hensei-api/app/services/weapon_import_service.rb

386 lines
11 KiB
Ruby

# frozen_string_literal: true
##
# Service for importing weapons from game JSON data.
# Parses the game's weapon inventory data and creates CollectionWeapon records.
#
# @example Import weapons for a user
# service = WeaponImportService.new(user, game_data)
# result = service.import
# if result.success?
# puts "Imported #{result.created.size} weapons"
# end
#
class WeaponImportService
Result = Struct.new(:success?, :created, :updated, :skipped, :errors, :reconciliation, keyword_init: true)
# Game awakening form to our slug mapping
AWAKENING_FORM_MAPPING = {
1 => 'weapon-atk', # Attack
2 => 'weapon-def', # Defense
3 => 'weapon-special', # Special
4 => 'weapon-ca', # C.A.
5 => 'weapon-skill', # Skill DMG
6 => 'weapon-heal' # Healing
}.freeze
def initialize(user, game_data, options = {})
@user = user
@game_data = game_data
@update_existing = options[:update_existing] || false
@is_full_inventory = options[:is_full_inventory] || false
@reconcile_deletions = options[:reconcile_deletions] || false
@created = []
@updated = []
@skipped = []
@errors = []
@awakening_cache = {}
@modifier_cache = {}
@processed_game_ids = []
end
##
# Previews what would be deleted in a sync operation.
# Does not modify any data, just returns items that would be removed.
#
# @return [Array<CollectionWeapon>] Collection weapons that would be deleted
def preview_deletions
items = extract_items
return [] if items.empty?
# Extract all game_ids from the import data
game_ids = items.filter_map do |item|
param = item['param'] || {}
param['id'].to_s if param['id'].present?
end
return [] if game_ids.empty?
# Find collection weapons with game_ids NOT in the import
@user.collection_weapons
.includes(:weapon)
.where.not(game_id: nil)
.where.not(game_id: game_ids)
end
##
# Imports weapons from game data.
#
# @return [Result] Import result with counts and errors
def import
items = extract_items
if items.empty?
return Result.new(
success?: false,
created: [],
updated: [],
skipped: [],
errors: ['No weapon items found in data'],
reconciliation: nil
)
end
ActiveRecord::Base.transaction do
items.each_with_index do |item, index|
import_item(item, index)
rescue StandardError => e
@errors << { index: index, game_id: item.dig('param', 'id'), error: e.message }
end
end
# Handle deletion reconciliation if requested
reconciliation_result = nil
if @reconcile_deletions && @is_full_inventory && @processed_game_ids.any?
reconciliation_result = reconcile_deletions
end
Result.new(
success?: @errors.empty?,
created: @created,
updated: @updated,
skipped: @skipped,
errors: @errors,
reconciliation: reconciliation_result
)
end
private
def extract_items
return @game_data if @game_data.is_a?(Array)
return @game_data['list'] if @game_data.is_a?(Hash) && @game_data['list'].is_a?(Array)
[]
end
def import_item(item, _index)
param = item['param'] || {}
master = item['master'] || {}
# The weapon's granblue_id can be in param.image_id or master.id
granblue_id = param['image_id'] || master['id']
game_id = param['id']
# Track this game_id as processed (for reconciliation)
@processed_game_ids << game_id.to_s if game_id.present?
weapon = find_weapon(granblue_id)
unless weapon
@errors << { game_id: game_id, granblue_id: granblue_id, error: 'Weapon not found' }
return
end
# Check for existing collection weapon with same game ID
existing = @user.collection_weapons.find_by(game_id: game_id.to_s)
if existing
if @update_existing
update_existing_weapon(existing, item, weapon)
else
@skipped << { game_id: game_id, reason: 'Already exists' }
end
return
end
create_collection_weapon(item, weapon)
end
def find_weapon(granblue_id)
Weapon.find_by(granblue_id: granblue_id.to_s)
end
def create_collection_weapon(item, weapon)
attrs = build_collection_weapon_attrs(item, weapon)
collection_weapon = @user.collection_weapons.build(attrs)
if collection_weapon.save
@created << collection_weapon
else
@errors << {
game_id: item.dig('param', 'id'),
granblue_id: weapon.granblue_id,
error: collection_weapon.errors.full_messages.join(', ')
}
end
end
def update_existing_weapon(existing, item, weapon)
attrs = build_collection_weapon_attrs(item, weapon)
if existing.update(attrs)
@updated << existing
else
@errors << {
game_id: item.dig('param', 'id'),
granblue_id: weapon.granblue_id,
error: existing.errors.full_messages.join(', ')
}
end
end
def build_collection_weapon_attrs(item, weapon)
param = item['param'] || {}
attrs = {
weapon: weapon,
game_id: param['id'].to_s,
uncap_level: parse_uncap_level(param['evolution']),
transcendence_step: parse_transcendence_step(param['phase'])
}
# Parse awakening if present
awakening_attrs = parse_awakening(param['arousal'])
attrs.merge!(awakening_attrs) if awakening_attrs
# Check if this is an Odiant (befoulment) weapon
odiant = param['odiant']
if odiant && odiant['is_odiant_weapon'] == true
# Parse befoulment from augment_skill_info
befoulment_attrs = parse_befoulment(param['augment_skill_info'])
attrs.merge!(befoulment_attrs) if befoulment_attrs
attrs[:exorcism_level] = odiant['exorcision_level'].to_i.clamp(0, 5)
else
# Regular weapon - parse AX skills
ax_attrs = parse_ax_skills(param['augment_skill_info'])
attrs.merge!(ax_attrs) if ax_attrs
end
attrs
end
def parse_uncap_level(evolution)
value = evolution.to_i
value.clamp(0, 5)
end
def parse_transcendence_step(phase)
value = phase.to_i
value.clamp(0, 10)
