042a1d4773
* introduced central package registry by package init function * dynamic registration of routes, model, migrations and initializers. * setting a docker compose project name to prevent shutdown of other containers with the same (composer)name * ai documentation * app template * Create tests for ALL API entpoints in ALL packages Based on current data. Ensure that all API endpoints used in frontend are tested. These tests are crucial for the next refactoring tasks. * adopting agent instructions for a more consistent coding style * added desired module layout and debugging information * Fix All Failing tests All failing tests are fixed now that makes the refactoring more easy since all tests must pass * restored routes for maintenance * added common translations * added new tests for API Endpoint * Merge branch 'separate_business_logic' * added lern and skill improvement cost editing * Set Docker image tag when building to prevent rebuild when nothing has changed * add and remove PP for Weaponskill fixed * add and remove PP for same named skills fixed * add new task
223 lines
6.9 KiB
Go
223 lines
6.9 KiB
Go
package gsmaster
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import (
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"bamort/database"
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"bamort/bmrt/models"
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"net/http"
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"strconv"
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"github.com/gin-gonic/gin"
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)
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// GetEnhancedMDWeaponSkills returns weapon skills with their source information and difficulty
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func GetEnhancedMDWeaponSkills(c *gin.Context) {
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type EnhancedWeaponSkill struct {
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models.WeaponSkill
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SourceCode string `json:"source_code,omitempty"`
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Difficulty string `json:"difficulty,omitempty"`
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CategoryName string `json:"category_name,omitempty"`
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AllDifficulties []string `json:"all_difficulties,omitempty"`
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}
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type Response struct {
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WeaponSkills []EnhancedWeaponSkill `json:"weaponskills"`
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Sources []models.Source `json:"sources"`
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Difficulties []models.SkillDifficulty `json:"difficulties"`
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}
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var weaponSkills []models.WeaponSkill
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if err := database.DB.Find(&weaponSkills).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve weapon skills"})
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return
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}
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var sources []models.Source
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if err := database.DB.Find(&sources).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve sources"})
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return
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}
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var difficulties []models.SkillDifficulty
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if err := database.DB.Find(&difficulties).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve difficulties"})
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return
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}
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// Build source code map
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sourceMap := make(map[uint]string)
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for _, source := range sources {
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sourceMap[source.ID] = source.Code
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}
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// Query all weapon skill difficulties from learning_weaponskill_category_difficulties
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var categoryDifficulties []models.WeaponSkillCategoryDifficulty
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database.DB.Find(&categoryDifficulties)
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// Build difficulty maps
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difficultyMap := make(map[uint]string)
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categoryMap := make(map[uint]string)
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allDifficultiesMap := make(map[uint][]string)
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for _, cd := range categoryDifficulties {
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// Get the first (or preferred) difficulty for the weapon skill
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if _, exists := difficultyMap[cd.WeaponSkillID]; !exists {
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difficultyMap[cd.WeaponSkillID] = cd.SDifficulty
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categoryMap[cd.WeaponSkillID] = cd.SCategory
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}
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// Collect all difficulties for this weapon skill
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allDifficultiesMap[cd.WeaponSkillID] = append(allDifficultiesMap[cd.WeaponSkillID], cd.SDifficulty)
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}
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// Enhance weapon skills with source code and difficulty
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enhancedWeaponSkills := make([]EnhancedWeaponSkill, len(weaponSkills))
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for i, ws := range weaponSkills {
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enhancedWeaponSkills[i] = EnhancedWeaponSkill{
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WeaponSkill: ws,
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SourceCode: sourceMap[ws.SourceID],
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Difficulty: difficultyMap[ws.ID],
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CategoryName: categoryMap[ws.ID],
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AllDifficulties: allDifficultiesMap[ws.ID],
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}
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}
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c.JSON(http.StatusOK, Response{
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WeaponSkills: enhancedWeaponSkills,
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Sources: sources,
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Difficulties: difficulties,
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})
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}
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// GetEnhancedMDWeaponSkill returns a single weapon skill with source information
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func GetEnhancedMDWeaponSkill(c *gin.Context) {
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type EnhancedWeaponSkill struct {
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models.WeaponSkill
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SourceCode string `json:"source_code,omitempty"`
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}
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id, err := strconv.ParseUint(c.Param("id"), 10, 32)
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if err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": "Invalid ID"})
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return
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}
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var weaponSkill models.WeaponSkill
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if err := database.DB.First(&weaponSkill, uint(id)).Error; err != nil {
