hensei-api/app/services/artifact_import_service.rb
Justin Edmund 3b9eab8b79 switch artifact import to name matching, store quality
match skills by name field instead of skill_id
store raw quality (1-5) instead of computed strength
2025-12-18 22:30:39 -08:00

196 lines
5.4 KiB
Ruby

# frozen_string_literal: true
##
# Service for importing artifacts from game JSON data.
# Matches skills by name (EN or JP) and stores quality tier for later strength calculation.
#
# @example Import artifacts for a user
# service = ArtifactImportService.new(user, game_data)
# result = service.import
# if result.success?
# puts "Imported #{result.created_count} artifacts"
# end
#
class ArtifactImportService
Result = Struct.new(:success?, :created, :updated, :skipped, :errors, keyword_init: true)
# Game element values to our element enum values
# Game: 1=Fire, 2=Water, 3=Earth, 4=Wind, 5=Light, 6=Dark
# Ours: wind=1, fire=2, water=3, earth=4, dark=5, light=6
ELEMENT_MAPPING = {
'1' => 2, # Fire
'2' => 3, # Water
'3' => 4, # Earth
'4' => 1, # Wind
'5' => 6, # Light
'6' => 5 # Dark
}.freeze
def initialize(user, game_data, options = {})
@user = user
@game_data = game_data
@update_existing = options[:update_existing] || false
@created = []
@updated = []
@skipped = []
@errors = []
end
##
# Imports artifacts 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 artifact items found in data'])
end
# Preload artifacts and existing collection artifacts to avoid N+1 queries
preload_artifacts(items)
preload_existing_collection_artifacts(items)
ActiveRecord::Base.transaction do
items.each_with_index do |item, index|
import_item(item, index)
rescue StandardError => e
@errors << { index: index, game_id: item['id'], error: e.message }
end
end
Result.new(
success?: @errors.empty?,
created: @created,
updated: @updated,
skipped: @skipped,
errors: @errors
)
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 preload_artifacts(items)
artifact_ids = items.map { |item| (item['artifact_id'] || item[:artifact_id]).to_s }.uniq
artifacts = Artifact.where(granblue_id: artifact_ids).index_by(&:granblue_id)
@artifacts_cache = artifacts
end
def preload_existing_collection_artifacts(items)
game_ids = items.map { |item| (item['id'] || item[:id]).to_s }.uniq
existing = @user.collection_artifacts.where(game_id: game_ids).index_by(&:game_id)
@existing_cache = existing
end
def import_item(item, _index)
# Handle both string and symbol keys from params
data = item.is_a?(Hash) ? item.with_indifferent_access : item
artifact = find_artifact(data['artifact_id'])
unless artifact
@errors << { game_id: data['id'], artifact_id: data['artifact_id'], error: 'Artifact not found' }
return
end
# Check for existing collection artifact with same game ID
existing = @existing_cache[data['id'].to_s]
if existing
if @update_existing
update_existing_artifact(existing, data, artifact)
else
@skipped << { game_id: data['id'], reason: 'Already exists' }
end
return
end
create_collection_artifact(data, artifact)
end
def find_artifact(artifact_id)
@artifacts_cache[artifact_id.to_s]
end
def create_collection_artifact(item, artifact)
attrs = build_collection_artifact_attrs(item, artifact)
collection_artifact = @user.collection_artifacts.build(attrs)
if collection_artifact.save
@created << collection_artifact
else
@errors << {
game_id: item['id'],
artifact_id: item['artifact_id'],
error: collection_artifact.errors.full_messages.join(', ')
}
end
end
def update_existing_artifact(existing, item, artifact)
attrs = build_collection_artifact_attrs(item, artifact)
if existing.update(attrs)
@updated << existing
else
@errors << {
game_id: item['id'],
artifact_id: item['artifact_id'],
error: existing.errors.full_messages.join(', ')
}
end
end
def build_collection_artifact_attrs(item, artifact)
# Handle both string and symbol keys from params
data = item.is_a?(Hash) ? item.with_indifferent_access : item
{
artifact: artifact,
game_id: data['id'].to_s,
element: map_element(data['attribute']),
proficiency: artifact.quirk? ? map_proficiency(data['kind']) : nil,
level: data['level'].to_i,
skill1: parse_skill(data['skill1_info']),
skill2: parse_skill(data['skill2_info']),
skill3: parse_skill(data['skill3_info']),
skill4: parse_skill(data['skill4_info'])
}
end
def map_element(game_element)
ELEMENT_MAPPING[game_element.to_s]
end
def map_proficiency(kind)
# Game 'kind' field maps directly to proficiency enum (1-10)
kind.to_i
end
def parse_skill(skill_info)
return {} if skill_info.blank?
# Handle both string and symbol keys from params
info = skill_info.is_a?(Hash) ? skill_info.with_indifferent_access : skill_info
name = info['name']
quality = info['skill_quality'] || info['level'] || 1
level = info['level'] || 1
# Look up skill by name (supports both EN and JP)
skill = ArtifactSkill.find_by_name(name)
return {} unless skill
{
'modifier' => skill.modifier,
'quality' => quality.to_i,
'level' => level.to_i
}
end
end