153 Commits

Author SHA1 Message Date
a47646bd5f adds AddPlayer endpoint 2019-12-18 15:22:20 +01:00
2c87713818 deletes old frontend 2019-12-15 16:03:25 +01:00
b19d56fd9a updates for prod env 2019-12-15 16:02:00 +01:00
342a66475d fixes bugs in group sell 2019-12-08 14:54:45 +01:00
108470c5d1 adds SessionKind and mocks impl of key checks 2019-12-05 16:17:33 +01:00
d1a85ed1d0 adds new 'shop' table 2019-11-18 15:07:35 +01:00
cb8dfa9a2a works on adding from list 2019-11-14 16:26:03 +01:00
61a03f1781 adds RestrictedAccess middleware for api scope 2019-11-14 14:23:50 +01:00
9d84a5ac62 adds logic for magic link authentication 2019-11-14 12:30:57 +01:00
988cdc97e2 it is useless to keep history of claims updates 2019-11-12 15:56:27 +01:00
b5010539bb less verbose logger 2019-11-07 21:05:39 +01:00
51cc6c4765 fixes small bug (forgot to save sell gains for group) 2019-11-07 16:12:42 +01:00
1cc9c2eefa fixes some misbehaviour 2019-11-07 15:55:58 +01:00
4925afbeb5 some better names 2019-11-06 14:47:47 +01:00
1afbcff12a unifies Buy and Sell parameters 2019-11-06 14:31:05 +01:00
ee0b7b2b7a adds UpdateResult class of queries 2019-10-29 16:19:00 +01:00
089aaf9a6d fixes api 2019-10-29 15:12:56 +01:00
1f2a940968 adds reactivity when undoing an event 2019-10-28 16:08:05 +01:00
8d1344e0b6 adds events api 2019-10-28 15:29:17 +01:00
e9f535ac86 impls undoable events 2019-10-28 15:27:26 +01:00
0ac2bce183 adds newtype 2019-10-28 00:22:28 +01:00
d880d9528e works on making event models work 2019-10-27 21:56:24 +01:00
9ee8cb867c blanket impl of Update.undo() 2019-10-27 16:20:11 +01:00
df06e2cf4a removes some unused warnings 2019-10-27 16:13:29 +01:00
ae991bf4dc preps historic events management 2019-10-27 15:53:01 +01:00
40e39d5a65 adds history table 2019-10-27 15:52:46 +01:00
559ce804a7 makes resolve_claims a single transaction 2019-10-27 14:50:49 +01:00
9a3744e340 fixes resolve_claims & split_and_share 2019-10-27 14:45:54 +01:00
dc0874bd12 preps undo actions 2019-10-26 11:06:08 +02:00
49dfd8bb14 adds selling procedure for 'group' 2019-10-26 10:58:03 +02:00
74ee4a831b works on selling group items 2019-10-20 22:03:06 +02:00
05a08ea337 adds forbidden_to_players wrapper for db_call 2019-10-20 21:23:57 +02:00
edf236ef8c routing the rest of implemented features, hits response problem 2019-10-20 16:09:16 +02:00
ed3ac2abcb adds notifications table and models 2019-10-19 21:59:17 +02:00
2248e25aec split player module 2019-10-19 21:44:10 +02:00
24807615f7 adds docs, removes some useless pub statements 2019-10-19 16:12:27 +02:00
a552d7beee Merge branch 'refactoring' of rust/lootalot into master 2019-10-19 14:39:07 +02:00
ce04b77a15 removes unused file 2019-10-19 14:29:42 +02:00
622d746446 removes obsolete AppStorage.js 2019-10-19 14:23:55 +02:00
b0441f3402 fixes bug (float precision) by using f64 2019-10-18 21:39:23 +02:00
61c9a4e6d4 moves all api logic inside PlayerView, found weird bug in unpack_gold_value (floating error) 2019-10-18 16:21:00 +02:00
3fce1dc7d0 adds nicer notifications to user 2019-10-18 14:48:27 +02:00
60a6e69f67 refactor PlayerView, plans to replace ApiStorage.js by lootalot.js api module 2019-10-18 14:35:06 +02:00
08397e7b25 fixes API consumer 2019-10-18 12:42:27 +02:00
ec36403dc3 adds custom serializer for api::Value 2019-10-17 13:25:07 +02:00
80585eb1cd removes useless file 2019-10-17 13:01:33 +02:00
185e1403e3 moves API logic inside its own module 2019-10-17 12:56:07 +02:00
3cc45397da fixes errors, cleans up 2019-10-17 11:58:00 +02:00
2222422f8a removes ApiResponse from server 2019-10-16 22:32:58 +02:00
8cfa21eccf stablizing ApiResponse inside lootalot_db crate 2019-10-16 22:29:38 +02:00
8af7790d17 try out a generic ApiResponse 2019-10-15 16:22:46 +02:00
6101aaa9e9 thoughts on new api structure, formats code 2019-10-15 14:42:57 +02:00
8399ffebf7 refactors claims unit tests 2019-10-15 14:16:45 +02:00
de4aad5679 updates README 2019-10-14 23:40:38 +02:00
a05cab9974 fixes claims routes 2019-10-14 23:38:29 +02:00
c72169281d refactors, makes Loot private to module 2019-10-14 16:28:18 +02:00
b2e319dc15 works on resolve_claims 2019-10-14 15:27:49 +02:00
0df875d6a6 moves db logic inside model's managers 2019-10-13 16:02:47 +02:00
068b2e7169 reorganizes api endpoints 2019-10-11 16:07:09 +02:00
3a1f8ec4f6 thinking in progress 2019-10-10 16:38:59 +02:00
77728cfdc4 reinitialize lootalot_front to add unit testing 2019-10-10 10:14:02 +02:00
70eed30bee makes adding loot working 2019-10-07 15:10:35 +02:00
4f6970c423 works on Loot adding UI 2019-10-04 16:02:22 +02:00
1ff2429244 starts working on ItemInput 2019-10-04 14:47:45 +02:00
f1548aedfa adds search filter on Chest 2019-10-04 14:21:50 +02:00
c99a38a738 makes selector work 2019-10-03 21:27:42 +02:00
d6fe5b71f5 extracts Selector component 2019-10-03 19:57:48 +02:00
47b5d27a0b makes modifier kind-of work, needs refactoring 2019-10-03 16:13:05 +02:00
60b489e8fd finish add/buy in frontend 2019-10-03 12:37:22 +02:00
2e7afa9bb0 small fixes 2019-10-01 16:18:30 +02:00
34bb1977a5 small fix 2019-10-01 15:43:16 +02:00
cb98b97126 adds buy/sell endpoints 2019-08-07 15:34:08 +02:00
6e7a0f6211 updates readme 2019-08-05 21:15:12 +02:00
6f1a0530d0 updates readme 2019-08-05 21:14:44 +02:00
8fbca0f7d8 updates README 2019-08-05 21:12:10 +02:00
3cfa12570d small fixes 2019-08-05 15:54:54 +02:00
10d157a9af adds a working inventory 2019-08-05 15:41:41 +02:00
894f5f8200 small fixes, cleans up API 2019-08-05 14:41:36 +02:00
3b39428e76 aliases Chest to force creation of distinct ones 2019-08-04 21:38:32 +02:00
a0e4a02e0f starts improving REST Api 2019-08-04 21:23:01 +02:00
e56c8df121 UI fixes, adds blanket impls of buy/sell signals 2019-08-01 21:57:47 +02:00
f1d088596d adds basic 'views' concept for main content 2019-08-01 15:46:38 +02:00
dde7dc3770 removes Chest use of AppStorage, various fixes 2019-08-01 14:46:25 +02:00
15d87e3b47 more refactoring, removing imports 2019-07-31 21:48:59 +02:00
dae7633c11 moves logic to PlayerView, adds simple notifications when debugging 2019-07-31 15:37:35 +02:00
e07b236313 removes useless test 2019-07-31 15:12:48 +02:00
fccd9b999b Starts refactor using a PlayerView renderless component for Player logic 2019-07-31 15:11:51 +02:00
2991a88a30 small fixes while reviewing code 2019-07-29 15:43:14 +02:00
a3eaeed807 redraws frontend UI 2019-07-28 15:56:19 +02:00
d280d0f095 fix type error 2019-07-28 13:37:59 +02:00
dbb084b0ec little fixes 2019-07-24 16:02:44 +02:00
7350d5222c adds basic resolve_claims + test 2019-07-24 15:55:08 +02:00
89172177eb makes ActionResult simpler, uses SQL transactions 2019-07-24 15:07:04 +02:00
51a3d00d03 formats code 2019-07-20 15:00:28 +02:00
0636829fdd adds doc 2019-07-17 14:59:04 +02:00
143d9bb5aa adds tests 2019-07-17 14:26:27 +02:00
21369535e8 impls more DbApi actions, adds a test 2019-07-16 14:56:54 +02:00
441b7f5ad6 little fixes 2019-07-15 16:07:25 +02:00
4b55964786 adds comments and new tests 2019-07-15 15:55:13 +02:00
caabad3982 small refactoring 2019-07-15 15:34:51 +02:00
96f8e36c97 adds test 2019-07-15 15:25:49 +02:00
58f39ae5d0 code cleanup, starts testing 2019-07-15 14:59:49 +02:00
5d54d40bec learning how to test 2019-07-12 15:56:16 +02:00
caa8d3fad6 adds docs, tests unpack_gold_value 2019-07-11 15:35:32 +02:00
e08cd64743 enhance responses from API, integrates with frontend 2019-07-11 14:54:18 +02:00
bc65dfcd78 small changes 2019-07-05 15:45:53 +02:00
63c14b4a54 improves progressive rendering, work in progress... 2019-07-05 15:06:16 +02:00
b4692a7a4e fixes Vue reactivity problems, updates REST Api endpoints 2019-07-05 14:18:12 +02:00
5f0e6624e0 going on, reactivity is not properly working 2019-07-04 16:02:05 +02:00
503ebf7b6b updates frontend to use DB api 2019-07-04 14:53:50 +02:00
4e28eb4159 basic impl of players list and loot api in frontend 2019-07-03 16:07:56 +02:00
b8968aebbd adds cors to test in dev environment 2019-07-03 14:32:35 +02:00
c95c13bf18 impls add player admin action 2019-07-03 14:11:26 +02:00
5a792edb20 impls claims on looted items 2019-07-02 15:33:36 +02:00
36c8f24fdc impls wealth updating 2019-07-02 15:07:03 +02:00
9acedd4119 begins work on updates 2019-07-01 16:05:42 +02:00
5f598aff24 cleans up 2019-07-01 15:41:13 +02:00
f6ee865088 keeps working on design, updates doc comments 2019-06-25 16:20:26 +02:00
5379ad236f uses tips from diesel.rs guide for application integration 2019-06-22 21:55:21 +02:00
99404543b3 adds documentation 2019-06-22 15:46:57 +02:00
a77fce417c extracts server in its own module 2019-06-22 15:23:29 +02:00
f5e495734f refactors api 2019-06-22 14:57:51 +02:00
23adaa3e79 writes down some ideas 2019-06-21 21:49:57 +02:00
3d612f33d7 moves api to its own module, thinking about design to choose 2019-06-21 15:11:38 +02:00
966cafb9d9 updates README 2019-06-21 14:01:27 +02:00
0f77a16a8c updates table schema 2019-06-21 13:57:36 +02:00
472e24a62c impls chest content query, still working on the api... 2019-06-20 15:28:06 +02:00
48f71e048e cleans up a little + rustfmt 2019-06-19 15:31:58 +02:00
396989f3dd makes one database query work :) 2019-06-19 15:26:27 +02:00
f589751f8c upgrades actix to 1.0 2019-06-19 14:06:38 +02:00
ed6a6a4a3f adds .env files to ignored 2019-06-18 21:02:44 +02:00
f00105aaa5 first draft of an interface with frontend 2019-06-18 16:01:56 +02:00
f619f7229b runs rustfmt, removes unused imports 2019-06-18 15:49:10 +02:00
9b3df58a08 adds server to serve the static files, fixes db tables 2019-06-18 15:44:49 +02:00
ef9124cc74 moves shared store inside AppStorage.js 2019-06-16 15:37:03 +02:00
d9b629116c small fixes 2019-06-16 14:33:26 +02:00
3b1ad574cd removes useless GroupChest component, minor style changes 2019-06-16 14:11:28 +02:00
f50765b5ad small styling tests 2019-06-16 13:54:02 +02:00
192c214b6b adds main actions in group chest 2019-06-15 21:34:45 +02:00
0ff303475b adds show/hides of loot add card 2019-06-15 21:23:22 +02:00
fddb5409b4 improves suggestion box display 2019-06-15 21:09:42 +02:00
b345faa517 more work on ItemInput 2019-06-15 16:31:16 +02:00
aa23fd7077 inits Loot adding functionnality 2019-06-15 16:18:56 +02:00
be5d719068 adds PercentInput for value modding in sell action 2019-06-15 15:20:29 +02:00
d1f2f55c88 adds Cargo.lock to ignore list 2019-06-15 14:22:43 +02:00
50b00cb626 small fixes 2019-06-15 14:05:14 +02:00
89547c52e5 adds node-sass for theme customization 2019-06-14 21:16:43 +02:00
a058357815 dummy impls for requests and conflict resolution 2019-06-14 16:06:03 +02:00
dc7a0da95d adds requests state for Request component 2019-06-14 15:38:24 +02:00
0e71776f4f cleaner inputs for Wealth 2019-06-14 14:31:46 +02:00
109a01a368 removes debug log 2019-06-13 21:47:35 +02:00
93e839e40e adds simple cookie to store active player_id 2019-06-13 21:46:48 +02:00
5a3c628e8e moves request inside own component 2019-06-13 21:30:45 +02:00
44 changed files with 4371 additions and 12239 deletions

