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

188 lines
7.4 KiB
Ruby

# frozen_string_literal: true
module Api
module V1
class GridCharactersController < Api::V1::ApiController
attr_reader :party, :incoming_character, :current_characters
before_action :find_party, only: :create
before_action :set, only: %i[update destroy]
<<<<<<< HEAD
before_action :check_authorization, only: %i[update destroy]
=======
before_action :authorize, only: %i[create update destroy]
>>>>>>> main
before_action :find_incoming_character, only: :create
before_action :find_current_characters, only: :create
def create
if !conflict_characters.nil? && conflict_characters.length.positive?
# Render a template with the conflicting and incoming characters,
# as well as the selected position, so the user can be presented with
# a decision.
# Up to 3 characters can be removed at the same time
conflict_view = render_conflict_view(conflict_characters, incoming_character, character_params[:position])
render json: conflict_view
else
# Destroy the grid character in the position if it is already filled
if GridCharacter.where(party_id: party.id, position: character_params[:position]).exists?
character = GridCharacter.where(party_id: party.id, position: character_params[:position]).limit(1)[0]
character.destroy
end
# Then, create a new grid character
character = GridCharacter.create!(character_params.merge(party_id: party.id,
character_id: incoming_character.id))
if character.save!
grid_character_view = render_grid_character_view(character)
render json: grid_character_view, status: :created
end
end
end
def update
mastery = {}
%i[ring1 ring2 ring3 ring4 earring awakening].each do |key|
value = character_params.to_h[key]
mastery[key] = value unless value.nil?
end
@character.attributes = character_params.merge(mastery)
return render json: GridCharacterBlueprint.render(@character, view: :full) if @character.save
render_validation_error_response(@character)
end
def resolve
incoming = Character.find(resolve_params[:incoming])
conflicting = resolve_params[:conflicting].map { |id| GridCharacter.find(id) }
party = conflicting.first.party
# Destroy each conflicting character
conflicting.each { |character| GridCharacter.destroy(character.id) }
# Destroy the character at the desired position if it exists
existing_character = GridCharacter.where(party: party.id, position: resolve_params[:position]).first
GridCharacter.destroy(existing_character.id) if existing_character
if incoming.special
uncap_level = 3
uncap_level = 5 if incoming.ulb
uncap_level = 4 if incoming.flb
else
uncap_level = 4
uncap_level = 6 if incoming.ulb
uncap_level = 5 if incoming.flb
end
character = GridCharacter.create!(party_id: party.id, character_id: incoming.id,
position: resolve_params[:position], uncap_level: uncap_level)
render json: GridCharacterBlueprint.render(character, view: :nested), status: :created if character.save!
end
def update_uncap_level
character = GridCharacter.find(character_params[:id])
render_unauthorized_response if current_user && (character.party.user != current_user)
character.uncap_level = character_params[:uncap_level]
character.transcendence_step = character_params[:transcendence_step]
return unless character.save!
render json: GridCharacterBlueprint.render(character, view: :nested, root: :grid_character)
end
# TODO: Implement removing characters
def destroy
render_unauthorized_response if @character.party.user != current_user
return render json: GridCharacterBlueprint.render(@character, view: :destroyed) if @character.destroy
end
private
def conflict_characters
@conflict_characters ||= find_conflict_characters(incoming_character)
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
def set
@character = GridCharacter.find(params[:id])
end
def find_incoming_character
@incoming_character = Character.find(character_params[:character_id])
end
def find_party
@party = Party.find(character_params[:party_id])
render_unauthorized_response if current_user && (party.user != current_user)
end
<<<<<<< HEAD
def check_authorization
render_unauthorized_response if @character.party.user != current_user
=======
def authorize
# Create
unauthorized_create = @party && (@party.user != current_user || @party.edit_key != edit_key)
unauthorized_update = @character && @character.party && (@character.party.user != current_user || @character.party.edit_key != edit_key)
render_unauthorized_response if unauthorized_create || unauthorized_update
>>>>>>> main
end
# Specify whitelisted properties that can be modified.
def character_params
params.require(:character).permit(:id, :party_id, :character_id, :position,
:uncap_level, :transcendence_step, :perpetuity,
<<<<<<< HEAD
ring1: %i[modifier strength], ring2: %i[modifier strength],
ring3: %i[modifier strength], ring4: %i[modifier strength],
earring: %i[modifier strength], awakening: %i[type level])
=======
:awakening_id, :awakening_level,
ring1: %i[modifier strength], ring2: %i[modifier strength],
ring3: %i[modifier strength], ring4: %i[modifier strength],
earring: %i[modifier strength])
>>>>>>> main
end
def resolve_params
params.require(:resolve).permit(:position, :incoming, conflicting: [])
end
def render_conflict_view(conflict_characters, incoming_character, incoming_position)
ConflictBlueprint.render(nil,
view: :characters,
conflict_characters: conflict_characters,
incoming_character: incoming_character,
incoming_position: incoming_position)
end
def render_grid_character_view(grid_character)
GridCharacterBlueprint.render(grid_character, view: :nested)
end
end
end
end