hensei-api/app/controllers/api/v1/grid_weapons_controller.rb
Justin Edmund ebbbdc174b Fix bug in GridCharactersController refactor
This would show a conflict modal for any weapon as long as one of the weapons was an opus or draconic
2023-01-02 16:25:35 -08:00

200 lines
7.7 KiB
Ruby

# frozen_string_literal: true
module Api
module V1
class GridWeaponsController < Api::V1::ApiController
before_action :set, except: %w[create update_uncap_level destroy]
def create
# BUG: I can create grid weapons even when I'm not logged in on an authenticated party
party = Party.find(weapon_params[:party_id])
render_unauthorized_response if current_user && (party.user != current_user)
incoming_weapon = Weapon.find(weapon_params[:weapon_id])
incoming_weapon.limit
# Set up conflict_position in case it is used
conflict_position = nil
if [9, 10, 11].include?(weapon_params[:position].to_i) && ![11, 16, 17, 28, 29].include?(incoming_weapon.series)
raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon)
end
# 1. If the weapon has a limit
# 2. If the weapon does not match a weapon already in grid
# 3. If the incoming weapon has a limit and other weapons of the same series are in grid
if incoming_weapon.limit && incoming_weapon.limit.positive?
conflict_weapon = party.weapons.find do |weapon|
weapon if incoming_weapon.series == weapon.weapon.series ||
([2, 3].include?(incoming_weapon.series) && [2, 3].include?(weapon.weapon.series))
end
if conflict_weapon
if conflict_weapon.weapon.id != incoming_weapon.id
return render json: ConflictBlueprint.render(nil, view: :weapons,
conflict_weapons: [conflict_weapon],
incoming_weapon: incoming_weapon,
incoming_position: weapon_params[:position])
else
# Destroy the original grid weapon
# TODO: Use conflict_position to alert the client that that position has changed
conflict_position = conflict_weapon.position
GridWeapon.destroy(conflict_weapon.id)
end
end
end
# Destroy the existing item before adding a new one
if (grid_weapon = GridWeapon.where(
party_id: party.id,
position: weapon_params[:position]
).first)
GridWeapon.destroy(grid_weapon.id)
end
weapon = GridWeapon.new
weapon.attributes = weapon_params.merge(party_id: party.id, weapon_id: incoming_weapon.id)
if weapon.position == -1
party.element = weapon.weapon.element
party.save!
end
# Render the new weapon and any weapons changed
if weapon.save!
render json: GridWeaponBlueprint.render(weapon, view: :full,
root: :grid_weapon,
meta: {
replaced: conflict_position
}),
status: :created
end
end
def resolve
incoming = Weapon.find(resolve_params[:incoming])
conflicting = resolve_params[:conflicting].map { |id| GridWeapon.find(id) }
party = conflicting.first.party
# Destroy each conflicting weapon
conflicting.each { |weapon| GridWeapon.destroy(weapon.id) }
# Destroy the weapon at the desired position if it exists
existing_weapon = GridWeapon.where(party: party.id, position: resolve_params[:position]).first
GridWeapon.destroy(existing_weapon.id) if existing_weapon
uncap_level = 3
uncap_level = 4 if incoming.flb
uncap_level = 5 if incoming.ulb
weapon = GridWeapon.create!(party_id: party.id, weapon_id: incoming.id,
position: resolve_params[:position], uncap_level: uncap_level)
render json: GridWeaponBlueprint.render(weapon, view: :nested), status: :created if weapon.save!
end
def update
render_unauthorized_response if current_user && (@weapon.party.user != current_user)
# TODO: Server-side validation of weapon mods
# We don't want someone modifying the JSON and adding
# keys to weapons that cannot have them
# Maybe we make methods on the model to validate for us somehow
render json: GridWeaponBlueprint.render(@weapon, view: :nested) if @weapon.update(weapon_params)
end
# TODO: Implement removing characters
def destroy; end
def update_uncap_level
weapon = GridWeapon.find(weapon_params[:id])
render_unauthorized_response if current_user && (weapon.party.user != current_user)
weapon.uncap_level = weapon_params[:uncap_level]
return unless weapon.save!
render json: GridWeaponBlueprint.render(weapon, view: :nested, root: :grid_weapon),
status: :created
end
private
def check_weapon_compatibility
return if compatible_with_position?(incoming_weapon, weapon_params[:position])
raise Api::V1::IncompatibleWeaponForPositionError.new(weapon: incoming_weapon)
end
# Check if the incoming weapon is compatible with the specified position
def compatible_with_position?(incoming_weapon, position)
false if [9, 10, 11].include?(position.to_i) && ![11, 16, 17, 28, 29].include?(incoming_weapon.series)
true
end
def conflict_weapon
@conflict_weapon ||= find_conflict_weapon(party, incoming_weapon)
end
# Find a conflict weapon if one exists
def find_conflict_weapon(party, incoming_weapon)
return unless incoming_weapon.limit
party.weapons.find do |weapon|
series_match = incoming_weapon.series == weapon.weapon.series
weapon if series_match || opus_or_draconic?(weapon.weapon) && opus_or_draconic?(incoming_weapon)
end
end
def find_incoming_weapon
@incoming_weapon = Weapon.find(weapon_params[:weapon_id])
@incoming_weapon.limit
end
def find_party
# BUG: I can create grid weapons even when I'm not logged in on an authenticated party
@party = Party.find(weapon_params[:party_id])
render_unauthorized_response if current_user && (party.user != current_user)
end
def opus_or_draconic?(weapon)
[2, 3].include?(weapon.series)
end
# Render the conflict view as a string
def render_conflict_view(conflict_weapon, incoming_weapon, incoming_position)
ConflictBlueprint.render(nil, view: :weapons,
conflict_weapons: [conflict_weapon],
incoming_weapon: incoming_weapon,
incoming_position: incoming_position)
end
def render_grid_weapon_view(grid_weapon, conflict_position)
GridWeaponBlueprint.render(grid_weapon, view: :full,
root: :grid_weapon,
meta: { replaced: conflict_position })
end
def set
@weapon = GridWeapon.where('id = ?', params[:id]).first
end
# Specify whitelisted properties that can be modified.
def weapon_params
params.require(:weapon).permit(
:id, :party_id, :weapon_id,
:position, :mainhand, :uncap_level, :element,
:weapon_key1_id, :weapon_key2_id, :weapon_key3_id,
:ax_modifier1, :ax_modifier2, :ax_strength1, :ax_strength2,
:awakening_type, :awakening_level
)
end
def resolve_params
params.require(:resolve).permit(:position, :incoming, conflicting: [])
end
end
end
end