hensei-api/app/controllers/api/v1/grid_weapons_controller.rb
Justin Edmund 00e5ec8c4b
API updates for Draconic Weapons Providence (#138)
* 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
2023-12-26 03:21:06 -08:00

219 lines
7.9 KiB
Ruby

# 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])
render_unauthorized_response if current_user && (weapon.party.user != current_user)
weapon.uncap_level = weapon_params[:uncap_level]
return unless weapon.save!
render json: GridWeaponBlueprint.render(weapon, view: :nested, root: :grid_weapon),
status: :created
end
private
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, :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