6
.gitignore vendored
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@@ -1,6 +1,10 @@
/target
**/*.rs.bk
node_modules
Cargo.lock
**/*.sqlite3
**/.env
package-lock.json
fontawesome

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@@ -4,6 +4,20 @@ version = "0.1.0"
authors = ["Artus <artus@landoftheunicorn.ovh>"]
edition = "2018"
[dependencies]
actix-web = "1.0.*"
actix-files = "*"
actix-service = "*"
actix-identity = "*"
lootalot-db = { version = "0.1", path = "./lootalot_db" }
dotenv = "*"
env_logger = "*"
futures = "0.1"
diesel = "*"
serde = "*"
serde_json = "*"
actix-cors = "0.1.0"
[workspace]
members = [
"lootalot_db"

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@@ -6,43 +6,21 @@ Un gestionnaire de trésors pour des joueurs de Donjon&Dragons(tm).
## Fonctionnalités prévues
* Ajouter des objets "lootés"
* Répartir les objets entre les joueurs et le groupe
* Vendre les objets du groupe et partir équitablement leur valeur entre les joueurs
* Possibilité d'indiquer une variation du prix de vente pour chaque objet ou globale
* Gérer les comptes du groupe et des joueurs
* Historique des transactions par propriétaire
* Ajouter des objets
☑ Acheter
☐ Ajouter un trésor (objet par objet ou par liste)
* Répartir les objets entre les joueurs et le groupe
☑ Demander un objet
☐ Résoudre un conflit
☐ Finaliser la répartition après un délai défini
* Vendre les objets du groupe et répartir équitablement leur valeur entre les joueurs
☑ Possibilité d'indiquer une variation du prix de vente globale et/ou pour chaque objet
☐ Possibilité d'indiquer des joueurs exclus de la répartition
* Gérer les comptes du groupe et des joueurs
☑ Afficher le solde actuel et la dette envers le groupe
☑ Mettre à jour facilement
* Historique
☐ Annuler une action
☐ Consulter l'historique des objets 'looté' par le groupe
## Base de données
### Objets
L'inventaire des objets qui peuvent être lootés.
PK: id
### Propriétaires
Les joueurs sont des propriétaires d'objet.
Le "groupe" est un propriétaire spécial, avec un ID réservé : 0
La table conserve l'état actuel des finances du propriétaire. L'attribut `dette` représente la dette envers le groupe.
```
PK: id
ATTRS: name, debt (in gp), pp, sp, gp, cp
```
### Propriété
Table associative entre objets et propriétaires (joueurs ou groupe)
L'ajout d'un objet à un propriétaire est un achat. La suppression, une vente.
NB: L'historique d'achat est enregistré puis effacé lors de la vente.
```
PK: id
FK: objets_id, proprietaire_id
ATTRS: acquired_date, at_value
```
### Opérations
_Doit-on garder un historique des opérations ?_

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@@ -6,7 +6,11 @@ edition = "2018"
[dependencies]
dotenv = "*"
diesel_migrations = "*"
serde = "*"
serde_derive = "*"
serde_json = "*"
[dependencies.diesel]
version = "1.0"
features = ["sqlite"]
version = "1.4"
features = ["sqlite", "r2d2"]

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@@ -1,2 +1,3 @@
DROP TABLE items;
DROP TABLE looted;
DROP TABLE shop;

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@@ -1,5 +1,22 @@
-- The global inventory of items
CREATE TABLE items (
id INTEGER PRIMARY KEY,
id INTEGER PRIMARY KEY NOT NULL,
name VARCHAR NOT NULL,
base_price INTEGER NOT NULL
);
-- The items that have been looted
CREATE TABLE looted (
id INTEGER PRIMARY KEY NOT NULL,
name VARCHAR NOT NULL,
base_price INTEGER NOT NULL,
owner_id INTEGER NOT NULL,
FOREIGN KEY (owner_id) REFERENCES players(id)
);
-- The items that are available in shop
CREATE TABLE shop (
id INTEGER PRIMARY KEY NOT NULL,
name VARCHAR NOT NULL,
base_price INTEGER NOT NULL
);

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@@ -1,9 +1,11 @@
CREATE TABLE players (
id INTEGER PRIMARY KEY,
id INTEGER PRIMARY KEY NOT NULL,
name VARCHAR NOT NULL,
debt INTEGER DEFAULT 0, -- debt to the group in copper pieces
cp INTEGER DEFAULT 0,
sp INTEGER DEFAULT 0,
gp INTEGER DEFAULT 0,
pp INTEGER DEFAULT 0
debt INTEGER DEFAULT 0 NOT NULL, -- debt to the group in copper pieces
cp INTEGER DEFAULT 0 NOT NULL,
sp INTEGER DEFAULT 0 NOT NULL,
gp INTEGER DEFAULT 0 NOT NULL,
pp INTEGER DEFAULT 0 NOT NULL
);
INSERT INTO players (id, name) VALUES (0, 'Groupe');

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@@ -1 +0,0 @@
DROP TABLE looted;

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@@ -1,8 +0,0 @@
CREATE TABLE looted (
id INTEGER PRIMARY KEY,
player_id INTEGER NOT NULL,
item_id INTEGER NOT NULL,
acquired_date DATE DEFAULT NOW,
FOREIGN KEY (player_id) REFERENCES players(id),
FOREIGN KEY (item_id) REFERENCES items(id)
);

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@@ -0,0 +1 @@
DROP TABLE claims;

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@@ -0,0 +1,8 @@
CREATE TABLE claims (
id INTEGER PRIMARY KEY NOT NULL,
player_id INTEGER NOT NULL,
loot_id INTEGER NOT NULL,
resolve INTEGER NOT NULL DEFAULT 0,
FOREIGN KEY (player_id) REFERENCES players(id),
FOREIGN KEY (loot_id) REFERENCES looted(id)
);

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@@ -0,0 +1 @@
DROP TABLE notifications;

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@@ -0,0 +1,6 @@
CREATE TABLE notifications (
id INTEGER PRIMARY KEY NOT NULL,
player_id INTEGER NOT NULL,
text VARCHAR NOT NULL,
FOREIGN KEY (player_id) REFERENCES players(id)
);

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@@ -0,0 +1 @@
DROP TABLE history;

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@@ -0,0 +1,8 @@
CREATE TABLE history (
id INTEGER PRIMARY KEY NOT NULL,
player_id INTEGER NOT NULL,
event_date TIMESTAMP DEFAULT CURRENT_TIMESTAMP NOT NULL,
text VARCHAR NOT NULL,
updates VARCHAR,
FOREIGN KEY (player_id) REFERENCES players(id)
);

