hensei-api/app/controllers/api/v1/grid_weapons_controller.rb
Justin Edmund d6300f7aeb
Add first round of tests (#178)
* Install Rspec

* Create .aidigestignore

* Update rails_helper

- Added sections and comments
- Add support for loading via canonical.rb
- Add FactoryBot syntax methods
- Disable SQL logging in test environment

* Move gems around

* Add canonical.rb and test env CSVs

We load these CSVs via canonical.rb when we run tests as a data source for canonical objects.

* Remove RBS for now

This is too much and we need to find the right solution

* Refactor GridSummonsController and add tests

* Create GridSummon factory

* Refactor GridSummon and add documentation and tests

* Create have_error_on.rb

* Update .aidigestignore

* Fix warnings

* Add GridWeapons and Parties factories

* Refactor GridWeapon and add documentation and tests

* Create .rubocop.yml

* Create no_weapon_provided_error.rb

* Refactor GridWeaponsController

- Refactors controller
- Adds YARD documentation
- Adds Rspec tests

* Refactor GridSummonsController

- Refactors controller
- Adds YARD documentation
- Adds Rspec tests

* Enable shoulda/matchers

* Update User factory

* Update party.rb

We moved updating the party's element and extra flag to inside the party. We use an after_commit hook to minimize the amount of queries we're running to do this.

* Update party.rb

We change setting the edit key to use the conditional assignment operator so that it doesn't get overridden when we're running tests. This shouldn't have an effect in production.

* Update api_controller.rb

Change render_unprocessable_entity_response to render the errors hash instead of the exception so that we get more helpful errors.

* Add new errors

Added NoCharacterProvidedError and NoSummonProvidedError

* Add tests and docs to GridCharacter

We added a factory, spec and documentation to the GridCharacter model

* Ensure numericality

* Move enums into GranblueEnums

We don't use these yet, but it gives us a structured place to pull them from.

* Refactor GridCharactersController

- Refactors controller
- Adds YARD documentation
- Adds Rspec tests

* Add debug hook and other small changes

* Update grid_characters_controller.rb

Removes logs

* Update .gitignore

* Update .aidigestignore

* Refactored PartiesController

- Split PartiesController into three concerns
- Implemented testing for PartiesController and two concerns
- Implemented fixes across other files to ensure PartiesController tests pass
- Added Favorites factory

