,
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meta: { replaced: conflict_position })
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end
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def save_weapon(weapon)
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# Check weapon validation and delete existing grid weapon
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# if one already exists at position
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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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).first)
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GridWeapon.destroy(grid_weapon.id)
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end
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# Set the party's element if the grid weapon is being set as mainhand
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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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elsif [9, 10, 11].include?(weapon.position)
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party.extra = true
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party.save!
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end
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# Render the weapon if it can be saved
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return unless weapon.save
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output = GridWeaponBlueprint.render(weapon, view: :full, root: :grid_weapon)
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render json: output, status: :created
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end
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def handle_conflict(weapon)
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conflict_weapons = weapon.conflicts(party)
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# Map conflict weapon IDs into an array
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conflict_weapon_ids = conflict_weapons.map(&:id)
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if !conflict_weapon_ids.include?(incoming_weapon.id)
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# Render conflict view if the underlying canonical weapons
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# are not identical
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output = render_conflict_view(conflict_weapons, incoming_weapon, weapon_params[:position])
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render json: output
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else
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# Move the original grid weapon to the new position
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# to preserve keys and other modifications
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old_position = conflict_weapon.position
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conflict_weapon.position = weapon_params[:position]
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if conflict_weapon.save
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output = render_grid_weapon_view(conflict_weapon, old_position)
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render json: output
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end
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end
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end
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def set
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@weapon = GridWeapon.where('id = ?', params[:id]).first
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end
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def authorize
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# Create
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unauthorized_create = @party && (@party.user != current_user || @party.edit_key != edit_key)
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unauthorized_update = @weapon && @weapon.party && (@weapon.party.user != current_user || @weapon.party.edit_key != edit_key)
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render_unauthorized_response if unauthorized_create || unauthorized_update
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end
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# Specify whitelisted properties that can be modified.
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def weapon_params
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params.require(:weapon).permit(
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:id, :party_id, :weapon_id,
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:position, :mainhand, :uncap_level, :element,
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:weapon_key1_id, :weapon_key2_id, :weapon_key3_id,
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:ax_modifier1, :ax_modifier2, :ax_strength1, :ax_strength2,
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:awakening_id, :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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