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c.JSON(http.StatusNotFound, gin.H{"error": "Weapon skill not found"})
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return
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}
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var source models.Source
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var sourceCode string
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if weaponSkill.SourceID > 0 {
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if err := database.DB.First(&source, weaponSkill.SourceID).Error; err == nil {
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sourceCode = source.Code
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}
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}
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enhanced := EnhancedWeaponSkill{
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WeaponSkill: weaponSkill,
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SourceCode: sourceCode,
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}
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c.JSON(http.StatusOK, enhanced)
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}
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// UpdateEnhancedMDWeaponSkill updates a weapon skill and its difficulty relationship
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func UpdateEnhancedMDWeaponSkill(c *gin.Context) {
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type UpdateRequest struct {
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models.WeaponSkill
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Difficulty string `json:"difficulty"`
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Category string `json:"category"`
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}
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id, err := strconv.ParseUint(c.Param("id"), 10, 32)
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if err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": "Invalid ID"})
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return
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}
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var weaponSkill models.WeaponSkill
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if err := database.DB.First(&weaponSkill, uint(id)).Error; err != nil {
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c.JSON(http.StatusNotFound, gin.H{"error": "Weapon skill not found"})
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return
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}
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var req UpdateRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": err.Error()})
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return
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}
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// Update the weapon skill basic fields
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weaponSkill.Name = req.Name
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weaponSkill.Beschreibung = req.Beschreibung
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weaponSkill.Initialwert = req.Initialwert
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weaponSkill.BasisWert = req.BasisWert
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weaponSkill.Bonuseigenschaft = req.Bonuseigenschaft
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weaponSkill.Improvable = req.Improvable
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weaponSkill.InnateSkill = req.InnateSkill
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weaponSkill.SourceID = req.SourceID
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weaponSkill.PageNumber = req.PageNumber
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weaponSkill.GameSystem = req.GameSystem
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weaponSkill.ID = uint(id)
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if err := database.DB.Save(&weaponSkill).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update weapon skill"})
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return
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}
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// Update difficulty relationship if provided
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if req.Difficulty != "" {
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category := req.Category
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if category == "" {
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category = "Waffen" // Default category for weapon skills
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}
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// Look up SkillCategory ID
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var skillCategory models.SkillCategory
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if err := database.DB.Where("name = ?", category).First(&skillCategory).Error; err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": "Category not found: " + category})
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return
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}
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// Look up SkillDifficulty ID
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var skillDifficulty models.SkillDifficulty
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if err := database.DB.Where("name = ?", req.Difficulty).First(&skillDifficulty).Error; err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": "Difficulty not found: " + req.Difficulty})
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return
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}
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// Find or create the WeaponSkillCategoryDifficulty entry
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var wscd models.WeaponSkillCategoryDifficulty
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err := database.DB.
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Where("weapon_skill_id = ? AND skill_category_id = ?", weaponSkill.ID, skillCategory.ID).
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First(&wscd).Error
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if err != nil {
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// Create new entry
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wscd = models.WeaponSkillCategoryDifficulty{
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WeaponSkillID: weaponSkill.ID,
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SkillCategoryID: skillCategory.ID,
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SkillDifficultyID: skillDifficulty.ID,
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SCategory: category,
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SDifficulty: req.Difficulty,
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LearnCost: 10, // Default learn cost for weapon skills
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}
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if err := database.DB.Create(&wscd).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to create difficulty relationship: " + err.Error()})
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return
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}
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} else {
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// Update existing entry
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wscd.SkillDifficultyID = skillDifficulty.ID
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wscd.SDifficulty = req.Difficulty
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if err := database.DB.Save(&wscd).Error; err != nil {
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c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update difficulty relationship: " + err.Error()})
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return
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}
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}
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}
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c.JSON(http.StatusOK, weaponSkill)
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}
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