* Implement SimpleCov

* Refactor Party model

- Refactors Party model
- Adds tests
- Adds documentation

* Update granblue_enums.rb

Remove included block
2025-02-12 02:42:30 -08:00

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# frozen_string_literal: true
module Api
module V1
##
# Controller handling API requests related to grid weapons within a party.
#
# This controller provides endpoints for creating, updating, resolving conflicts, and deleting grid weapons.
# It ensures that the correct party and weapon are found and that the current user (or edit key) is authorized.
#
# @see Api::V1::ApiController for shared API behavior.
class GridWeaponsController < Api::V1::ApiController
before_action :find_grid_weapon, only: %i[update update_uncap_level resolve destroy]
before_action :find_party, only: %i[create update update_uncap_level resolve destroy]
before_action :find_incoming_weapon, only: %i[create resolve]
before_action :authorize_party_edit!, only: %i[create update update_uncap_level resolve destroy]
##
# Creates a new GridWeapon.
#
# Builds a new GridWeapon using parameters merged with the party and weapon IDs.
# If the model validations (including compatibility and conflict validations)
# pass, the weapon is saved; otherwise, conflict resolution is attempted.
#
# @return [void]
def create
return render_unprocessable_entity_response(Api::V1::NoWeaponProvidedError.new) if @incoming_weapon.nil?
grid_weapon = GridWeapon.new(
weapon_params.merge(
party_id: @party.id,
weapon_id: @incoming_weapon.id
)
)
if grid_weapon.valid?
save_weapon(grid_weapon)
else
if grid_weapon.errors[:series].include?('must not conflict with existing weapons')
handle_conflict(grid_weapon)
else
render_validation_error_response(grid_weapon)
end
end
end
##
# Updates an existing GridWeapon.
#
# After checking authorization, assigns new attributes to the weapon.
# Also normalizes modifier and strength fields, then renders the updated view on success.
#
# @return [void]
def update
normalize_ax_fields!
if @grid_weapon.update(weapon_params)
render json: GridWeaponBlueprint.render(@grid_weapon, view: :full, root: :grid_weapon), status: :ok
else
render_validation_error_response(@grid_weapon)
end
end
##
# Updates the uncap level and transcendence step of a GridWeapon.
#
# Finds the weapon to update, computes the maximum allowed uncap level based on its associated
# weapons flags, and then updates the fields accordingly.
#
# @return [void]
def update_uncap_level
max_uncap = compute_max_uncap_level(@grid_weapon.weapon)
requested_uncap = weapon_params[:uncap_level].to_i
new_uncap = requested_uncap > max_uncap ? max_uncap : requested_uncap
if @grid_weapon.update(uncap_level: new_uncap, transcendence_step: weapon_params[:transcendence_step].to_i)
render json: GridWeaponBlueprint.render(@grid_weapon, view: :full, root: :grid_weapon), status: :ok
else
render_validation_error_response(@grid_weapon)
end
end
##
# Resolves conflicts by removing conflicting grid weapons and creating a new one.
#
# Expects resolve parameters that include the desired position, the incoming weapon ID,
# and a list of conflicting GridWeapon IDs. After deleting conflicting records and any existing
# grid weapon at that position, creates a new GridWeapon with computed uncap_level.
#
# @return [void]
def resolve
incoming = Weapon.find_by(id: resolve_params[:incoming])
conflicting_ids = resolve_params[:conflicting]
conflicting_weapons = GridWeapon.where(id: conflicting_ids)
# Destroy each conflicting weapon
conflicting_weapons.each(&:destroy)
# Destroy the weapon at the desired position if it exists
if (existing_weapon = GridWeapon.find_by(party_id: @party.id, position: resolve_params[:position]))
existing_weapon.destroy
end
# Compute the default uncap level based on incoming weapon flags, maxing out at ULB.
new_uncap = compute_default_uncap(incoming)
grid_weapon = GridWeapon.create!(
party_id: @party.id,
weapon_id: incoming.id,
position: resolve_params[:position],
uncap_level: new_uncap,
transcendence_step: 0
)
if grid_weapon.persisted?
render json: GridWeaponBlueprint.render(grid_weapon, view: :full, root: :grid_weapon, meta: { replaced: resolve_params[:position] }), status: :created
else
render_validation_error_response(grid_weapon)
end
end
##
# Destroys a GridWeapon.
#
# Checks authorization and, if allowed, destroys the weapon and renders the destroyed view.
#
# @return [void]
def destroy
grid_weapon = GridWeapon.find_by('id = ?', params[:id])
return render_not_found_response('grid_weapon') if grid_weapon.nil?
render json: GridWeaponBlueprint.render(grid_weapon, view: :destroyed), status: :ok if grid_weapon.destroy
end
private
##
# Computes the maximum uncap level for a given weapon based on its flags.
#
# @param weapon [Weapon] the associated weapon.
# @return [Integer] the maximum allowed uncap level.
def compute_max_uncap_level(weapon)
if weapon.flb && !weapon.ulb && !weapon.transcendence
4
elsif weapon.ulb && !weapon.transcendence
5
elsif weapon.transcendence
6
else
3
end
end
##
# Computes the default uncap level for an incoming weapon.
#
# This method calculates the default uncap level by computing the maximum uncap level based on the weapon's flags.
#
# @param incoming [Weapon] the incoming weapon.
# @return [Integer] the default uncap level.
def compute_default_uncap(incoming)
compute_max_uncap_level(incoming)
end
##
# Normalizes the AX modifier fields for the weapon parameters.
#
# Sets ax_modifier1 and ax_modifier2 to nil if their integer values equal -1.
#
# @return [void]
def normalize_ax_fields!
params[:weapon][:ax_modifier1] = nil if weapon_params[:ax_modifier1].to_i == -1
params[:weapon][:ax_modifier2] = nil if weapon_params[:ax_modifier2].to_i == -1
end
##
# Renders the grid weapon view.
#
# @param grid_weapon [GridWeapon] the grid weapon to render.
# @param conflict_position [Integer] the position that was replaced.
# @return [String] the rendered view.
def render_grid_weapon_view(grid_weapon, conflict_position)
