hensei-api/app/controllers/api/v1/grid_summons_controller.rb

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# frozen_string_literal: true
module Api
module V1
##
# Controller responsible for managing grid summons for a party.
# Provides actions to create, update, and destroy grid summons.
#
# @note All actions assume that the request has been authorized.
class GridSummonsController < Api::V1::ApiController
attr_reader :party, :incoming_summon
before_action :set, only: %w[update update_uncap_level update_quick_summon]
before_action :find_party, only: :create
before_action :find_incoming_summon, only: :create
before_action :authorize, only: %i[create update update_uncap_level update_quick_summon destroy]
##
# Creates a new grid summon.
#
# This method builds a new grid summon using the permitted parameters merged
# with the party and summon IDs. It ensures that the `uncap_level` is set to the
# maximum allowed level if not provided. Depending on validation, it will either save
# the summon, handle conflict resolution, or render a validation error response.
#
# @return [void]
def create
# Build a new grid summon using permitted parameters merged with party and summon IDs.
# Then, using `tap`, ensure that the uncap_level is set by using the max_uncap_level helper
# if it hasn't already been provided.
grid_summon = build_grid_summon.tap do |gs|
gs.uncap_level ||= max_uncap_level(gs)
end
# If the grid summon is valid (i.e. it passes all validations), then save it normally.
if grid_summon.valid?
save_summon(grid_summon)
# If it is invalid due to a conflict error, handle the conflict resolution flow.
elsif conflict_error?(grid_summon)
handle_conflict(grid_summon)
# If there's some other kind of validation error, render the validation error response back to the client.
else
render_validation_error_response(grid_summon)
end
end
##
# Updates an existing grid summon.
#
# Updates the grid summon attributes using permitted parameters. If the update is successful,
# it renders the updated grid summon view; otherwise, it renders a validation error response.
#
# @return [void]
def update
@summon.attributes = summon_params
return render json: GridSummonBlueprint.render(@summon, view: :nested, root: :grid_summon) if @summon.save
render_validation_error_response(@summon)
end
##
# Updates the uncap level and transcendence step of a grid summon.
#
# This action recalculates the maximum allowed uncap level based on the summon attributes
# and applies business logic to adjust the uncap level and transcendence step accordingly.
# On success, it renders the updated grid summon view; otherwise, it renders a validation error response.
#
# @return [void]
def update_uncap_level
summon = @summon.summon
max_level = max_uncap_level(summon)
greater_than_max_uncap = summon_params[:uncap_level].to_i > max_level
can_be_transcended = summon.transcendence &&
summon_params[:transcendence_step].present? &&
summon_params[:transcendence_step].to_i.positive?
new_uncap_level = greater_than_max_uncap || can_be_transcended ? max_level : summon_params[:uncap_level]
new_transcendence_step = summon.transcendence && summon_params[:transcendence_step].present? ? summon_params[:transcendence_step] : 0
if @summon.update(uncap_level: new_uncap_level, transcendence_step: new_transcendence_step)
render json: GridSummonBlueprint.render(@summon, view: :nested, root: :grid_summon)
else
render_validation_error_response(@summon)
end
end
##
# Updates the quick summon status for a grid summon.
#
# If the grid summon is in positions 4, 5, or 6, no update is performed.
# Otherwise, it disables quick summon for all other summons in the party,
# updates the current summon, and renders the updated list of summons.
#
# @return [void]
def update_quick_summon
return if [4, 5, 6].include?(@summon.position)
quick_summons = @summon.party.summons.select(&:quick_summon)
quick_summons.each do |summon|
summon.update!(quick_summon: false)
end
@summon.update!(quick_summon: summon_params[:quick_summon])
return unless @summon.persisted?
quick_summons -= [@summon]
summons = [@summon] + quick_summons
render json: GridSummonBlueprint.render(summons, view: :nested, root: :summons)
end
#
# Destroys a grid summon.
#
# Finds the grid summon by ID. If not found, renders a not-found response.
# If the current user is not authorized to perform the deletion, renders an unauthorized response.
# On successful destruction, renders the destroyed grid summon view.
#
# @return [void]
def destroy
grid_summon = GridSummon.find_by('id = ?', params[:id])
return render_not_found_response('grid_summon') if grid_summon.nil?
