85 lines
2.5 KiB
Ruby
85 lines
2.5 KiB
Ruby
# frozen_string_literal: true
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class GridWeapon < ApplicationRecord
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belongs_to :party,
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counter_cache: :weapons_count,
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inverse_of: :weapons
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validates_presence_of :party
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has_one :object, class_name: 'Weapon', foreign_key: :id, primary_key: :weapon_id
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belongs_to :weapon_key1, class_name: 'WeaponKey', foreign_key: :weapon_key1_id, optional: true
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belongs_to :weapon_key2, class_name: 'WeaponKey', foreign_key: :weapon_key2_id, optional: true
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belongs_to :weapon_key3, class_name: 'WeaponKey', foreign_key: :weapon_key3_id, optional: true
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belongs_to :awakening, optional: true
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validate :compatible_with_position, on: :create
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validate :no_conflicts, on: :create
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before_save :is_mainhand
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##### Amoeba configuration
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amoeba do
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nullify :ax_modifier1
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nullify :ax_modifier2
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nullify :ax_strength1
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nullify :ax_strength2
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end
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# Helper methods
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def blueprint
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GridWeaponBlueprint
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end
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def weapon
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Weapon.find(weapon_id)
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end
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def weapon_keys
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[weapon_key1, weapon_key2, weapon_key3].compact
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end
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# Returns conflicting weapons if they exist
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def conflicts(party)
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return unless weapon.limit
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party.weapons.find do |party_weapon|
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return unless party_weapon.id
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id_match = weapon.id == party_weapon.id
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series_match = weapon.series == party_weapon.weapon.series
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both_opus_or_draconic = weapon.opus_or_draconic? && party_weapon.weapon.opus_or_draconic?
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weapon if (series_match || both_opus_or_draconic) && !id_match
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end
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end
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private
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# Conflict management methods
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# Validates whether the weapon can be added to the desired position
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def compatible_with_position
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return unless [9, 10, 11].include?(position.to_i) && ![11, 16, 17, 28, 29, 32].include?(weapon.series)
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errors.add(:series, 'must be compatible with position')
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end
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# Validates whether the desired weapon key can be added to the weapon
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def compatible_with_key
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weapon_keys.each do |key|
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errors.add(:weapon_keys, 'must be compatible with weapon') unless weapon.compatible_with_key?(key)
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end
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end
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# Validates whether there is a conflict with the party
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def no_conflicts
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# Check if the grid weapon conflicts with any of the other grid weapons in the party
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errors.add(:series, 'must not conflict with existing weapons') unless conflicts(party).nil?
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end
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# Checks if the weapon should be a mainhand before saving the model
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def is_mainhand
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self.mainhand = position == -1
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end
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end
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