2255
lootalot_db/res/items.csv Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,52 +1,472 @@
#[macro_use] extern crate diesel;
extern crate dotenv;
//! Loot-a-lot Database module
//!
//! # Description
//! This module wraps all needed database operations.
//! It exports a public API for integration with various clients (REST Api, CLI, ...)
extern crate dotenv;
#[macro_use]
extern crate diesel;
#[macro_use]
extern crate serde_derive;
use diesel::prelude::*;
use dotenv::dotenv;
use std::env;
use diesel::query_dsl::RunQueryDsl;
use diesel::r2d2::{self, ConnectionManager};
pub fn establish_connection() -> Result<SqliteConnection, String> {
dotenv().ok();
let database_url =
env::var("DATABASE_URL")
.expect("DATABASE_URL must be set !");
SqliteConnection::establish(&database_url)
.map_err(|e| format!("Error connecting to {} : {:?}", database_url, e))
}
pub mod schema;
pub mod models;
mod schema;
pub fn list_players() -> Vec<models::Player> {
use schema::players::dsl::*;
let conn = establish_connection().unwrap();
players
.load::<models::Player>(&conn)
.expect("Error loading players")
.collect()
pub use models::{
claim::{Claim, Claims},
history::{Event, UpdateList},
item::{Inventory, Shop, Item, LootManager},
player::{AsPlayer, Player, Players, Wealth},
};
/// The connection used
pub type DbConnection = SqliteConnection;
/// A pool of connections
pub type Pool = r2d2::Pool<ConnectionManager<DbConnection>>;
/// The result of a query on DB
pub type QueryResult<T> = Result<T, diesel::result::Error>;
pub type UpdateResult = QueryResult<Update>;
/// Sets up a connection pool and returns it.
/// Uses the DATABASE_URL environment variable (must be set)
pub fn create_pool() -> Pool {
let connspec = std::env::var("DATABASE_URL").expect("DATABASE_URL");
dbg!(&connspec);
let manager = ConnectionManager::<DbConnection>::new(connspec);
r2d2::Pool::builder()
.build(manager)
.expect("Failed to create pool.")
}
/// Every possible update which can happen during a query
#[derive(Serialize, Deserialize, Debug)]
pub enum Update {
Wealth(Wealth),
ItemAdded(Item),
ItemRemoved(Item),
ClaimAdded(Claim),
ClaimRemoved(Claim),
}
impl Update {
/// Change back what has been updated
fn undo(&self, conn: &DbConnection, id: i32) -> UpdateResult {
Ok(match self {
Update::Wealth(diff) => AsPlayer(conn, id).update_wealth(-diff.to_gp())?,
Update::ItemAdded(item) => LootManager(conn, id).find(item.id)?.remove(conn)?,
Update::ItemRemoved(item) => LootManager(conn, id).add_from(&item)?,
// Unused for now
Update::ClaimAdded(claim) => Update::ClaimRemoved(*claim),
Update::ClaimRemoved(claim) => Update::ClaimAdded(*claim),
})
}
}
/// TODO: use this to wrap update in UpdateResult, allowing unified interface
/// whether a query makes multiple updates or just one.
enum OneOrMore {
One(Update),
More(Vec<Update>),
}
/// Every value which can be queried
#[derive(Debug)]
pub enum Value {
Player(Player),
Item(Item),
Claim(Claim),
ItemList(Vec<Item>),
ClaimList(Vec<Claim>),
PlayerList(Vec<Player>),
Notifications(Vec<String>),
}
impl serde::Serialize for Value {
fn serialize<S: serde::Serializer>(&self, serializer: S) -> Result<S::Ok, S::Error> {
match self {
Value::Player(v) => v.serialize(serializer),
Value::Item(v) => v.serialize(serializer),
Value::Claim(v) => v.serialize(serializer),
Value::ItemList(v) => v.serialize(serializer),
Value::ClaimList(v) => v.serialize(serializer),
Value::PlayerList(v) => v.serialize(serializer),
Value::Notifications(v) => v.serialize(serializer),
}
}
}
/// Sells a single item inside a transaction
///
/// # Returns
/// The deleted entity and the updated Wealth (as a difference from previous value)
pub fn sell_item_transaction(
conn: &DbConnection,
id: i32,
loot_id: i32,
price_mod: Option<f64>,
) -> QueryResult<(Update, Wealth)> {
conn.transaction(|| {
let to_delete = LootManager(conn, id).find(loot_id)?;
let mut sell_value = to_delete.sell_value() as f64;
if let Some(modifier) = price_mod {
sell_value *= modifier;
}
let deleted = to_delete.remove(conn)?;
if let Update::Wealth(wealth) = AsPlayer(conn, id).update_wealth(sell_value)? {
Ok((deleted, wealth))
} else {
Err(diesel::result::Error::RollbackTransaction)
}
})
}
/// Buys a single item, copied from inventory.
/// Runs inside a transaction
///
/// # Returns
/// The created entity and the updated Wealth (as a difference from previous value)
pub fn buy_item_from_inventory(
conn: &DbConnection,
id: i32,
item_id: i32,
price_mod: Option<f64>,
) -> QueryResult<(Update, Wealth)> {
conn.transaction(|| {
// Find item in inventory
let item = Inventory(conn).find(item_id)?;
let new_item = LootManager(conn, id).add_from(&item)?;
let sell_price = match price_mod {
Some(modifier) => item.value() * modifier,
None => item.value(),
};
if let Update::Wealth(diff) = AsPlayer(conn, id).update_wealth(-sell_price)? {
Ok((new_item, diff))
} else {
Err(diesel::result::Error::RollbackTransaction)
}
})
}
pub fn buy_item_from_shop(
conn: &DbConnection,
id: i32,
item_id: i32,
price_mod: Option<f64>,
) -> QueryResult<(Update, Wealth)> {
conn.transaction(|| {
let shop = Shop(conn);
// Find item in inventory
let item = shop.get(item_id)?;
let new_item = LootManager(conn, id).add_from(&item)?;
let _deleted = shop.remove(item_id)?;
let sell_price = match price_mod {
Some(modifier) => item.value() * modifier,
None => item.value(),
};
if let Update::Wealth(diff) = AsPlayer(conn, id).update_wealth(-sell_price)? {
Ok((new_item, diff))
} else {
Err(diesel::result::Error::RollbackTransaction)
}
})
}
/// Resolve all pending claims and dispatch claimed items.
///
/// When a player gets an item, it's debt is increased by this item sell value
pub fn resolve_claims(conn: &DbConnection) -> QueryResult<()> {
let data = models::claim::Claims(conn).grouped_by_item()?;
dbg!(&data);
conn.transaction(move || {
for (item, mut claims) in data {
if claims.len() > 1 {
// TODO: better sorting mechanism :)
claims.sort_by(|a, b| a.resolve.cmp(&b.resolve));
}
let winner = claims.get(0).expect("Claims should not be empty !");
let player_id = winner.player_id;
winner.resolve_claim(conn)?;
models::player::AsPlayer(conn, player_id).update_debt(item.sell_value() as i32)?;
}
Ok(())
})
}
/// Split up and share an certain amount of group money among selected players
///
/// The group first solve players debts,
/// then give what's left.
///
/// # Returns
///
/// A Wealth update with the amount of money shared with players
pub fn split_and_share(
conn: &DbConnection,
amount: i32,
players: Vec<i32>,
) -> UpdateResult {
let players = match players.is_empty() {
true => Players(conn)
.all_except_group()?
.iter()
.map(|p| p.id)
.collect(),
false => players
};
let share = (
amount / (players.len() + 1) as i32
// +1 share for the group
) as f64;
conn.transaction(|| {
let mut shared_total = 0.0;
for id in players {
let player = Players(conn).find(id)?;
// Take debt into account
match share - player.debt as f64 {
rest if rest > 0.0 => {
AsPlayer(conn, id).update_debt(-player.debt)?;
AsPlayer(conn, id).update_wealth(rest)?;
AsPlayer(conn, 0).update_wealth(-rest)?;
shared_total += rest;
}
_ => {
AsPlayer(conn, id).update_debt(-share as i32)?;
}
}
}
Ok(Update::Wealth(Wealth::from_gp(shared_total)))
})
}
#[cfg(test)]
mod tests {
#[cfg(none)]
mod tests_old {
use super::*;
type TestConnection = DbConnection;
fn with_db<F>(f: F) -> ()
where F: Fn(&SqliteConnection) -> (),
{
let conn = establish_connection().unwrap();
conn.test_transaction::<_,diesel::result::Error,_>(|| {
f(&conn);
Ok(())
});
/// Return a connection to a fresh database (stored in memory)
fn test_connection() -> TestConnection {
let test_conn = DbConnection::establish(":memory:").unwrap();
diesel_migrations::run_pending_migrations(&test_conn).unwrap();
test_conn
}
/// When migrations are run, a special player with id 0 and name "Groupe"
/// must be created.
#[test]
fn global_group_is_autocreated() {
let conn = test_connection();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 1);
let group = players.get(0).unwrap();
assert_eq!(group.id, 0);
assert_eq!(group.name, "Groupe".to_string());
}
/// When a player updates wealth, a difference is returned by API.
/// Added to the previous amount of coins, it should equal the updated weath.
#[test]
fn as_player_updates_wealth() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName", 403.21)
.unwrap();
let diff = DbApi::with_conn(&conn)
.as_player(1)
.update_wealth(-401.21)
.ok();
// Check the returned diff
assert_eq!(diff, Some((-1, -2, -1, -4)));
let diff = diff.unwrap();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
let player = players.get(1).unwrap();
// Check that we can add old value to return diff to get resulting value
assert_eq!(
(player.cp, player.sp, player.gp, player.pp),
(1 + diff.0, 2 + diff.1, 3 + diff.2, 4 + diff.3)
);
}
#[test]
fn database_connection() {
use crate::establish_connection;
let conn = establish_connection();
assert_eq!(conn.is_ok(), true);
fn as_admin_add_player() {
let conn = test_connection();
let result = DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName", 403.21);
assert_eq!(result.is_ok(), true);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 2);
let new_player = players.get(1).unwrap();
assert_eq!(new_player.name, "PlayerName");
assert_eq!(
(new_player.cp, new_player.sp, new_player.gp, new_player.pp),
(1, 2, 3, 4)
);
}
#[test]
fn as_admin_resolve_claims() {
let conn = test_connection();
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
// Add items
assert_eq!(
DbApi::with_conn(&conn)
.as_admin()
.add_loot(vec![("Épée", 40), ("Arc", 40),])
.is_ok(),
true
);
// Add players
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player1", 0.0)
.unwrap();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player2", 0.0)
.unwrap();
// Put claims on one different item each
DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
DbApi::with_conn(&conn).as_player(2).claim(2).unwrap();
let result = DbApi::with_conn(&conn).as_admin().resolve_claims();
assert_eq!(result.is_ok(), true);
// Check that both players received an item
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
for &i in [1, 2].into_iter() {
assert_eq!(
DbApi::with_conn(&conn).as_player(i).loot().unwrap().len(),
1
);
let player = players.get(i as usize).unwrap();
assert_eq!(player.debt, 20);
}
}
#[test]
fn as_player_claim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player", 0.0)
.unwrap();
DbApi::with_conn(&conn)
.as_admin()
.add_loot(vec![("Épée", 25)])
.unwrap();
// Claim an existing item
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), true);
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 1);
let claim = claims.get(0).unwrap();
assert_eq!(claim.player_id, 1);
assert_eq!(claim.loot_id, 1);
// Claim an inexistant item
let result = DbApi::with_conn(&conn).as_player(1).claim(2);
assert_eq!(result.is_ok(), false);
}
#[test]
fn as_player_unclaim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player", 0.0)
.unwrap();
DbApi::with_conn(&conn)
.as_admin()
.add_loot(vec![("Épée", 25)])
.unwrap();
// Claim an existing item
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), true);
// Claiming twice is an error
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), false);
// Unclaiming and item
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1);
assert_eq!(result.is_ok(), true);
// Check that not claimed items will not be unclaimed...
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1);
assert_eq!(result.is_ok(), false);
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
}
/// All-in-one checks one a simple buy/sell procedure
///
/// Checks that player's chest and wealth are updated.
/// Checks that items are sold at half their value.
/// Checks that a player cannot sell item he does not own.
#[test]
fn as_player_simple_buy_sell() {
let conn = test_connection();
// Adds a sword into inventory
{
use schema::items::dsl::*;
diesel::insert_into(items)
.values((name.eq("Sword"), base_price.eq(800)))
.execute(&conn)
.expect("Could not set up items table");
}
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player", 1000.0)
.unwrap();
// Buy an item
let bought = DbApi::with_conn(&conn).as_player(1).buy(&vec![(1, None)]);
assert_eq!(bought.ok(), Some((0, 0, 0, -8))); // Returns diff of player wealth ?
let chest = DbApi::with_conn(&conn).as_player(1).loot().unwrap();
assert_eq!(chest.len(), 1);
let loot = chest.get(0).unwrap();
assert_eq!(loot.name, "Sword");
assert_eq!(loot.base_price, 800);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
let player = players.get(1).unwrap();
assert_eq!(player.pp, 2);
// A player cannot sell loot from an other's chest
let result = DbApi::with_conn(&conn)
.as_player(0)
.sell(&vec![(loot.id, None)]);
assert_eq!(result.is_ok(), false);
// Sell back
let sold = DbApi::with_conn(&conn)
.as_player(1)
.sell(&vec![(loot.id, None)]);
assert_eq!(sold.ok(), Some((0, 0, 0, 4)));
let chest = DbApi::with_conn(&conn).as_player(1).loot().unwrap();
assert_eq!(chest.len(), 0);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
let player = players.get(1).unwrap();
assert_eq!(player.pp, 6);
}
#[test]
fn as_admin_add_loot() {
let conn = test_connection();
assert_eq!(
0,
DbApi::with_conn(&conn).as_player(0).loot().unwrap().len()
);
let loot_to_add = vec![("Cape d'invisibilité", 8000), ("Arc long", 25)];
let result = DbApi::with_conn(&conn)
.as_admin()
.add_loot(loot_to_add.clone());
assert_eq!(result.is_ok(), true);
let looted = DbApi::with_conn(&conn).as_player(0).loot().unwrap();
assert_eq!(looted.len(), 2);
// NB: Not a problem now, but this adds constraints of items being
// created in the same order.
for (added, to_add) in looted.into_iter().zip(loot_to_add) {
assert_eq!(added.name, to_add.0);
assert_eq!(added.base_price, to_add.1);
}
}
}

