hensei-api/app/controllers/api/v1/grid_characters_controller.rb

585 lines
23 KiB
Ruby

# frozen_string_literal: true
module Api
module V1
##
# Controller handling API requests related to grid characters within a party.
#
# This controller provides endpoints for creating, updating, resolving conflicts,
# updating uncap levels, and deleting grid characters. It follows the structure of
# GridSummonsController and GridWeaponsController by using the new authorization method
# `authorize_party_edit!` and deprecating legacy methods such as `set` in favor of
# `find_party`, `find_grid_character`, and `find_incoming_character`.
#
# @see Api::V1::ApiController for shared API behavior.
class GridCharactersController < Api::V1::ApiController
include IdResolvable
before_action :find_grid_character, only: %i[update update_uncap_level update_position destroy resolve sync]
before_action :find_party, only: %i[create resolve update update_uncap_level update_position swap destroy sync]
before_action :find_incoming_character, only: :create
before_action :authorize_party_edit!, only: %i[create resolve update update_uncap_level update_position swap destroy sync]
##
# Creates a new grid character.
#
# If a conflicting grid character is found (i.e. one with the same character_id already exists
# in the party), a conflict view is rendered so the user can decide on removal. Otherwise,
# any grid character occupying the desired position is removed and a new one is created.
#
# @return [void]
def create
processed_params = transform_character_params(character_params)
if conflict_characters.present?
render json: render_conflict_view(conflict_characters, @incoming_character, character_params[:position])
else
# Remove any existing grid character occupying the specified position.
if (existing = GridCharacter.find_by(party_id: @party.id, position: character_params[:position]))
existing.destroy
end
# Build the new grid character
grid_character = build_new_grid_character(processed_params)
if grid_character.save
render json: GridCharacterBlueprint.render(grid_character,
root: :grid_character,
view: :nested), status: :created
else
render_validation_error_response(grid_character)
end
end
end
##
# Updates an existing grid character.
#
# Assigns new rings and awakening data to their respective virtual attributes and updates other
# permitted attributes. On success, the updated grid character view is rendered.
#
# @return [void]
def update
processed_params = transform_character_params(character_params)
assign_raw_attributes(@grid_character)
assign_transformed_attributes(@grid_character, processed_params)
if @grid_character.save
render json: GridCharacterBlueprint.render(@grid_character,
root: :grid_character,
view: :nested)
else
render_validation_error_response(@grid_character)
end
end
##
# Updates the uncap level and transcendence step of a grid character.
#
# The grid character's uncap level and transcendence step are updated based on the provided parameters.
# This action requires that the current user is authorized to modify the party.
#
# @return [void]
def update_uncap_level
@grid_character.uncap_level = character_params[:uncap_level]
@grid_character.transcendence_step = character_params[:transcendence_step] || 0
if @grid_character.save
render json: GridCharacterBlueprint.render(@grid_character,
root: :grid_character,
view: :uncap)
else
render_validation_error_response(@grid_character)
end
end
##
# Updates the position of a GridCharacter.
#
# Moves a grid character to a new position, maintaining sequential filling for main slots.
# Validates that the target position is empty and within allowed bounds.
#
# @return [void]
def update_position
new_position = position_params[:position].to_i
new_container = position_params[:container]
# Validate position bounds (0-4 main, 5-6 extra)
unless valid_character_position?(new_position)
return render_unprocessable_entity_response(
Api::V1::InvalidPositionError.new("Invalid position #{new_position} for character")
)
end
# Check if target position is occupied
if GridCharacter.exists?(party_id: @party.id, position: new_position)
return render_unprocessable_entity_response(
Api::V1::PositionOccupiedError.new("Position #{new_position} is already occupied")
)
end
old_position = @grid_character.position
@grid_character.position = new_position
# Compact positions if needed (for main slots)
reordered = compact_character_positions if should_compact_characters?(old_position, new_position)
if @grid_character.save
render json: {
party: PartyBlueprint.render_as_hash(@party.reload, view: :full),
grid_character: GridCharacterBlueprint.render_as_hash(@grid_character.reload, view: :nested),
reordered: reordered || false
}, status: :ok
else
render_validation_error_response(@grid_character)
