Files
bamort/backend/bmrt/gsmaster/weapon_skill_enhanced_handlers.go
T
Bardioc26 042a1d4773 Learncost frontend (#42)
* 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
2026-05-01 18:15:31 +02:00

223 lines
6.9 KiB
Go

package gsmaster
import (
"bamort/database"
"bamort/bmrt/models"
"net/http"
"strconv"
"github.com/gin-gonic/gin"
)
// GetEnhancedMDWeaponSkills returns weapon skills with their source information and difficulty
func GetEnhancedMDWeaponSkills(c *gin.Context) {
type EnhancedWeaponSkill struct {
models.WeaponSkill
SourceCode string `json:"source_code,omitempty"`
Difficulty string `json:"difficulty,omitempty"`
CategoryName string `json:"category_name,omitempty"`
AllDifficulties []string `json:"all_difficulties,omitempty"`
}
type Response struct {
WeaponSkills []EnhancedWeaponSkill `json:"weaponskills"`
Sources []models.Source `json:"sources"`
Difficulties []models.SkillDifficulty `json:"difficulties"`
}
var weaponSkills []models.WeaponSkill
if err := database.DB.Find(&weaponSkills).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve weapon skills"})
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
}
var difficulties []models.SkillDifficulty
if err := database.DB.Find(&difficulties).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to retrieve difficulties"})
return
}
// Build source code map
sourceMap := make(map[uint]string)
for _, source := range sources {
sourceMap[source.ID] = source.Code
}
// Query all weapon skill difficulties from learning_weaponskill_category_difficulties
var categoryDifficulties []models.WeaponSkillCategoryDifficulty
database.DB.Find(&categoryDifficulties)
// Build difficulty maps
difficultyMap := make(map[uint]string)
categoryMap := make(map[uint]string)
allDifficultiesMap := make(map[uint][]string)
for _, cd := range categoryDifficulties {
// Get the first (or preferred) difficulty for the weapon skill
if _, exists := difficultyMap[cd.WeaponSkillID]; !exists {
difficultyMap[cd.WeaponSkillID] = cd.SDifficulty
categoryMap[cd.WeaponSkillID] = cd.SCategory
}
// Collect all difficulties for this weapon skill
allDifficultiesMap[cd.WeaponSkillID] = append(allDifficultiesMap[cd.WeaponSkillID], cd.SDifficulty)
}
// Enhance weapon skills with source code and difficulty
enhancedWeaponSkills := make([]EnhancedWeaponSkill, len(weaponSkills))
for i, ws := range weaponSkills {
enhancedWeaponSkills[i] = EnhancedWeaponSkill{
WeaponSkill: ws,
SourceCode: sourceMap[ws.SourceID],
Difficulty: difficultyMap[ws.ID],
CategoryName: categoryMap[ws.ID],
AllDifficulties: allDifficultiesMap[ws.ID],
}
}
c.JSON(http.StatusOK, Response{
WeaponSkills: enhancedWeaponSkills,
Sources: sources,
Difficulties: difficulties,
})
}
// GetEnhancedMDWeaponSkill returns a single weapon skill with source information
func GetEnhancedMDWeaponSkill(c *gin.Context) {
type EnhancedWeaponSkill struct {
models.WeaponSkill
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 weaponSkill models.WeaponSkill
if err := database.DB.First(&weaponSkill, uint(id)).Error; err != nil {
c.JSON(http.StatusNotFound, gin.H{"error": "Weapon skill not found"})
return
}
var source models.Source
var sourceCode string
if weaponSkill.SourceID > 0 {
if err := database.DB.First(&source, weaponSkill.SourceID).Error; err == nil {
sourceCode = source.Code
}
}
enhanced := EnhancedWeaponSkill{
WeaponSkill: weaponSkill,
SourceCode: sourceCode,
}
c.JSON(http.StatusOK, enhanced)
}
// UpdateEnhancedMDWeaponSkill updates a weapon skill and its difficulty relationship
func UpdateEnhancedMDWeaponSkill(c *gin.Context) {
type UpdateRequest struct {
models.WeaponSkill
Difficulty string `json:"difficulty"`
Category string `json:"category"`
}
id, err := strconv.ParseUint(c.Param("id"), 10, 32)
if err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": "Invalid ID"})
return
}
var weaponSkill models.WeaponSkill
if err := database.DB.First(&weaponSkill, uint(id)).Error; err != nil {
c.JSON(http.StatusNotFound, gin.H{"error": "Weapon skill not found"})
return
}
var req UpdateRequest
if err := c.ShouldBindJSON(&req); err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": err.Error()})
return
}
// Update the weapon skill basic fields
weaponSkill.Name = req.Name
weaponSkill.Beschreibung = req.Beschreibung
weaponSkill.Initialwert = req.Initialwert
weaponSkill.BasisWert = req.BasisWert
weaponSkill.Bonuseigenschaft = req.Bonuseigenschaft
weaponSkill.Improvable = req.Improvable
weaponSkill.InnateSkill = req.InnateSkill
weaponSkill.SourceID = req.SourceID
weaponSkill.PageNumber = req.PageNumber
weaponSkill.GameSystem = req.GameSystem
weaponSkill.ID = uint(id)
if err := database.DB.Save(&weaponSkill).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update weapon skill"})
return
}
// Update difficulty relationship if provided
if req.Difficulty != "" {
category := req.Category
if category == "" {
category = "Waffen" // Default category for weapon skills
}
// Look up SkillCategory ID
var skillCategory models.SkillCategory
if err := database.DB.Where("name = ?", category).First(&skillCategory).Error; err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": "Category not found: " + category})
return
}
// Look up SkillDifficulty ID
var skillDifficulty models.SkillDifficulty
if err := database.DB.Where("name = ?", req.Difficulty).First(&skillDifficulty).Error; err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": "Difficulty not found: " + req.Difficulty})
return
}
// Find or create the WeaponSkillCategoryDifficulty entry
var wscd models.WeaponSkillCategoryDifficulty
err := database.DB.
Where("weapon_skill_id = ? AND skill_category_id = ?", weaponSkill.ID, skillCategory.ID).
First(&wscd).Error
if err != nil {
// Create new entry
wscd = models.WeaponSkillCategoryDifficulty{
WeaponSkillID: weaponSkill.ID,
SkillCategoryID: skillCategory.ID,
SkillDifficultyID: skillDifficulty.ID,
SCategory: category,
SDifficulty: req.Difficulty,
LearnCost: 10, // Default learn cost for weapon skills
}
if err := database.DB.Create(&wscd).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to create difficulty relationship: " + err.Error()})
return
}
} else {
// Update existing entry
wscd.SkillDifficultyID = skillDifficulty.ID
wscd.SDifficulty = req.Difficulty
if err := database.DB.Save(&wscd).Error; err != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": "Failed to update difficulty relationship: " + err.Error()})
return
}
}
}
c.JSON(http.StatusOK, weaponSkill)
}