GridWeaponBlueprint.render(grid_weapon,
view: :full,
root: :grid_weapon,
meta: { replaced: conflict_position })
end
##
# Saves the GridWeapon.
#
# Deletes any existing grid weapon at the same position,
# adjusts party attributes based on the weapon's position,
# and renders the full view upon successful save.
#
# @param weapon [GridWeapon] the grid weapon to save.
# @return [void]
def save_weapon(weapon)
# Check weapon validation and delete existing grid weapon if one already exists at position
if (existing = GridWeapon.find_by(party_id: @party.id, position: weapon.position))
existing.destroy
end
# Set the party's element if the grid weapon is being set as mainhand
if weapon.position.to_i == -1
@party.element = weapon.weapon.element
@party.save!
elsif GridWeapon::EXTRA_POSITIONS.include?(weapon.position.to_i)
@party.extra = true
@party.save!
end
if weapon.save
output = GridWeaponBlueprint.render(weapon, view: :full, root: :grid_weapon)
render json: output, status: :created
else
render_validation_error_response(weapon)
end
end
##
# Handles conflicts when a new GridWeapon fails validation.
#
# Retrieves the array of conflicting grid weapons (via the models conflicts method)
# and either renders a conflict view (if the canonical weapons differ) or updates the
# conflicting grid weapon's position.
#
# @param weapon [GridWeapon] the weapon that failed validation.
# @return [void]
def handle_conflict(weapon)
conflict_weapons = weapon.conflicts(party)
# Find if one of the conflicting grid weapons is associated with the incoming weapon.
conflict_weapon = conflict_weapons.find { |gw| gw.weapon.id == incoming_weapon.id }
if conflict_weapon.nil?
output = render_conflict_view(conflict_weapons, incoming_weapon, weapon_params[:position])
render json: output
else
old_position = conflict_weapon.position
conflict_weapon.position = weapon_params[:position]
if conflict_weapon.save
output = render_grid_weapon_view(conflict_weapon, old_position)
render json: output
else
render_validation_error_response(conflict_weapon)
end
end
end
##
# Renders the conflict view.
#
# @param conflict_weapons [Array<GridWeapon>] an array of conflicting grid weapons.
# @param incoming_weapon [Weapon] the incoming weapon.
# @param incoming_position [Integer] the desired position.
# @return [String] the rendered conflict view.
def render_conflict_view(conflict_weapons, incoming_weapon, incoming_position)
ConflictBlueprint.render(nil,
view: :weapons,
conflict_weapons: conflict_weapons,
incoming_weapon: incoming_weapon,
incoming_position: incoming_position)
end
##
# Finds and sets the GridWeapon based on the provided parameters.
#
# Searches for a grid weapon using various parameter keys and renders a not found response if it is absent.
#
# @return [void]
def find_grid_weapon
grid_weapon_id = params[:id] || params.dig(:weapon, :id) || params.dig(:resolve, :conflicting)
@grid_weapon = GridWeapon.find_by(id: grid_weapon_id)
render_not_found_response('grid_weapon') unless @grid_weapon
end
##
# Finds and sets the incoming weapon.
#
# @return [void]
def find_incoming_weapon
if params.dig(:weapon, :weapon_id).present?
@incoming_weapon = Weapon.find_by(id: params.dig(:weapon, :weapon_id))
render_not_found_response('weapon') unless @incoming_weapon
else
@incoming_weapon = nil
end
end
##
# Finds and sets the party based on parameters.
#
# Renders an unauthorized response if the current user is not the owner.
#
# @return [void]
def find_party
@party = Party.find_by(id: params.dig(:weapon, :party_id)) || Party.find_by(id: params[:party_id]) || @grid_weapon&.party
render_not_found_response('party') unless @party
end
##
# Authorizes the current action by ensuring that the current user or provided edit key matches the party's owner.
#
# For parties associated with a user, it verifies that the current_user is the owner.
# For anonymous parties, it checks that the provided edit key matches the party's edit key.
#
# @return [void]
def authorize_party_edit!
if @party.user.present?
authorize_user_party
else
authorize_anonymous_party
end
end
##
# Authorizes an action for a party that belongs to a user.
#
# Renders an unauthorized response unless the current user is present and
# matches the party's user.
#
# @return [void]
def authorize_user_party
return if current_user.present? && @party.user == current_user
return render_unauthorized_response
end
##
# Authorizes an action for an anonymous party using an edit key.
#
# Retrieves and normalizes the provided edit key and compares it with the party's edit key.
# Renders an unauthorized response unless the keys are valid.
#
# @return [void]
def authorize_anonymous_party
provided_edit_key = edit_key.to_s.strip.force_encoding('UTF-8')
party_edit_key = @party.edit_key.to_s.strip.force_encoding('UTF-8')
return if valid_edit_key?(provided_edit_key, party_edit_key)
return render_unauthorized_response
end
##
# Validates that the provided edit key matches the party's edit key.
#
# @param provided_edit_key [String] the edit key provided in the request.
# @param party_edit_key [String] the edit key associated with the party.
# @return [Boolean] true if the edit keys match; false otherwise.
def valid_edit_key?(provided_edit_key, party_edit_key)
provided_edit_key.present? &&
provided_edit_key.bytesize == party_edit_key.bytesize &&
ActiveSupport::SecurityUtils.secure_compare(provided_edit_key, party_edit_key)
end
##
# Specifies and permits the allowed weapon parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def weapon_params
params.require(:weapon).permit(
:id, :party_id, :weapon_id,
:position, :mainhand, :uncap_level, :transcendence_step, :element,
:weapon_key1_id, :weapon_key2_id, :weapon_key3_id,
:ax_modifier1, :ax_modifier2, :ax_strength1, :ax_strength2,
:awakening_id, :awakening_level
)
end
##
# Specifies and permits the resolve parameters.
#
# @return [ActionController::Parameters] the permitted parameters.
def resolve_params
params.require(:resolve).permit(:position, :incoming, conflicting: [])
end
end
end
end