View File

@@ -1,61 +0,0 @@
use crate::*;
use crate::schema::players;
#[derive(Queryable)]
pub struct Player {
id: i32,
name: String,
debt: i32,
cp: i32,
sp: i32,
gp: i32,
pp: i32,
}
#[derive(Insertable)]
#[table_name="players"]
pub struct NewPlayer<'a> {
name: &'a str,
cp: i32,
sp: i32,
gp: i32,
pp: i32,
}
impl<'a> NewPlayer<'a> {
fn new(
name: &'a str,
wealth: Option<(i32,i32,i32,i32)>,
) -> Self {
let (cp,sp,gp,pp) = wealth.unwrap_or((0,0,0,0));
NewPlayer { name, cp, sp, gp, pp }
}
fn insert(&self) -> Result<(),()> {
Err(())
}
}
#[cfg(test)]
mod tests {
use crate::tests;
use super::*;
#[test]
fn new_player_only_with_name() {
let n = NewPlayer::new("Féfi", None);
assert_eq!(n.name, "Féfi");
assert_eq!(n.cp, 0);
assert_eq!(n.sp, 0);
assert_eq!(n.gp, 0);
assert_eq!(n.pp, 0);
}
#[test]
fn new_player_with_wealth() {
let initial_wealth = (1, 2, 3, 4);
let n = NewPlayer::new("Féfi", Some(initial_wealth));
assert_eq!(initial_wealth, (n.cp, n.sp, n.gp, n.pp));
}
}

View File

@@ -0,0 +1,187 @@
use diesel::prelude::*;
use crate::{DbConnection, QueryResult, Update, UpdateResult};
use crate::models::{self, item::Loot};
use crate::schema::claims;
/// A Claim is a request by a single player on an item from group chest.
#[derive(Identifiable, Queryable, Associations, Serialize, Deserialize, Clone, Copy, Debug)]
#[belongs_to(Loot)]
pub struct Claim {
/// DB Identifier
pub id: i32,
/// ID that references the player making this claim
pub player_id: i32,
/// ID that references the loot claimed
pub loot_id: i32,
/// WIP: How bad the player wants this item
pub resolve: i32,
}
impl Claim {
/// Resolves this claim (player wins the item) and deletes it
pub fn resolve_claim(&self, conn: &DbConnection) -> QueryResult<()> {
let loot: Loot = Loot::find(self.loot_id).first(conn)?;
loot.set_owner(self.player_id, conn)?;
self.remove(conn)?;
Ok(())
}
fn remove(&self, conn: &DbConnection) -> QueryResult<()> {
diesel::delete(claims::table.find(self.id)).execute(conn)?;
Ok(())
}
}
pub struct Claims<'q>(pub &'q DbConnection);
impl<'q> Claims<'q> {
/// Get all claims from database
pub fn all(&self) -> QueryResult<Vec<Claim>> {
claims::table.load(self.0)
}
pub fn by_player(&self, id: i32) -> QueryResult<Vec<Claim>> {
claims::table.filter(claims::dsl::player_id.eq(id))
.load(self.0)
}
/// Finds a single claim by association of player and loot ids.
pub fn find(&self, player_id: i32, loot_id: i32) -> QueryResult<Claim> {
claims::table
.filter(claims::dsl::player_id.eq(player_id))
.filter(claims::dsl::loot_id.eq(loot_id))
.first(self.0)
}
/// Adds a claim in database and returns it.
///
/// Will validate that the claimed item exists and is
/// actually owned by the group.
/// Duplicates are also ignored.
pub fn add(self, player_id: i32, loot_id: i32) -> UpdateResult {
// We need to validate that the claimed item exists
// AND is actually owned by group (id 0)
let _item = models::item::LootManager(self.0, 0).find(loot_id)?;
// We also check if claims does not already exists
if let Ok(_) = self.find(player_id, loot_id) {
return Err(diesel::result::Error::RollbackTransaction);
}
let claim = NewClaim::new(player_id, loot_id);
diesel::insert_into(claims::table)
.values(&claim)
.execute(self.0)?;
// Return the created claim
Ok(
Update::ClaimAdded(
claims::table
.order(claims::dsl::id.desc())
.first::<Claim>(self.0)?
)
)
}
/// Removes a claim from database, returning it
pub fn remove(self, player_id: i32, loot_id: i32) -> UpdateResult {
let claim = self.find(player_id, loot_id)?;
claim.remove(self.0)?;
Ok(
Update::ClaimRemoved(claim)
)
}
pub fn filtered_by_loot(&self, loot_id: i32) -> QueryResult<Vec<Claim>> {
claims::table
.filter(claims::dsl::loot_id.eq(loot_id))
.load(self.0)
}
pub(crate) fn delete_for_loot(&self, loot_id: i32) -> QueryResult<usize> {
diesel::delete(
claims::table
.filter(claims::dsl::loot_id.eq(loot_id))
)
.execute(self.0)
}
pub(crate) fn grouped_by_item(&self) -> QueryResult<Vec<(models::item::Item, Vec<Claim>)>> {
let group_loot: Vec<Loot> = Loot::owned_by(0).load(self.0)?;
let claims = claims::table.load(self.0)?.grouped_by(&group_loot);
Ok(group_loot
.into_iter()
.map(|loot| loot.into_item())
.zip(claims)
.collect::<Vec<_>>())
}
}
#[derive(Insertable, Debug)]
#[table_name = "claims"]
struct NewClaim {
player_id: i32,
loot_id: i32,
}
impl NewClaim {
fn new(player_id: i32, loot_id: i32) -> Self {
Self { player_id, loot_id }
}
}
#[cfg(test)]
mod tests {
use super::*;
type TestResult = Result<(), diesel::result::Error>;
fn test_connection() -> Result<DbConnection, diesel::result::Error> {
let conn =
DbConnection::establish(":memory:").map_err(|_| diesel::result::Error::NotFound)?;
diesel_migrations::run_pending_migrations(&conn)
.map_err(|_| diesel::result::Error::NotFound)?;
let manager = models::player::Players(&conn);
manager.add("Player1", 0.0)?;
manager.add("Player2", 0.0)?;
crate::LootManager(&conn, 0).add("Epee", 30)?;
crate::LootManager(&conn, 1).add("Arc", 20)?;
Ok(conn)
}
#[test]
fn add_claim() -> TestResult {
let conn = test_connection()?;
Claims(&conn).add(1, 1)?;
assert_eq!(Claims(&conn).all()?.len(), 1);
Ok(())
}
#[test]
fn cannot_duplicate_by_adding() -> TestResult {
let conn = test_connection()?;
Claims(&conn).add(1, 1)?;
let res = Claims(&conn).add(1, 1);
assert_eq!(res.is_err(), true);
assert_eq!(Claims(&conn).all()?.len(), 1);
Ok(())
}
#[test]
fn remove_claim() -> TestResult {
let conn = test_connection()?;
let claim = Claims(&conn).add(1, 1)?;
claim.remove(&conn);
assert_eq!(Claims(&conn).all()?.len(), 0);
Ok(())
}
#[test]
fn cannot_only_claim_from_group() -> TestResult {
let conn = test_connection()?;
let claim = Claims(&conn).add(1, 2);
assert_eq!(claim.is_err(), true);
assert_eq!(Claims(&conn).all()?.len(), 0);
Ok(())
}
}

View File

@@ -0,0 +1,109 @@
use serde_json;
use diesel::prelude::*;
use diesel::sql_types::Text;
use diesel::deserialize::FromSql;
use diesel::backend::Backend;
use crate::schema::history;
use crate::{DbConnection, QueryResult, Update};
#[derive(Debug, FromSqlRow)]
pub struct UpdateList(Vec<Update>);
impl UpdateList {
pub fn inner(&self) -> &Vec<Update> {
&self.0
}
pub fn into_inner(self) -> Vec<Update> {
self.0
}
}
// TODO: decide if updates is really optionnal or not
// (like if storing an event without update is usefull ?)
/// An event in history
#[derive(Debug, Queryable)]
pub struct Event {
id: i32,
player_id: i32,
event_date: String,
text: String,
updates: Option<UpdateList>,
}
impl Event {
pub fn name(&self) -> &str {
&self.text
}
/// TODO: why a move here ??
/// Undo all updates in a single transaction
pub fn undo(self, conn: &DbConnection) -> QueryResult<UpdateList> {
conn.transaction(move || {
if let Some(ref updates) = self.updates {
let undone = updates.0.iter()
// TODO: swallow errors !
.filter_map(|u| u.undo(conn, self.player_id).ok())
.collect();
diesel::delete(history::table.find(self.id)).execute(conn)?;
Ok(UpdateList(undone))
} else {
Ok(UpdateList(vec![]))
}
})
}
}
impl<DB: Backend> FromSql<Text, DB> for UpdateList
where
String: FromSql<Text, DB>,
{
fn from_sql(bytes: Option<&DB::RawValue>) -> diesel::deserialize::Result<Self> {
let repr = String::from_sql(bytes)?;
Ok(UpdateList(serde_json::from_str::<Vec<Update>>(&repr)?))
}
}
#[derive(Debug, Insertable)]
#[table_name = "history"]
struct NewEvent<'a> {
player_id: i32,
text: &'a str,
updates: Option<String>,
}
/// Insert a new event
///
/// # Warning
/// This actually swallow up conversion errors
pub fn insert_event(conn: &DbConnection, id: i32, text: &str, updates: &Vec<Update>) -> QueryResult<Event> {
diesel::insert_into(history::table)
.values(&NewEvent {
player_id: id,
text,
updates: serde_json::to_string(updates).ok(),
})
.execute(conn)?;
history::table
.order(history::dsl::id.desc())
.first(conn)
}
pub fn get_last_of_player(conn: &DbConnection, id: i32) -> QueryResult<Event> {
history::table
.filter(history::dsl::player_id.eq(id))
.order(history::dsl::id.desc())
.first(conn)
}
#[cfg(test)]
mod tests {
#[test]
fn test_insert_event_with_updates() {
}
}