end
end
##
# Swaps positions between two GridCharacters.
#
# Exchanges the positions of two grid characters within the same party.
# Both characters must belong to the same party.
#
# @return [void]
def swap
source_id = swap_params[:source_id]
target_id = swap_params[:target_id]
source = GridCharacter.find_by(id: source_id, party_id: @party.id)
target = GridCharacter.find_by(id: target_id, party_id: @party.id)
unless source && target
return render_not_found_response('grid_character')
end
# Perform the swap
ActiveRecord::Base.transaction do
temp_position = -999
source_pos = source.position
target_pos = target.position
source.update!(position: temp_position)
target.update!(position: source_pos)
source.update!(position: target_pos)
end
render json: {
party: PartyBlueprint.render_as_hash(@party.reload, view: :full),
swapped: {
source: GridCharacterBlueprint.render_as_hash(source.reload, view: :nested),
target: GridCharacterBlueprint.render_as_hash(target.reload, view: :nested)
}
}, status: :ok
rescue ActiveRecord::RecordInvalid => e
render_validation_error_response(e.record)
end
##
# Resolves conflicts for grid characters.
#
# This action destroys any conflicting grid characters as well as any grid character occupying
# the target position, then creates a new grid character using a computed default uncap level.
# The default uncap level is determined by the incoming character's attributes.
#
# @return [void]
def resolve
incoming = find_by_any_id(Character, resolve_params[:incoming])
render_not_found_response('character') and return unless incoming
conflicting = resolve_params[:conflicting].map { |id| GridCharacter.find_by(id: id) }.compact
conflicting.each(&:destroy)
if (existing = GridCharacter.find_by(party_id: @party.id, position: resolve_params[:position]))
existing.destroy
end
grid_character = GridCharacter.create!(
party_id: @party.id,
character_id: incoming.id,
position: resolve_params[:position],
uncap_level: compute_max_uncap_level(incoming)
)
render json: GridCharacterBlueprint.render(grid_character,
root: :grid_character,
view: :nested), status: :created
end
##
# Destroys a grid character.
#
# If the current user is not the owner of the party, an unauthorized response is rendered.
# On successful destruction, the destroyed grid character view is rendered.
#
# @return [void]
def destroy
grid_character = GridCharacter.find_by('id = ?', params[:id])
return render_not_found_response('grid_character') if grid_character.nil?
if grid_character.destroy
render json: GridCharacterBlueprint.render(grid_character, view: :destroyed)
else
render_unprocessable_entity_response(
Api::V1::GranblueError.new(grid_character.errors.full_messages.join(', '))
)
end
end
##
# Syncs a grid character from its linked collection character.
#
# Copies all customizations from the collection character to this grid character.
# Returns 422 if no collection character is linked.
#
# @return [void]
def sync
unless @grid_character.collection_character.present?
return render_unprocessable_entity_response(
Api::V1::GranblueError.new('No collection character linked')
)
end
@grid_character.sync_from_collection!
render json: GridCharacterBlueprint.render(@grid_character.reload,
root: :grid_character,
view: :nested)
end
private
##
# Builds a new grid character using the transformed parameters.
#
# @param processed_params [Hash] the transformed parameters.
# @return [GridCharacter] the newly built grid character.
def build_new_grid_character(processed_params)
grid_character = GridCharacter.new(
character_params.except(:rings, :awakening).merge(
party_id: @party.id,
character_id: @incoming_character.id,
uncap_level: compute_max_uncap_level(@incoming_character)
)
)
assign_transformed_attributes(grid_character, processed_params)
assign_raw_attributes(grid_character)
grid_character
end
##
# Computes the maximum uncap level for a character based on its flags.
#
# Special characters (limited/seasonal) have a different uncap progression:
# - Base: 3, FLB: 4, ULB: 5
# Regular characters:
# - Base: 4, FLB: 5, ULB: 6
#
# @param character [Character] the character to compute max uncap for.
# @return [Integer] the maximum uncap level.
def compute_max_uncap_level(character)
if character.special
character.ulb ? 5 : character.flb ? 4 : 3
else
character.ulb ? 6 : character.flb ? 5 : 4
end
end
##
# Assigns raw attributes from the original parameters to the grid character.
#
# These attributes (like new_rings and new_awakening) are used by model callbacks.
# Note: We exclude :character_id and :party_id because they are already set correctly
# in build_new_grid_character using the resolved UUIDs, not the raw granblue_id from params.
#
# @param grid_character [GridCharacter] the grid character instance.
# @return [void]
def assign_raw_attributes(grid_character)
grid_character.new_rings = character_params[:rings] if character_params[:rings].present?