end
##
# Parses awakening data from game format.
# Game arousal data contains level and form info.
#
# @param arousal [Hash] The game's arousal (awakening) data
# @return [Hash, nil] Awakening attributes or nil if no awakening
def parse_awakening(arousal)
return nil if arousal.blank? || arousal['is_arousal_weapon'] != true
return nil if arousal['level'].blank?
form = arousal['form'].to_i
awakening = find_awakening_by_form(form)
return nil unless awakening
{
awakening_id: awakening.id,
awakening_level: arousal['level'].to_i.clamp(1, 20)
}
end
def find_awakening_by_form(form)
slug = AWAKENING_FORM_MAPPING[form]
return nil unless slug
@awakening_cache[slug] ||= Awakening.find_by(slug: slug, object_type: 'Weapon')
end
##
# Parses AX skill data from game format.
# Game augment_skill_info is an array of skill arrays.
#
# @param augment_skill_info [Array] The game's AX skill data
# @return [Hash, nil] AX skill attributes or nil if no AX skills
def parse_ax_skills(augment_skill_info)
return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array)
# First entry in augment_skill_info is an array of skills
skills = augment_skill_info.first
return nil if skills.blank? || !skills.is_a?(Array)
attrs = {}
# First AX skill
if skills[0].is_a?(Hash)
ax1 = parse_single_augment_skill(skills[0])
if ax1
attrs[:ax_modifier1_id] = ax1[:modifier_id]
attrs[:ax_strength1] = ax1[:strength]
end
end
# Second AX skill
if skills[1].is_a?(Hash)
ax2 = parse_single_augment_skill(skills[1])
if ax2
attrs[:ax_modifier2_id] = ax2[:modifier_id]
attrs[:ax_strength2] = ax2[:strength]
end
end
attrs.empty? ? nil : attrs
end
##
# Parses befoulment data from game format.
# Odiant weapons have a single befoulment in augment_skill_info.
#
# @param augment_skill_info [Array] The game's augment skill data
# @return [Hash, nil] Befoulment attributes or nil if no befoulment
def parse_befoulment(augment_skill_info)
return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array)
skills = augment_skill_info.first
return nil if skills.blank? || !skills.is_a?(Array)
skill = skills.first
return nil unless skill.is_a?(Hash)
result = parse_single_augment_skill(skill)
return nil unless result
{
befoulment_modifier_id: result[:modifier_id],
befoulment_strength: result[:strength]
}
end
##
# Parses a single augment skill (AX or befoulment) from game data.
#
# @param skill [Hash] Single skill data with skill_id and effect_value
# @return [Hash, nil] { modifier_id:, strength: } or nil
def parse_single_augment_skill(skill)
return nil unless skill['skill_id'].present?
game_skill_id = skill['skill_id'].to_i
modifier = find_modifier_by_game_skill_id(game_skill_id)
unless modifier
# Log unknown skill ID with icon for discovery
Rails.logger.warn(
"[WeaponImportService] Unknown augment skill_id=#{game_skill_id} " \
"icon=#{skill['augment_skill_icon_image']}"
)
return nil
end
strength = parse_augment_strength(skill['effect_value'], skill['show_value'])
return nil unless strength
{ modifier_id: modifier.id, strength: strength }
end
def find_modifier_by_game_skill_id(game_skill_id)
@modifier_cache[game_skill_id] ||= WeaponStatModifier.find_by(game_skill_id: game_skill_id)
end
def parse_augment_strength(effect_value, show_value)
# Try effect_value first
if effect_value.present?
# Handle "1_3" format (seems to be "tier_value")
if effect_value.to_s.include?('_')
return effect_value.to_s.split('_').last.to_f
end
return effect_value.to_f if effect_value.to_s.match?(/\A[\d.]+\z/)
end
# Try show_value (e.g., "3%")
if show_value.present?
return show_value.to_s.gsub('%', '').to_f
end
nil
end
##
# Reconciles deletions by removing collection weapons not in the processed list.
# Only called when @is_full_inventory and @reconcile_deletions are both true.
#
# @return [Hash] Reconciliation result with deleted count and orphaned grid item IDs
def reconcile_deletions
# Find collection weapons with game_ids NOT in our processed list
missing = @user.collection_weapons
.where.not(game_id: nil)
.where.not(game_id: @processed_game_ids)
deleted_count = 0
orphaned_grid_item_ids = []
missing.find_each do |coll_weapon|
# Collect IDs of grid items that will be orphaned
grid_weapon_ids = GridWeapon.where(collection_weapon_id: coll_weapon.id).pluck(:id)
orphaned_grid_item_ids.concat(grid_weapon_ids)
# The before_destroy callback on CollectionWeapon will mark grid items as orphaned
coll_weapon.destroy
deleted_count += 1
end
{
deleted: deleted_count,
orphaned_grid_items: orphaned_grid_item_ids
}
end
end