View File

@@ -0,0 +1,219 @@
use diesel::dsl::{exists, Eq, Filter, Find, Select};
use diesel::expression::exists::Exists;
use diesel::prelude::*;
use crate::schema::{items, looted, shop};
use crate::{DbConnection, QueryResult, Update, UpdateResult, Claims };
type ItemColumns = (looted::id, looted::name, looted::base_price);
const ITEM_COLUMNS: ItemColumns = (looted::id, looted::name, looted::base_price);
type OwnedBy = Select<OwnedLoot, ItemColumns>;
/// Represents a basic item
#[derive(Debug, Queryable, Serialize, Deserialize, Clone)]
pub struct Item {
pub id: i32,
pub name: String,
base_price: i32,
}
impl Item {
/// Returns this item value
pub fn value(&self) -> f64 {
self.base_price as f64
}
/// Returns this item sell value
pub fn sell_value(&self) -> f64 {
self.base_price as f64 / 2.0
}
pub fn remove(self, conn: &DbConnection) -> UpdateResult {
conn.transaction(
|| -> UpdateResult
{
Claims(conn).delete_for_loot(self.id)?;
diesel::delete(looted::table.find(self.id)).execute(conn)?;
Ok(Update::ItemRemoved(self))
}
)
}
fn owned_by(player: i32) -> OwnedBy {
Loot::owned_by(player).select(ITEM_COLUMNS)
}
}
pub struct Inventory<'q>(pub &'q DbConnection);
impl<'q> Inventory<'q> {
/// Get all items from Inventory
pub fn all(&self) -> QueryResult<Vec<Item>> {
items::table.load::<Item>(self.0)
}
/// Find an item in Inventory
pub fn find(&self, item_id: i32) -> QueryResult<Item> {
items::table.find(item_id).first::<Item>(self.0)
}
}
pub struct Shop<'q>(pub &'q DbConnection);
impl<'q> Shop<'q> {
pub fn all(&self) -> QueryResult<Vec<Item>> {
shop::table.load(self.0)
}
pub fn get(&self, id: i32) -> QueryResult<Item> {
shop::table.find(&id).first::<Item>(self.0)
}
pub fn remove(&self, id: i32) -> QueryResult<()> {
diesel::delete(
shop::table.find(&id)
).execute(self.0)?;
Ok(())
}
pub fn replace_list(&self, items: Vec<Item>) -> QueryResult<()> {
self.0.transaction(
|| -> QueryResult<()>
{
// Remove all content
diesel::delete(shop::table).execute(self.0)?;
// Adds new list
for item in &items {
let new_item = NewItem {
name: &item.name,
base_price: item.base_price,
};
diesel::insert_into(shop::table)
.values(&new_item)
.execute(self.0)?;
}
Ok(())
}
)
}
}
type WithOwner = Eq<looted::owner_id, i32>;
type OwnedLoot = Filter<looted::table, WithOwner>;
/// Represents an item that has been looted,
/// hence has an owner.
#[derive(Identifiable, Debug, Queryable)]
#[table_name = "looted"]
pub(super) struct Loot {
id: i32,
name: String,
base_price: i32,
owner: i32,
}
impl Loot {
/// A filter on Loot that is owned by given player
pub(super) fn owned_by(id: i32) -> OwnedLoot {
looted::table.filter(looted::owner_id.eq(id))
}
fn exists(id: i32) -> Exists<Find<looted::table, i32>> {
exists(looted::table.find(id))
}
pub(super) fn set_owner(&self, owner: i32, conn: &DbConnection) -> QueryResult<()> {
diesel::update(looted::table.find(self.id))
.set(looted::dsl::owner_id.eq(owner))
.execute(conn)?;
Ok(())
}
pub(super) fn into_item(self) -> Item {
Item {
id: self.id,
name: self.name,
base_price: self.base_price,
}
}
pub(super) fn find(id: i32) -> Find<looted::table, i32> {
looted::table.find(id)
}
}
/// Manager for a *single* player loot
pub struct LootManager<'q>(pub &'q DbConnection, pub i32);
impl<'q> LootManager<'q> {
/// All items from this player chest
pub fn all(&self) -> QueryResult<Vec<Item>> {
Ok(Item::owned_by(self.1).load(self.0)?)
}
/// Finds an item by id
///
/// Returns a NotFound error if an item is found by it
/// does not belong to this player
pub fn find(&self, loot_id: i32) -> QueryResult<Item> {
Ok(Loot::find(loot_id).first(self.0).and_then(|loot: Loot| {
if loot.owner != self.1 {
Err(diesel::result::Error::NotFound)
} else {
Ok(Item {
id: loot.id,
name: loot.name,
base_price: loot.base_price,
})
}
})?)
}
/// The last item added to the chest
pub fn last(&self) -> QueryResult<Item> {
Ok(Item::owned_by(self.1)
.order(looted::dsl::id.desc())
.first(self.0)?)
}
pub(crate) fn add<S: Into<String>>(self, name: S, base_price: i32) -> UpdateResult {
self.add_from(&Item {
id: 0,
name: name.into(),
base_price,
})
}
/// Adds a copy of the given item inside player chest
pub fn add_from(self, item: &Item) -> UpdateResult {
let new_item = NewLoot {
name: &item.name,
base_price: item.base_price,
owner_id: self.1,
};
diesel::insert_into(looted::table)
.values(&new_item)
.execute(self.0)?;
Ok(Update::ItemAdded(self.last()?))
}
}
/// An item being looted or bought.
///
/// The owner is set to 0 in case of looting,
/// to the id of buying player otherwise.
#[derive(Insertable)]
#[table_name = "looted"]
struct NewLoot<'a> {
name: &'a str,
base_price: i32,
owner_id: i32,
}
#[derive(Insertable)]
#[table_name = "shop"]
struct NewItem<'a> {
name: &'a str,
base_price: i32,
}

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@@ -0,0 +1,8 @@
pub mod claim;
pub mod item;
pub mod player;
pub mod history;
pub use claim::Claim;
pub use item::Item;
pub use player::{Player, Wealth};

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@@ -0,0 +1,126 @@
use crate::schema::players;
use crate::{DbConnection, QueryResult, Update, UpdateResult};
use diesel::prelude::*;
mod notification;
pub mod wealth;
pub use wealth::Wealth;
/// Representation of a player in database
#[derive(Identifiable, Queryable, Serialize, Deserialize, Debug)]
pub struct Player {
/// DB Identitier
pub id: i32,
/// Full name of the character
pub name: String,
/// Amount of gold coins owed to the group.
/// Taking a looted items will increase the debt by it's sell value
pub debt: i32,
/// Count of copper pieces
pub cp: i32,
/// Count of silver pieces
pub sp: i32,
/// Count of gold pieces
pub gp: i32,
/// Count of platinum pieces
pub pp: i32,
}
/// Manager for players
pub struct Players<'q>(pub &'q DbConnection);
impl<'q> Players<'q> {
/// Get all players from database
pub fn all(&self) -> QueryResult<Vec<Player>> {
players::table.load(self.0)
}
/// Get all non-group players
pub fn all_except_group(&self) -> QueryResult<Vec<Player>> {
use diesel::dsl::not;
players::table.filter(not(players::id.eq(0))).load(self.0)
}
/// Find a player by id
pub fn find(&self, id: i32) -> QueryResult<Player> {
players::table.find(id).first(self.0)
}
/// Add a new player with name and starting wealth
pub fn add(&self, name: &str, wealth: f64) -> QueryResult<Player> {
diesel::insert_into(players::table)
.values(&NewPlayer::create(name, wealth))
.execute(self.0)?;
players::table.order(players::dsl::id.desc()).first(self.0)
}
/// Notify all players of an event
pub fn notifiy_all(&self, text: &str) -> QueryResult<()> {
for id in self.all()?.into_iter().map(|p| p.id) {
self.notify(id, text);
}
Ok(())
}
/// Notify a single player of an event
pub fn notify(&self, id: i32, text: &str) -> QueryResult<()> {
let _ = notification::Notification::add(self.0, id, text)?;
Ok(())
}
}
/// Wrapper for action of a single player
pub struct AsPlayer<'q>(pub &'q DbConnection, pub i32);
impl<'q> AsPlayer<'q> {
/// Fetch notifications for this player
pub fn notifications(&self) -> QueryResult<Vec<String>> {
notification::pop_all_for(self.1, self.0)
}
/// Updates this player's wealth, returning the difference
pub fn update_wealth(&self, value_in_gp: f64) -> UpdateResult {
use crate::schema::players::dsl::*;
let current_wealth = players
.find(self.1)
.select((cp, sp, gp, pp))
.first::<Wealth>(self.0)?;
let updated_wealth = Wealth::from_gp(current_wealth.to_gp() + value_in_gp);
diesel::update(players)
.filter(id.eq(self.1))
.set(&updated_wealth)
.execute(self.0)?;
Ok(Update::Wealth(updated_wealth - current_wealth))
}
/// Updates this player's debt
pub fn update_debt(&self, value_in_gp: i32) -> QueryResult<()> {
diesel::update(players::table.find(self.1))
.set(players::dsl::debt.eq(players::dsl::debt + value_in_gp))
.execute(self.0)?;
Ok(())
}
}
/// Representation of a new player record
#[derive(Insertable)]
#[table_name = "players"]
struct NewPlayer<'a> {
name: &'a str,
cp: i32,
sp: i32,
gp: i32,
pp: i32,
}
impl<'a> NewPlayer<'a> {
fn create(name: &'a str, wealth_in_gp: f64) -> Self {
let (cp, sp, gp, pp) = Wealth::from_gp(wealth_in_gp).as_tuple();
Self {
name,
cp,
sp,
gp,
pp,
}
}
}