return render_unauthorized_response if grid_summon.party.user != current_user
render json: GridSummonBlueprint.render(grid_summon, view: :destroyed), status: :ok if grid_summon.destroy
end
##
# Saves the provided grid summon.
#
# If an existing grid summon is found at the specified position for the party, it is replaced.
# On successful save, renders the grid summon view with a created status.
#
# @param summon [GridSummon] The grid summon instance to be saved.
# @return [void]
def save_summon(summon)
if (grid_summon = GridSummon.where(
party_id: party.id,
position: summon_params[:position]
).first)
GridSummon.destroy(grid_summon.id)
end
return unless summon.save
output = render_grid_summon_view(summon)
render json: output, status: :created
end
##
# Handles conflict resolution for a grid summon.
#
# If a conflict is detected and the conflicting summon matches the incoming summon,
# the method updates the conflicting summons position with the new position.
# On a successful update, renders the updated grid summon view.
#
# @param summon [GridSummon] The grid summon instance that encountered a conflict.
# @return [void]
def handle_conflict(summon)
conflict_summon = summon.conflicts(party)
return unless conflict_summon.summon.id == incoming_summon.id
old_position = conflict_summon.position
conflict_summon.position = summon_params[:position]
return unless conflict_summon.save
output = render_grid_summon_view(conflict_summon, old_position)
render json: output
end
private
##
# Finds the party based on the provided party_id parameter.
#
# Sets the @party instance variable and renders an unauthorized response if the current
# user is not the owner of the party.
#
# @return [void]
def find_party
# BUG: I can create grid weapons even when I'm not logged in on an authenticated party
@party = Party.find(summon_params[:party_id])
render_unauthorized_response if current_user && (party.user != current_user)
end
##
# Finds the incoming summon based on the provided parameters.
#
# Sets the @incoming_summon instance variable.
#
# @return [void]
def find_incoming_summon
@incoming_summon = Summon.find_by(id: summon_params[:summon_id])
end
##
# Finds and sets the grid summon for update actions.
#
# Sets the @summon instance variable using the provided id parameter.
#
# @return [void]
def set
@summon = GridSummon.find_by('id = ?', summon_params[:id])
end
##
# Authorizes the current request based on the party or grid summon ownership and edit key.
#
# Checks if the current user is authorized to create or update the party or grid summon.
# Renders an unauthorized response if the authorization fails.
#
# @return [void]
def authorize
# Create
unauthorized_create = @party && (@party.user != current_user || @party.edit_key != edit_key)
unauthorized_update = @summon && @summon.party && (@summon.party.user != current_user || @summon.party.edit_key != edit_key)
render_unauthorized_response if unauthorized_create || unauthorized_update
end
##
# Builds a new GridSummon instance using permitted parameters.
#
# Merges the party id and the incoming summon id into the parameters.
#
# @return [GridSummon] A new grid summon instance.
def build_grid_summon
GridSummon.new(summon_params.merge(party_id: party.id, summon_id: incoming_summon.id))
end
##
# Checks whether the grid summon error is solely due to a conflict.
#
# Verifies if the errors on the :series attribute include the specific conflict message
# and confirms that a conflict exists for the current party.
#
# @param grid_summon [GridSummon] The grid summon instance to check.
# @return [Boolean] True if the error is due solely to a conflict, false otherwise.
def conflict_error?(grid_summon)
grid_summon.errors[:series].include?('must not conflict with existing summons') &&
grid_summon.conflicts(party).present?
end
##
# Renders the grid summon view with additional metadata.
#
# @param grid_summon [GridSummon] The grid summon instance to render.
# @param conflict_position [Integer, nil] The position of a conflicting summon, if applicable.
# @return [String] The rendered grid summon view as JSON.
def render_grid_summon_view(grid_summon, conflict_position = nil)
GridSummonBlueprint.render(grid_summon,
view: :nested,
root: :grid_summon,
meta: { replaced: conflict_position })
end
##
# Determines the maximum uncap level for a given summon.
#
# The maximum uncap level is determined based on the attributes of the summon:
# - Returns 4 if the summon has FLB but not ULB and is not transcended.
# - Returns 5 if the summon has ULB and is not transcended.
# - Returns 6 if the summon has transcendence.
# - Otherwise, returns 3.
#
# @param summon [Summon] The summon for which to determine the maximum uncap level.
# @return [Integer] The maximum uncap level.
def max_uncap_level(summon)
if summon.flb && !summon.ulb && !summon.transcendence
4
elsif summon.ulb && !summon.transcendence
5
elsif summon.transcendence
6
else
3
end
end
##
# Defines and permits the whitelisted parameters for a grid summon.
#
# @return [ActionController::Parameters] The permitted parameters.
def summon_params
params.require(:summon).permit(:id, :party_id, :summon_id, :position, :main, :friend,
:quick_summon, :uncap_level, :transcendence_step)
end
end
end
end