* Conflict is detected when attempting to save a new GridCharacter * New `resolve` method executes the replacement * Template to render a decision on the frontend
102 lines
3.8 KiB
Ruby
102 lines
3.8 KiB
Ruby
class Api::V1::GridCharactersController < Api::V1::ApiController
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def create
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party = Party.find(character_params[:party_id])
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incoming_character = Character.find(character_params[:character_id])
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if current_user
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if party.user != current_user
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render_unauthorized_response
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end
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end
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current_characters = party.characters.map { |c|
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Character.find(c.character.id).character_id
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}.flatten
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# Check all character ids on incoming character against current characters
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conflict_ids = (current_characters & incoming_character.character_id)
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if conflict_ids.length > 0
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# Find conflicting character ids in party characters
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conflict_characters = party.characters.filter { |c|
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c if (conflict_ids & c.character.character_id).length > 0
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}.flatten
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# Render a template with the conflicting and incoming characters,
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# as well as the selected position, so the user can be presented with
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# a decision.
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# Up to 3 characters can be removed at the same time
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@conflict_characters = conflict_characters
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@incoming_character = incoming_character
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@incoming_position = character_params[:position]
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render :conflict, status: :ok
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else
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# Replace the grid character in the position if it is already filled
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if GridCharacter.where(party_id: party.id, position: character_params[:position]).exists?
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@character = GridCharacter.where(party_id: party.id, position: character_params[:position]).limit(1)[0]
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@character.character_id = incoming_character.id
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# Otherwise, create a new grid character
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else
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@character = GridCharacter.create!(character_params.merge(party_id: party.id, character_id: incoming_character.id))
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end
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render :show, status: :created if @character.save!
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end
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end
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def resolve
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incoming = Character.find(resolve_params[:incoming])
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conflicting = resolve_params[:conflicting].map { |id| GridCharacter.find(id) }
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party = conflicting.first.party
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# Destroy each conflicting character
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conflicting.each { |character| GridCharacter.destroy(character.id) }
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# Destroy the character at the desired position if it exists
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existing_character = GridCharacter.where(party: party.id, position: resolve_params[:position]).first
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GridCharacter.destroy(existing_character.id) unless !existing_character
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if (incoming.special)
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uncap_level = 3
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uncap_level = 5 if incoming.ulb
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uncap_level = 4 if incoming.flb
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else
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uncap_level = 4
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uncap_level = 6 if incoming.ulb
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uncap_level = 5 if incoming.flb
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end
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@character = GridCharacter.create!(party_id: party.id, character_id: incoming.id, position: resolve_params[:position], uncap_level: uncap_level)
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render :show, status: :created if @character.save!
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end
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def update_uncap_level
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@character = GridCharacter.find(character_params[:id])
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if current_user
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if @character.party.user != current_user
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render_unauthorized_response
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end
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end
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@character.uncap_level = character_params[:uncap_level]
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render :show, status: :ok if @character.save!
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end
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def destroy
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end
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private
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# Specify whitelisted properties that can be modified.
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def character_params
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params.require(:character).permit(:id, :party_id, :character_id, :position, :uncap_level, :conflicting, :incoming)
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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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