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@@ -0,0 +1,44 @@
use diesel::prelude::*;
use crate::{
DbConnection,
schema::notifications,
models::player::Player,
};
/// Pops all notification for a player, deleting the database entities
pub(super) fn pop_all_for(id: i32, conn: &DbConnection) -> QueryResult<Vec<String>> {
let select = notifications::table.filter(notifications::dsl::player_id.eq(id));
let popped = select.load(conn)?;
diesel::delete(select).execute(conn)?;
Ok(popped.into_iter().map(|n: Notification| n.text).collect())
}
#[derive(Identifiable, Queryable, Associations, Serialize, Debug)]
#[belongs_to(Player)]
pub(super) struct Notification {
pub id: i32,
pub player_id: i32,
pub text: String,
}
impl Notification {
pub(super) fn add<'a, S: Into<&'a str>>(conn: &DbConnection, id: i32, text: S) -> QueryResult<Notification> {
diesel::insert_into(notifications::table)
.values(&NewNotification {
player_id: id,
text: text.into(),
})
.execute(conn)?;
notifications::table
.order(notifications::dsl::id.desc())
.first(conn)
}
}
#[derive(Insertable)]
#[table_name="notifications"]
struct NewNotification<'a> {
player_id: i32,
text: &'a str,
}

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@@ -0,0 +1,157 @@
use crate::schema::players;
/// Unpack a floating value of gold pieces to integer
/// values of copper, silver, gold and platinum pieces
///
/// # Note
///
/// The conversion is slightly different than standard rules :
/// ``` 1pp = 100gp = 1000sp = 10000 cp ```
///
fn unpack_gold_value(gold: f64) -> (i32, i32, i32, i32) {
let rest = (gold.fract() * 100.0).round() as i32;
let gold = gold.trunc() as i32;
let pp = gold / 100;
let gp = gold % 100;
let sp = rest / 10;
let cp = rest % 10;
(cp, sp, gp, pp)
}
/// State of a player's wealth
///
/// Values are held as individual pieces counts.
/// Allows conversion from and to a floating amount of gold pieces.
#[derive(Queryable, AsChangeset, Serialize, Deserialize, PartialEq, Copy, Clone, Debug)]
#[table_name = "players"]
pub struct Wealth {
pub cp: i32,
pub sp: i32,
pub gp: i32,
pub pp: i32,
}
impl Wealth {
/// Unpack individual pieces counts from gold value
///
/// # Examples
/// ```
/// # use lootalot_db::models::Wealth;
/// let wealth = Wealth::from_gp(403.21);
/// assert_eq!(wealth.as_tuple(), (1, 2, 3, 4));
/// ```
pub fn from_gp(gp: f64) -> Self {
let (cp, sp, gp, pp) = unpack_gold_value(gp);
Self { cp, sp, gp, pp }
}
/// Convert total value to a floating value in gold pieces
///
/// # Examples
/// ```
/// # use lootalot_db::models::Wealth;
/// let wealth = Wealth{ pp: 4, gp: 5, sp: 8, cp: 4};
/// assert_eq!(wealth.to_gp(), 405.84);
/// ```
pub fn to_gp(&self) -> f64 {
let i = self.pp * 100 + self.gp;
let f = (self.sp * 10 + self.cp) as f64 / 100.0;
i as f64 + f
}
/// Pack the counts inside a tuple, from lower to higher coin value.
pub fn as_tuple(&self) -> (i32, i32, i32, i32) {
(self.cp, self.sp, self.gp, self.pp)
}
}
impl std::ops::Sub for Wealth {
type Output = Self;
/// What needs to be added to 'other' so that
/// the result equals 'self'
fn sub(self, other: Self) -> Self {
Wealth::from_gp(self.to_gp() - other.to_gp())
}
}
impl std::ops::Add for Wealth {
type Output = Self;
fn add(self, other: Self) -> Self {
Wealth::from_gp(self.to_gp() + other.to_gp())
}
}
#[cfg(test)]
mod tests {
#[test]
fn test_unpack_gold_values() {
use super::unpack_gold_value;
let test_values = [
(0.01, (1, 0, 0, 0)),
(0.1, (0, 1, 0, 0)),
(1.0, (0, 0, 1, 0)),
(1.23, (3, 2, 1, 0)),
(1.03, (3, 0, 1, 0)),
(100.23, (3, 2, 0, 1)),
(-100.23, (-3, -2, -0, -1)),
(10189.23, (3, 2, 89, 101)),
(141805.9, (0, 9, 5, 1418)),
(123141805.9, (0, 9, 5, 1231418)),
(-8090.20, (0, -2, -90, -80)),
];
for (tested, expected) in test_values.into_iter() {
assert_eq!(unpack_gold_value(*tested), *expected);
}
}
#[test]
fn test_negative_wealth() {
use super::Wealth;
assert_eq!(
Wealth{ cp: 3, sp: 2, gp: 1, pp: 0 } + Wealth{ cp: -8, pp: 0, sp: 0, gp: 0 },
Wealth::from_gp(1.23 - 0.08)
)
}
#[test]
fn test_negative_wealth_inverse() {
use super::Wealth;
assert_eq!(
(Wealth{ cp: 3, sp: 2, gp: 1, pp: 0 } + Wealth{ cp: -8, pp: 0, sp: 0, gp: 0 }).to_gp(),
1.23 - 0.08
)
}
#[test]
fn test_diff_adding() {
use super::Wealth;
// Let say we add 0.08 gp
// 1.23 + 0.08 gold is 1.31, diff is cp: -2, sp: +1
let old = Wealth::from_gp(1.23);
let new = Wealth::from_gp(1.31);
let diff = new - old;
assert_eq!(diff.as_tuple(), (-2, 1, 0, 0));
assert_eq!(diff.to_gp(), 0.08);
assert_eq!(new - diff, old);
}
#[test]
fn test_diff_subbing() {
use super::Wealth;
// Let say we sub 0.08 gp
// 1.31 - 0.08 gold is 1.23, diff is cp: +2, sp: -1
let old = Wealth::from_gp(1.31);
let new = Wealth::from_gp(1.23);
let diff = new - old;
assert_eq!(diff.as_tuple(), (2, -1, 0, 0));
assert_eq!(diff.to_gp(), -0.08);
assert_eq!(new - diff, old);
}
}

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@@ -1,6 +1,25 @@
table! {
claims (id) {
id -> Integer,
player_id -> Integer,
loot_id -> Integer,
resolve -> Integer,
}
}
table! {
history (id) {
id -> Integer,
player_id -> Integer,
event_date -> Timestamp,
text -> Text,
updates -> Nullable<Text>,
}
}
table! {
items (id) {
id -> Nullable<Integer>,
id -> Integer,
name -> Text,
base_price -> Integer,
}
@@ -8,30 +27,53 @@ table! {
table! {
looted (id) {
id -> Nullable<Integer>,
id -> Integer,
name -> Text,
base_price -> Integer,
owner_id -> Integer,
}
}
table! {
notifications (id) {
id -> Integer,
player_id -> Integer,
item_id -> Integer,
acquired_date -> Nullable<Date>,
text -> Text,
}
}
table! {
players (id) {
id -> Nullable<Integer>,
id -> Integer,
name -> Text,
debt -> Nullable<Integer>,
cp -> Nullable<Integer>,
sp -> Nullable<Integer>,
gp -> Nullable<Integer>,
pp -> Nullable<Integer>,
debt -> Integer,
cp -> Integer,
sp -> Integer,
gp -> Integer,
pp -> Integer,
}
}
joinable!(looted -> items (item_id));
joinable!(looted -> players (player_id));
table! {
shop (id) {
id -> Integer,
name -> Text,
base_price -> Integer,
}
}
joinable!(claims -> looted (loot_id));
joinable!(claims -> players (player_id));
joinable!(history -> players (player_id));
joinable!(looted -> players (owner_id));
joinable!(notifications -> players (player_id));
allow_tables_to_appear_in_same_query!(
claims,
history,
items,
looted,
notifications,
players,
shop,
);

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@@ -1,21 +0,0 @@
.DS_Store
node_modules
/dist
# local env files
.env.local
.env.*.local
# Log files
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# Editor directories and files
.idea
.vscode
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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@@ -1,29 +0,0 @@
# lootalot_front
## Project setup
```
npm install
```
### Compiles and hot-reloads for development
```
npm run serve
```
### Compiles and minifies for production
```
npm run build
```
### Run your tests
```
npm run test
```
### Lints and fixes files
```
npm run lint
```
### Customize configuration
See [Configuration Reference](https://cli.vuejs.org/config/).

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@@ -1,5 +0,0 @@
module.exports = {
presets: [
'@vue/app'
]
}

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@@ -1,47 +0,0 @@
{
"name": "lootalot_front",
"version": "0.1.0",
"private": true,
"scripts": {
"serve": "vue-cli-service serve",
"build": "vue-cli-service build",
"lint": "vue-cli-service lint"
},
"dependencies": {
"bulma": "^0.7.5",
"core-js": "^2.6.5",
"vue": "^2.6.10"
},
"devDependencies": {
"@vue/cli-plugin-babel": "^3.8.0",
"@vue/cli-plugin-eslint": "^3.8.0",
"@vue/cli-service": "^3.8.0",
"babel-eslint": "^10.0.1",
"eslint": "^5.16.0",
"eslint-plugin-vue": "^5.0.0",
"vue-template-compiler": "^2.6.10"
},
"eslintConfig": {
"root": true,
"env": {
"node": true
},
"extends": [
"plugin:vue/essential",
"eslint:recommended"
],
"rules": {},
"parserOptions": {
"parser": "babel-eslint"
}
},
"postcss": {
"plugins": {
"autoprefixer": {}
}
},
"browserslist": [
"> 1%",
"last 2 versions"
]
}

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@@ -1,19 +0,0 @@
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<link rel="icon" href="<%= BASE_URL %>favicon.ico">
<title>Loot-a-Lot !</title>
<script defer src="fontawesome/js/all.js"></script>
</head>
<body>
<div id="app"></div>
<!-- built files will be auto injected -->
<noscript>
<strong>We're sorry but lootalot_front doesn't work properly without JavaScript enabled. Please enable it to continue.</strong>
</noscript>
</body>
</html>

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@@ -1,58 +0,0 @@
<template>
<main id="app" class="section">
<section id="content" class="columns is-desktop">
<Player></Player>
<div class="column">
<GroupChest></GroupChest>
</div>
</section>
</main>
</template>
<script>
import Player from './components/Player.vue'
import GroupChest from './components/GroupChest.vue'
import 'bulma/css/bulma.css'
export const store = {
debug: true,
state: {
player_id: 0,
show_player_chest: false,
// methods
isPlayer () {
this.player_id != 0
},
isGroup () {
this.player_id == 0
},
},
setActivePlayer (newPlayerId) {
if (this.debug) console.log('setActivePlayer to ', newPlayerId)
this.state.player_id = newPlayerId
},
switchPlayerChestVisibility () {
if (this.debug) console.log('switchPlayerChestVisibility', !this.state.show_player_chest)
this.state.show_player_chest = !this.state.show_player_chest
}
}
export default {
name: 'app',
components: {
Player,
GroupChest
}
}
</script>
<style>
#app {
font-family: 'Avenir', Helvetica, Arial, sans-serif;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
text-align: center;
color: #2c3e50;
margin-top: 60px;
}
</style>

