hensei-api/app/controllers/api/v1/grid_characters_controller.rb
Justin Edmund dbe7c67b3d Improve handling mastery bonuses
- Improved handling of nested attributes:
  - Replaced old mastery structure with new `rings` and `awakening` assignments.
  - Added `new_rings` and `new_awakening` virtual attributes for easier updates.
  - Updated `assign_attributes` to exclude `rings` and `awakening` to prevent conflicts.

- Enhanced parameter transformation:
  - Introduced `transform_character_params` to process `rings`, `awakening`, and `earring` more reliably.
  - Ensured proper type conversion (`to_i`) for numeric values in `uncap_level`, `transcendence_step`, and `awakening_level`.
  - Improved error handling for missing values by setting defaults where needed.

- Optimized database queries:
  - Added `.includes(:awakening)` to `set` to prevent N+1 query issues.

- Updated strong parameters:
  - Changed `rings` from individual keys (`ring1`, `ring2`, etc.) to a structured array format.
  - Refactored permitted attributes to align with the new nested structure.
2025-02-09 18:10:12 -08:00

223 lines
8.4 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]
before_action :authorize, only: %i[create update destroy]
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
permitted = character_params.to_h.deep_symbolize_keys
puts "Permitted:"
ap permitted
# For the new nested structure, assign them to the virtual attributes:
@character.new_rings = permitted[:rings] if permitted[:rings].present?
@character.new_awakening = permitted[:awakening] if permitted[:awakening].present?
# For the rest of the attributes, you can assign them normally.
@character.assign_attributes(permitted.except(:rings, :awakening))
if @character.save
render json: GridCharacterBlueprint.render(@character, view: :nested)
else
render_validation_error_response(@character)
end
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.includes(:awakening).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
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
end
def transform_character_params(raw_params)
# Convert to a symbolized hash for convenience.
raw = raw_params.deep_symbolize_keys
# Only update keys that were provided.
transformed = raw.slice(:uncap_level, :transcendence_step, :perpetuity)
transformed[:uncap_level] = raw[:uncap_level].to_i if raw[:uncap_level].present?
transformed[:transcendence_step] = raw[:transcendence_step].to_i if raw[:transcendence_step].present?
# Process rings if provided.
transformed.merge!(transform_rings(raw[:rings])) if raw[:rings].present?
# Process earring if provided.
transformed[:earring] = raw[:earring] if raw[:earring].present?
# Process awakening if provided.
if raw[:awakening].present?
transformed[:awakening_id] = raw[:awakening][:id]
# Default to 1 if level is missing (to satisfy validations)
transformed[:awakening_level] = raw[:awakening][:level].present? ? raw[:awakening][:level].to_i : 1
end
transformed
end
def transform_rings(rings)
default_ring = { modifier: nil, strength: nil }
# Ensure rings is an array of hashes.
rings_array = Array(rings).map(&:to_h)
# Pad the array to exactly four rings if needed.
rings_array.fill(default_ring, rings_array.size...4)
{
ring1: rings_array[0],
ring2: rings_array[1],
ring3: rings_array[2],
ring4: rings_array[3]
}
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,
awakening: %i[id level],
rings: %i[modifier strength],
earring: %i[modifier strength]
)
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