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package gsmaster
import (
"bamort/database"
"bamort/models"
"net/http"
"strconv"
"github.com/gin-gonic/gin"
)
// GetEnhancedMDWeapons returns weapons with their source information
func GetEnhancedMDWeapons(c *gin.Context) {
gs, ok := resolveGameSystem(c)
if !ok {
return
}
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type EnhancedWeapon struct {
models.Weapon
SourceCode string `json:"source_code,omitempty"`
}
type Response struct {
Weapons []EnhancedWeapon `json:"weapons"`
Sources []models.Source `json:"sources"`
}
var weapons []models.Weapon
if err := database.DB.Where("game_system=? OR game_system_id=?", gs.Name, gs.ID).Find(&weapons).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve weapons"})
return
}
var sources []models.Source
if err := database.DB.Find(&sources).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve sources"})
return
}
// Build source code map
sourceMap := make(map[uint]string)
for _, source := range sources {
sourceMap[source.ID] = source.Code
}
// Enhance weapons with source code
enhancedWeapons := make([]EnhancedWeapon, len(weapons))
for i, w := range weapons {
enhancedWeapons[i] = EnhancedWeapon{
Weapon: w,
SourceCode: sourceMap[w.SourceID],
}
}
c.JSON(http.StatusOK, Response{
Weapons: enhancedWeapons,
Sources: sources,
})
}
// GetEnhancedMDWeapon returns a single weapon with source information
func GetEnhancedMDWeapon(c *gin.Context) {
gs, ok := resolveGameSystem(c)
if !ok {
return
}
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type EnhancedWeapon struct {
models.Weapon
SourceCode string `json:"source_code,omitempty"`
}
id, err := strconv.ParseUint(c.Param("id"), 10, 32)
if err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": "Invalid ID"})
return
}
var weapon models.Weapon
if err := database.DB.Where("game_system=? OR game_system_id=?", gs.Name, gs.ID).First(&weapon, uint(id)).Error; err != nil {
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c.JSON(http.StatusNotFound, gin.H{"error": "Weapon not found"})
return
}
var source models.Source
var sourceCode string
if weapon.SourceID > 0 {
if err := database.DB.First(&source, weapon.SourceID).Error; err == nil {
sourceCode = source.Code
}
}
enhanced := EnhancedWeapon{
Weapon: weapon,
SourceCode: sourceCode,
}
c.JSON(http.StatusOK, enhanced)
}
// UpdateEnhancedMDWeapon updates a weapon
func UpdateEnhancedMDWeapon(c *gin.Context) {
gs, ok := resolveGameSystem(c)
if !ok {
return
}
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id, err := strconv.ParseUint(c.Param("id"), 10, 32)
if err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": "Invalid ID"})
return
}
var weapon models.Weapon
if err := database.DB.Where("game_system=? OR game_system_id=?", gs.Name, gs.ID).First(&weapon, uint(id)).Error; err != nil {
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c.JSON(http.StatusNotFound, gin.H{"error": "Weapon not found"})
return
}
// Bind the request to weapon
if err := c.ShouldBindJSON(&weapon); err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": err.Error()})
return
}
// Ensure ID stays the same
weapon.ID = uint(id)
weapon.GameSystem = gs.Name
weapon.GameSystemId = gs.ID
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// Update the weapon
if err := weapon.Save(); err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update weapon"})
return
}
c.JSON(http.StatusOK, weapon)
}