grid_character.new_awakening = character_params[:awakening] if character_params[:awakening].present?
grid_character.assign_attributes(character_params.except(:rings, :awakening, :character_id, :party_id))
end
##
# Assigns transformed attributes (such as uncap_level, transcendence_step, etc.) to the grid character.
#
# @param grid_character [GridCharacter] the grid character instance.
# @param processed_params [Hash] the transformed parameters.
# @return [void]
def assign_transformed_attributes(grid_character, processed_params)
grid_character.uncap_level = processed_params[:uncap_level] if processed_params[:uncap_level]
grid_character.transcendence_step = processed_params[:transcendence_step] if processed_params[:transcendence_step]
grid_character.perpetuity = processed_params[:perpetuity] if processed_params.key?(:perpetuity)
grid_character.earring = processed_params[:earring] if processed_params[:earring]
return unless processed_params[:awakening_id]
grid_character.awakening_id = processed_params[:awakening_id]
grid_character.awakening_level = processed_params[:awakening_level]
end
##
# Transforms the incoming character parameters to the required format.
#
# The frontend sends parameters in a raw format that need to be processed (e.g., converting string
# values to integers, handling nested attributes for rings and awakening). This method extracts and
# converts only the keys that were provided.
#
# @param raw_params [ActionController::Parameters] the raw permitted parameters.
# @return [Hash] the transformed parameters.
def transform_character_params(raw_params)
# Convert to a symbolized hash for convenience.
raw = raw_params.to_h.deep_symbolize_keys
# Only update keys that were provided.
transformed = raw.slice(:uncap_level, :transcendence_step, :perpetuity)
transformed[:uncap_level] = raw[:uncap_level] if raw[:uncap_level].present?
transformed[:transcendence_step] = raw[:transcendence_step] if raw[:transcendence_step].present?
# Process rings if provided.
transformed.merge!(transform_rings(raw[:rings])) if raw[:rings].present?
# Process earring if provided.
transformed[:earring] = raw[:earring] if raw[:earring].present?
# Process awakening if provided.
if raw[:awakening].present?
transformed[:awakening_id] = raw[:awakening][:id]
# Default to 1 if level is missing (to satisfy validations)
transformed[:awakening_level] = raw[:awakening][:level].present? ? raw[:awakening][:level] : 1
end
transformed
end
##
# Transforms the rings data to ensure exactly four rings are present.
#
# Pads the array with a default ring hash if necessary.
#
# @param rings [Array, Hash] the rings data from the frontend.
# @return [Hash] a hash with keys :ring1, :ring2, :ring3, :ring4.
def transform_rings(rings)
default_ring = { modifier: nil, strength: nil }
# Ensure rings is an array of hashes.
rings_array = Array(rings).map(&:to_h)
# Pad the array to exactly four rings if needed.
rings_array.fill(default_ring, rings_array.size...4)
{
ring1: rings_array[0],
ring2: rings_array[1],
ring3: rings_array[2],
ring4: rings_array[3]
}
end
##
# Returns any grid characters in the party that conflict with the incoming character.
#
# Conflict is defined as any grid character already in the party with the same character_id as the
# incoming character. This method is used to prompt the user for conflict resolution.
#
# @return [Array<GridCharacter>]
def conflict_characters
@party.characters.where(character_id: @incoming_character.id).to_a
end
def find_conflict_characters(incoming_character)
# Check all character ids on incoming character against current characters
conflict_ids = (current_characters & incoming_character.character_id)
return unless conflict_ids.length.positive?
