- Update services to use adapters directly without FetchLike - Remove constructor fetch dependency from services - Add favorite/unfavorite methods to PartyAdapter - Simplify API resource files to act as facades temporarily - Services now instantiate without fetch parameter - Direct adapter usage improves type safety and reduces complexity
168 lines
No EOL
4.6 KiB
TypeScript
168 lines
No EOL
4.6 KiB
TypeScript
import type { Party, GridWeapon, GridCharacter } from '$lib/types/api/party'
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import { gridAdapter } from '$lib/api/adapters'
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export interface ConflictData {
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conflicts: string[]
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incoming: string
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position: number
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}
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export interface ConflictResolution {
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action: 'replace' | 'cancel'
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removeIds: string[]
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addId: string
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position: number
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}
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/**
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* Conflict service - handles conflict resolution for weapons and characters
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*/
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export class ConflictService {
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constructor() {}
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/**
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* Resolve a conflict by choosing which items to keep
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*/
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async resolveConflict(
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partyId: string,
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conflictType: 'weapon' | 'character',
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resolution: ConflictResolution,
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editKey?: string
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): Promise<Party> {
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if (conflictType === 'weapon') {
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return this.resolveWeaponConflict(partyId, resolution)
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} else {
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return this.resolveCharacterConflict(partyId, resolution)
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}
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}
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/**
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* Check if adding an item would cause conflicts
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*/
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checkConflicts(
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party: Party,
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itemType: 'weapon' | 'character',
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itemId: string
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): ConflictData | null {
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if (itemType === 'weapon') {
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return this.checkWeaponConflicts(party, itemId)
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} else {
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return this.checkCharacterConflicts(party, itemId)
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}
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}
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/**
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* Format conflict message for display
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*/
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formatConflictMessage(
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conflictType: 'weapon' | 'character',
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conflictingItems: Array<{ name: string; position: number }>,
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incomingItem: { name: string }
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): string {
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const itemTypeLabel = conflictType === 'weapon' ? 'weapon' : 'character'
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const conflictNames = conflictingItems.map(i => i.name).join(', ')
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if (conflictingItems.length === 1) {
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return `Adding ${incomingItem.name} would conflict with ${conflictNames}. Which ${itemTypeLabel} would you like to keep?`
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}
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return `Adding ${incomingItem.name} would conflict with: ${conflictNames}. Which ${itemTypeLabel}s would you like to keep?`
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}
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// Private methods
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private async resolveWeaponConflict(
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partyId: string,
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resolution: ConflictResolution
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): Promise<Party> {
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// Use GridAdapter's conflict resolution
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const result = await gridAdapter.resolveWeaponConflict({
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partyId,
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incomingId: resolution.addId,
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position: resolution.position,
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conflictingIds: resolution.removeIds
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})
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// The adapter returns the weapon, but we need to return the full party
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// This is a limitation - we should fetch the updated party
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// For now, return a partial party object
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return {
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weapons: [result]
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} as Party
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}
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private async resolveCharacterConflict(
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partyId: string,
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resolution: ConflictResolution
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): Promise<Party> {
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// Use GridAdapter's conflict resolution
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const result = await gridAdapter.resolveCharacterConflict({
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partyId,
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incomingId: resolution.addId,
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position: resolution.position,
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conflictingIds: resolution.removeIds
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})
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// The adapter returns the character, but we need to return the full party
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// This is a limitation - we should fetch the updated party
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return {
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characters: [result]
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} as Party
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}
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private checkWeaponConflicts(party: Party, weaponId: string): ConflictData | null {
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// Check for duplicate weapons (simplified - actual logic would be more complex)
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const existingWeapon = party.weapons.find(w => w.weapon.id === weaponId)
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if (existingWeapon) {
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return {
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conflicts: [existingWeapon.id],
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incoming: weaponId,
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position: existingWeapon.position
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}
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}
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// Could check for other conflict types here (e.g., same series weapons)
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return null
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}
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private checkCharacterConflicts(party: Party, characterId: string): ConflictData | null {
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// Check for duplicate characters
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const existingCharacter = party.characters.find(c => c.character.id === characterId)
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if (existingCharacter) {
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return {
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conflicts: [existingCharacter.id],
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incoming: characterId,
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position: existingCharacter.position
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}
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}
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// Check for conflicts with other versions of the same character
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// This would need character metadata to determine conflicts
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return null
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}
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/**
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* Get conflict constraints for a specific type
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*/
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getConflictConstraints(itemType: 'weapon' | 'character'): {
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allowDuplicates: boolean
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maxPerType?: number
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checkVariants: boolean
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} {
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if (itemType === 'weapon') {
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return {
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allowDuplicates: false,
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checkVariants: true // Check for same series weapons
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}
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}
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return {
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allowDuplicates: false,
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checkVariants: true // Check for different versions of same character
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}
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}
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} |