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<template>
<div class="container">
<p class="notification is-paddingless is-info" v-show="canAdd">Peut ajouter</p>
<table class="table is-fullwidth is-striped" >
<thead>
<tr>
<th width="100%" >Objets de {{ player }}</th>
<th v-if="canGrab"></th>
<th v-if="canSell" style="min-width: 120px">
<button class="button is-fullwidth"
:class="is_selling ? 'is-danger' : 'is-warning'"
@click="is_selling = !is_selling"
>
<span class="icon">
<i class="fas fa-coins"></i>
</span>
<p v-if="!is_selling">Vendre</p>
<p v-else>{{ totalSellValue ? totalSellValue : 'Annuler' }}</p>
</button>
</th>
</tr>
</thead>
<tbody>
<template v-for="(item, idx) in content">
<tr :key="`row-${idx}`">
<td>{{item.name}}</td>
<td v-if="canGrab">
<button class="button is-primary" disabled>
<span class="icon">
<i class="fas fa-praying-hands"></i>
</span>
<small>Request pending...</small>
</button>
</td>
<td v-if="canSell">
<label class="checkbox" v-show="is_selling">
<input type="checkbox"
id="`item-${idx}`"
:value="item.id"
v-model="sell_selected">
{{item.sell_value}} GP
</label>
</td>
</tr>
</template>
</tbody>
</table>
</div>
</template>
<script>
import { store } from '../App.vue'
/*
The chest displays the collection of items owned by a player
TO TEST :
- Possible interactions depends on player_id and current chest
- Objects are displayed as a table
Sell workflow :
1. Click sell (sell becomes danger)
2. Check objects to sell (sell button displays total value)
3. Click sell to confirm
*/
export default {
props: {
player: {
type: Number,
required: true,
default: 0
}
},
data () {
return {
app_state: store.state,
content: [
{id: 10, name: "Épée longue +2 acérée",
sell_value: 15000 },
{id: 5, name: "Ceinture de force +6",
sell_value: 80000 },
],
is_selling: false,
sell_selected: [],
};
},
computed: {
// Can the active user sell items from this chest ?
canSell () {
return this.player == this.app_state.player_id;
},
totalSellValue () {
const selected = this.sell_selected;
var value = this.content
.filter(item => selected.includes(item.id))
.map(item => item.sell_value)
.reduce((total,value) => total + value, 0);
return value;
},
// Can the user grab items from this chest ?
canGrab () {
return (this.app_state.player_id != 0 // User is not the group
&& this.player == 0); // This is the group chest
},
canAdd () {
return (this.app_state.player_id == 0
&& this.player == 0);
},
},
}
</script>
<style scoped>
.table td, .table th { vertical-align: middle; }
</style>

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@@ -1,22 +0,0 @@
<template>
<section id="main" class="section">
<div id="main-heading" class="notification is-dark is-paddingless columns is-mobile is-vcentered">
<div class="column is-narrow">
<span class="icon is-large"><i class="fas fa-2x fa-dragon"></i></span>
</div>
<div class="column has-text-left">
<h1 class="title">Coffre de groupe</h1>
</div>
</div>
<Chest :player="0"></Chest>
</section>
</template>
<script>
import Chest from './Chest.vue'
export default {
components: { Chest },
data () { return {}; }
}
</script>

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@@ -1,163 +0,0 @@
<template>
<div class="column is-one-third-desktop">
<div id="sidebar" class="card">
<header id="sidebar-heading" class="card-header">
<p class="card-header-title">{{ name }}</p>
<div class="dropdown is-right"
:class="{ 'is-active': show_dropdown }">
<div class="dropdown-trigger" ref="dropdown_btn">
<a id="change_player" class="card-header-icon"
@click="show_dropdown = !show_dropdown"
aria-haspopup="true" aria-controls="dropdown-menu">
<span class="icon is-small">
<i class="fas fa-exchange-alt"></i>
</span>
</a>
</div>
<div class="dropdown-menu" id="dropdown-menu" role="menu"
v-closable="{ exclude: ['dropdown_btn'], handler: 'closeDropdown', visible: show_dropdown }">
<div class="dropdown-content">
<a v-for="(p,i) in player_list" :key="i"
@click="setActivePlayer(i)"
href="#" class="dropdown-item">
{{ p.name }}</a>
</div>
</div>
</div>
</header>
<div class="card-content">
<Wealth :wealth="player.wealth"
:edit="edit_wealth"
@updated="edit_wealth = !edit_wealth">
</Wealth>
<p class="notification is-warning" v-show="!playerIsGroup">Dette : {{ player.debt }}gp</p>
</div>
<footer class="card-footer">
<a @click="switchPlayerChestVisibility" v-show="!playerIsGroup"
href="#" class="card-footer-item is-dark">
Coffre
</a>
<a @click="edit_wealth = !edit_wealth" href="#" class="card-footer-item">Argent</a>
<a href="#" class="card-footer-item disabled">Historique</a>
</footer>
</div>
<div class="card" v-show="app_state.show_player_chest" style="margin-top: 1em;">
<div class="card-content">
<Chest :player="app_state.player_id"></Chest>
</div>
</div>
</div>
</template>
<script>
import { store } from '../App.vue'
import Chest from './Chest.vue'
import Wealth from './Wealth.vue'
/*
The Player control board.
To test :
- Player name is displayed
- Player's wealth is displayed -> Inside Wealth component
- Dropdown:
- The first item is the group
- Opened by activator
- Closed when clicked outside
- Click on item does switch active player
- Switch player :
- Name is updated when player_id is updated
- Wealth is updated -> Inside Wealth component
- Chest button controls Chest visibility
*/
let handleOutsideClick;
export default {
components: { Chest, Wealth },
data () {
return {
app_state: store.state,
player: {
name: "Groupe",
wealth: [1000,100,10,1],
debt: 0,
},
player_list: [
{id: 0, name: "Groupe"},
{id: 1, name: "Lomion"},
{id: 4, name: "Oilosse"},
{id: 3, name: "Fefi"},
],
show_dropdown: false,
edit_wealth: false,
handleOutsideClick: null,
};
},
computed: {
name () {
return this.player.name;
},
// Check if the active player is the special 'Group' player
playerIsGroup () {
return this.app_state.player_id == 0;
}
},
methods: {
switchPlayerChestVisibility () {
store.switchPlayerChestVisibility();
},
hidePlayerChest () {
if (this.app_state.show_player_chest) {
this.switchPlayerChestVisibility();
}
},
setActivePlayer (playerIdx) {
const newId = this.player_list[playerIdx].id;
store.setActivePlayer(newId);
if (newId == 0) { this.hidePlayerChest() }
this.player.name = this.player_list[playerIdx].name
},
closeDropdown () {
this.show_dropdown = false
}
},
directives: {
'closable': {
bind: function(el, binding, vnode) {
handleOutsideClick = (e) => {
e.stopPropagation();
const { exclude, handler } = binding.value;
let excludedElClicked = false;
exclude.forEach(refName => {
if (!excludedElClicked) {
const elt = vnode.context.$refs[refName];
excludedElClicked = elt.contains(e.target);
}
});
if (!excludedElClicked) {
console.log('outsideCloseDropdown');
vnode.context[handler]()
}
};
},
// Bind custom handler only when dropdown is visible
update: function(el, binding, vnode, _) {
const { visible } = binding.value;
if (visible) {
document.addEventListener('click', handleOutsideClick);
document.addEventListener('touchstart', handleOutsideClick);
} else {
document.removeEventListener('click', handleOutsideClick);
document.removeEventListener('touchstart', handleOutsideClick);
}
},
unbind: function() { console.log("unbind");
document.removeEventListener('click', handleOutsideClick);
document.removeEventListener('touchstart', handleOutsideClick);
}
}
}
}
</script>
<style scoped>
</style>

View File

@@ -1,86 +0,0 @@
<template>
<div class="box is-primary">
<span class="icon is-large">
<i class="fas fa-2x fa-piggy-bank"></i>
</span>
<nav class="columns is-mobile">
<div class="column">
<p class="heading">CP</p>
<p class="is-size-3">{{ wealth[0] }}</p>
</div>
<div class="column">
<p class="heading">SP</p>
<p class="is-size-3">{{ wealth[1] }}</p>
</div>
<div class="column">
<p class="heading">GP</p>
<p class="is-size-3">{{ wealth[2] }}</p>
</div>
<div class="column">
<p class="heading">PP</p>
<p class="is-size-3">{{ wealth[3] }}</p>
</div>
</nav>
<div v-if="edit"> <!-- or v-show ? -->
<nav class="columns is-1 is-variable is-mobile">
<template v-for="i in 4">
<div :key="`input-col-${i}`" class="column">
<input type="text" size="6" class="input"
:key="inputs_key"
:class="{'is-danger': form_errors[i - 1]}"
v-model.number="edit_values[i - 1]">
</input>
</div>
</template>
</nav>
<nav class="columns is-mobile">
<div class="column is-4 is-offset-2">
<button class="button is-outlined is-fullwidth is-danger"
@click="updateWealth('minus')">
<span class="icon"><i class="fas fa-2x fa-minus"></i></span>
</button>
</div>
<div class="column is-4">
<button class="button is-outlined is-primary is-fullwidth"
@click="updateWealth('plus')">
<span class="icon"><i class="fas fa-2x fa-plus"></i></span>
</button>
</div>
</nav>
</div>
</div>
</template>
<script>
export default {
props: ["wealth", "edit"],
data () {
return {
edit_values: [0,0,0,0],
form_errors: [false,false,false,false],
inputs_key: 0, // Hack to re-render inputs
};
},
methods: {
updateWealth (op) {
const values = this.edit_values;
this.form_errors.fill(false); // Reset error status
values.forEach((v,i) => {
if (isNaN(v)) {
console.log("error with value", v);
this.form_errors[i] = true;
};
});
const success = !this.form_errors.includes(true);
if (success) {
console.log('updated', op, values);
this.$emit('updated');
this.edit_values.fill(0) }
else {
console.log(this.form_errors);
this.inputs_key += 1;
}
}
}
}
</script>

View File

@@ -1,8 +0,0 @@
import Vue from 'vue'
import App from './App.vue'
Vue.config.productionTip = false
new Vue({
render: h => h(App),
}).$mount('#app')