# Find conflicting character ids in party characters
party.characters.filter do |c|
c if (conflict_ids & c.character.character_id).length.positive?
end.flatten
end
def find_current_characters
# Make a list of all character IDs
@current_characters = party.characters.map do |c|
Character.find(c.character.id).character_id
end.flatten
end
##
# Finds and sets the party based on parameters.
#
# Checks for the party id in params[:character][:party_id], params[:party_id], or falls back to the party
# associated with the current grid character. Renders a not found response if the party is missing.
#
# @return [void]
def find_party
@party = Party.find_by(id: params.dig(:character, :party_id)) ||
Party.find_by(id: params[:party_id]) ||
@grid_character&.party
render_not_found_response('party') unless @party
end
##
# Finds and sets the grid character based on the provided parameters.
#
# Searches for a grid character by its ID and renders a not found response if it is absent.
#
# @return [void]
def find_grid_character
grid_character_id = params[:id] || params.dig(:character, :id) || params.dig(:resolve, :conflicting)
@grid_character = GridCharacter.includes(:awakening).find_by(id: grid_character_id)
render_not_found_response('grid_character') unless @grid_character
end
##
# Finds and sets the incoming character based on the provided parameters.
#
# Searches for a character using the :character_id parameter and renders a not found response if it is absent.
#
# @return [void]
def find_incoming_character
character_id = character_params[:character_id]
@incoming_character = find_by_any_id(Character, character_id)
unless @incoming_character
render_unprocessable_entity_response(Api::V1::NoCharacterProvidedError.new)
end
end
##
# Authorizes the current action by ensuring that the current user or provided edit key
# matches the party's owner.
#
# For parties associated with a user, it verifies that the current user is the owner.
# For anonymous parties, it compares the provided edit key with the party's edit key.
#
# @return [void]
def authorize_party_edit!
if @party.user.present?
authorize_user_party
else
authorize_anonymous_party
end
end
##
# Authorizes an action for a party that belongs to a user.
#
# Renders an unauthorized response unless the current user is present and matches the party's user.
#
# @return [void]
def authorize_user_party
return if current_user.present? && @party.user == current_user
render_unauthorized_response
end
##
# Authorizes an action for an anonymous party using an edit key.
#
# Compares the provided edit key with the party's edit key and renders an unauthorized response
# if they do not match.
#
# @return [void]
def authorize_anonymous_party
provided_edit_key = edit_key.to_s.strip.force_encoding('UTF-8')
party_edit_key = @party.edit_key.to_s.strip.force_encoding('UTF-8')
return if valid_edit_key?(provided_edit_key, party_edit_key)
render_unauthorized_response
end
##
# Validates that the provided edit key matches the party's edit key.
#
# @param provided_edit_key [String] the edit key provided in the request.
# @param party_edit_key [String] the edit key associated with the party.
# @return [Boolean] true if the keys match; false otherwise.
def valid_edit_key?(provided_edit_key, party_edit_key)
provided_edit_key.present? &&
provided_edit_key.bytesize == party_edit_key.bytesize &&
ActiveSupport::SecurityUtils.secure_compare(provided_edit_key, party_edit_key)
end
##
# Validates if a character position is valid.
#
# @param position [Integer] the position to validate.
# @return [Boolean] true if the position is valid; false otherwise.
def valid_character_position?(position)
# Main slots (0-4), extra slots (5-6)
(0..6).cover?(position)
end
##
# Determines if character positions should be compacted.
#
# @param old_position [Integer] the old position.
# @param new_position [Integer] the new position.
# @return [Boolean] true if compaction is needed; false otherwise.
def should_compact_characters?(old_position, new_position)
# Compact if moving from main slots (0-4) to extra (5-6) or vice versa
main_to_extra = (0..4).cover?(old_position) && (5..6).cover?(new_position)
extra_to_main = (5..6).cover?(old_position) && (0..4).cover?(new_position)
main_to_extra || extra_to_main
end
##
# Compacts character positions to maintain sequential filling.
#
# @return [Boolean] true if positions were reordered; false otherwise.
def compact_character_positions
main_characters = @party.characters.where(position: 0..4).order(:position)
ActiveRecord::Base.transaction do
main_characters.each_with_index do |char, index|
char.update!(position: index) if char.position != index
end
end
true
end
##
# Specifies and permits the allowed character parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def character_params
params.require(:character).permit(
:id,
:party_id,
:character_id,
:collection_character_id,
:position,
:uncap_level,
:transcendence_step,
:perpetuity,
awakening: %i[id level],
rings: %i[modifier strength],
earring: %i[modifier strength]
)
end
##
# Specifies and permits the position update parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def position_params
params.permit(:position, :container)
end
##
# Specifies and permits the swap parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def swap_params
params.permit(:source_id, :target_id)
end
##
# Specifies and permits the allowed resolve parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def resolve_params
params.require(:resolve).permit(:position, :incoming, conflicting: [])
end
end
end
end