323
src/api.rs Normal file
View File

@@ -0,0 +1,323 @@
use diesel::connection::Connection;
use lootalot_db::{self as db, DbConnection, Update, Value};
use std::collections::HashSet;
pub type IdList = Vec<i32>;
pub type ItemListWithMods = Vec<(i32, Option<f64>)>;
pub type ItemList = Vec<db::Item>;
#[derive(Serialize, Deserialize, Debug)]
pub struct BuySellParams {
pub items: ItemListWithMods,
players: Option<IdList>,
global_mod: Option<f64>,
}
#[derive(Serialize, Deserialize, Debug)]
pub struct NewGroupLoot {
source_name: String,
// claims_limit_date: String
pub items: ItemList,
}
#[derive(Serialize, Deserialize, Debug)]
pub struct NewPlayer {
name : String,
wealth : f64,
}
/// A generic response for all queries
#[derive(Serialize, Debug, Default)]
pub struct ApiResponse {
/// The value requested, if any
pub value: Option<Value>,
/// A text to notify user, if relevant
pub notification: Option<String>,
/// A list of updates, if any
pub updates: Option<Vec<Update>>,
/// A text describing errors, if any
pub errors: Option<String>,
}
impl ApiResponse {
fn push_update(&mut self, update: db::Update) {
if let Some(v) = self.updates.as_mut() {
v.push(update);
} else {
self.updates = Some(vec![update]);
}
}
fn push_error<S: Into<String>>(&mut self, error: S) {
if let Some(errors) = self.errors.as_mut() {
*errors = format!("{}\n{}", errors, error.into());
} else {
self.errors = Some(error.into())
}
}
fn set_value(&mut self, value: db::Value) {
self.value = Some(value);
}
fn notify<S: Into<String>>(&mut self, text: S) {
self.notification = Some(text.into());
}
}
pub enum ApiError {
DieselError(diesel::result::Error),
InvalidAction(String),
}
/// Every allowed queries on the database
pub enum ApiActions {
// Application level
FetchPlayers,
FetchInventory,
FetchShopInventory,
FetchClaims,
CheckItemList(Vec<String>),
// Player level
FetchPlayer(i32),
FetchPlayerClaims(i32),
FetchNotifications(i32),
FetchLoot(i32),
UpdateWealth(i32, f64),
BuyItems(i32, BuySellParams),
SellItems(i32, BuySellParams),
ClaimItems(i32, IdList),
UndoLastAction(i32),
// Group level
AddLoot(NewGroupLoot),
// Admin level
RefreshShopInventory(ItemList),
AddPlayer(NewPlayer),
//AddInventoryItem(pub String, pub i32),
//ResolveClaims,
//SetClaimsTimeout(pub i32),
}
pub fn execute(
conn: &DbConnection,
query: ApiActions,
) -> Result<ApiResponse, diesel::result::Error> {
let mut response = ApiResponse::default();
// Return an Option<String> that describes what happened.
// If there is some value, store the actions in db so that it can be reversed.
let action_text: Option<(i32, &str)> = match query {
ApiActions::CheckItemList(names) => {
let (items, errors) = {
let mut found = Vec::new();
let mut errors = String::new();
let items = db::Inventory(conn).all()?;
for name in &names {
if let Some(item) = items.iter().filter(|i| &i.name == name).take(1).next() {
found.push(item.clone())
} else {
errors.push_str(&format!("{},\n", name));
}
}
(found, errors)
};
response.set_value(Value::ItemList(items));
response.push_error(errors);
dbg!(&names, &response);
None
}
ApiActions::FetchPlayers => {
response.set_value(Value::PlayerList(db::Players(conn).all_except_group()?));
None
}
ApiActions::FetchInventory => {
response.set_value(Value::ItemList(db::Inventory(conn).all()?));
None
}
ApiActions::FetchShopInventory => {
response.set_value(Value::ItemList(db::Shop(conn).all()?));
None
}
ApiActions::FetchClaims => {
response.set_value(Value::ClaimList(db::Claims(conn).all()?));
None
}
ApiActions::FetchPlayer(id) => {
response.set_value(Value::Player(db::Players(conn).find(id)?));
None
}
ApiActions::FetchPlayerClaims(id) => {
response.set_value(Value::ClaimList(db::Claims(conn).by_player(id)?));
None
}
ApiActions::FetchNotifications(id) => {
response.set_value(Value::Notifications(
db::AsPlayer(conn, id).notifications()?,
));
None
}
ApiActions::FetchLoot(id) => {
response.set_value(Value::ItemList(db::LootManager(conn, id).all()?));
None
}
ApiActions::UpdateWealth(id, amount) => {
response.push_update(db::AsPlayer(conn, id).update_wealth(amount)?);
response.notify(format!("Mis à jour ({}po)!", amount));
Some((id, "Argent mis à jour"))
}
ApiActions::BuyItems(id, params) => {
// TODO: check that player has enough money !
let has_enough_gold = true;
if has_enough_gold {
let mut gains: Vec<db::Wealth> = Vec::with_capacity(params.items.len());
for (item_id, price_mod) in params.items.into_iter() {
if let Ok((item, diff)) = db::buy_item_from_shop(conn, id, item_id, price_mod) {
response.push_update(item);
gains.push(diff);
} else {
response.push_error(format!("Error adding {}", item_id));
}
}
let added_items = gains.len();
let total_amount = gains
.into_iter()
.fold(db::Wealth::from_gp(0.0), |acc, i| acc + i);
response.notify(format!(
"{} objets achetés pour {}po",
added_items,
total_amount.to_gp()
));
response.push_update(Update::Wealth(total_amount));
Some((id, "Achat d'objets"))
} else {
response.push_error("Vous n'avez pas assez d'argent !");
None
}
}
// Behavior differs if player is group or regular.
// Group sells item like players then split the total amount among players.
ApiActions::SellItems(id, params) => {
conn.transaction(|| -> Result<Option<(i32, &str)>, diesel::result::Error> {
let mut gains: Vec<db::Wealth> = Vec::with_capacity(params.items.len());
for (loot_id, price_mod) in params.items.iter() {
if let Ok((deleted, diff)) =
db::sell_item_transaction(conn, id, *loot_id, *price_mod)
{
response.push_update(deleted);
gains.push(diff);
} else {
response
.push_error(format!("Erreur lors de la vente (loot_id : {})", loot_id));
}
}
let sold_items = gains.len();
let total_amount = gains
.into_iter()
.fold(db::Wealth::from_gp(0.0), |acc, i| acc + i);
match id {
0 => {
let players = params.players.unwrap_or_default();
if let Update::Wealth(shared) =
db::split_and_share(conn, total_amount.to_gp() as i32, players)?
{
response.notify(format!(
"Les objets ont été vendus, les joueurs ont reçu (au total) {} po",
shared.to_gp()
));
response.push_update(Update::Wealth(total_amount - shared));
};
}
_ => {
response.notify(format!(
"{} objet(s) vendu(s) pour {} po",
sold_items,
total_amount.to_gp()
));
response.push_update(Update::Wealth(total_amount));
}
}
Ok(Some((id, "Vente d'objets")))
})?
}
ApiActions::ClaimItems(id, items) => {
conn.transaction(|| -> Result<Option<(i32, &str)>, diesel::result::Error> {
let current_claims: HashSet<i32> = db::Claims(conn)
.all()?
.iter()
.filter(|c| c.player_id == id)
.map(|c| c.loot_id)
.collect();
let new_claims: HashSet<i32> = items.into_iter().collect();
// Claims to delete
for item in current_claims.difference(&new_claims) {
response.push_update(db::Claims(conn).remove(id, *item)?);
}
// Claims to add
for item in new_claims.difference(&current_claims) {
response.push_update(db::Claims(conn).add(id, *item)?);
}
Ok(None)
})?
}
ApiActions::UndoLastAction(id) => {
if let Ok(event) = db::models::history::get_last_of_player(conn, id) {
let name = String::from(event.name());
for undone in event.undo(conn)?.into_inner().into_iter() {
response.push_update(undone);
}
response.notify(format!("'{}' annulé(e)", name));
} else {
response.push_error("Aucune action trouvée")
};
None
}
// Group actions
ApiActions::AddLoot(data) => {
let mut added_items = 0;
for item in data.items.into_iter() {
if let Ok(added) = db::LootManager(conn, 0).add_from(&item) {
response.push_update(added);
added_items += 1;
} else {
response.push_error(format!("Error adding {:?}", item));
}
}
response.notify(format!("{} objets lootés !", added_items));
// Notify players through persistent notifications
if let Err(e) = db::Players(conn)
.notifiy_all("De nouveaux objets ont été ajoutés au coffre de groupe !")
{
response.push_error(format!("Erreur durant la notification : {:?}", e));
};
Some((0, "Nouveau loot"))
}
// Admin actions
ApiActions::RefreshShopInventory(items) => {
db::Shop(conn).replace_list(items)?;
response.notify("Inventaire du marchand renouvelé !");
None
}
ApiActions::AddPlayer(data) => {
db::Players(conn).add(&data.name, data.wealth)?;
response.notify("Joueur ajouté !");
None
}
};
// Store the event if it can be undone.
dbg!(&action_text);
if let Some((id, text)) = action_text {
db::models::history::insert_event(
conn,
id,
text,
response
.updates
.as_ref()
.expect("there should be updates in here !"),
)?;
}
// match _action_text -> Save updates in DB
Ok(response)
}

View File

@@ -1,5 +1,19 @@
extern crate actix_web;
extern crate dotenv;
extern crate env_logger;
extern crate lootalot_db;
#[macro_use] extern crate serde;
mod server;
mod api;
fn main() {
println!("Hello, world!");
std::env::set_var("RUST_LOG", "actix_web=info");
env_logger::init();
dotenv::dotenv().ok();
// TODO: Build a cli app with complete support of DbApi
// Server is started with 'serve' subcommand
// $ lootalot serve
// Start the server.
server::serve().ok();
}

325
src/server.rs Normal file
View File

@@ -0,0 +1,325 @@
use actix_cors::Cors;
use actix_files as fs;
use actix_identity::{CookieIdentityPolicy, Identity, IdentityService, RequestIdentity};
use actix_service::{Service, Transform};
use actix_web::{
dev::{ServiceRequest, ServiceResponse},
http::{header, StatusCode},
middleware, web, App, Error, HttpResponse, HttpServer,
};
use futures::{
future::{ok, Either, FutureResult},
Future,
};
use serde_json;
use std::env;
use crate::api;
use lootalot_db as db;
type AppPool = web::Data<db::Pool>;
type PlayerId = web::Path<i32>;
type ItemId = web::Json<i32>;
type IdList = web::Json<api::IdList>;
type BuySellParams = web::Json<api::BuySellParams>;
type NewGroupLoot = web::Json<api::NewGroupLoot>;
type MaybeForbidden =
actix_web::Either<Box<dyn Future<Item = HttpResponse, Error = Error>>, HttpResponse>;
/// Wraps call to the database query and convert its result as a async HttpResponse
fn db_call(
pool: AppPool,
query: api::ApiActions,
) -> impl Future<Item = HttpResponse, Error = Error> {
let conn = pool.get().unwrap();
web::block(move || api::execute(&conn, query)).then(|res| match res {
Ok(r) => HttpResponse::Ok().json(r),
Err(e) => {
dbg!(&e);
HttpResponse::InternalServerError().finish()
}
})
}
fn restricted_to_group(id: i32, params: (AppPool, api::ApiActions)) -> MaybeForbidden {
if id != 0 {
actix_web::Either::B(HttpResponse::Forbidden().finish())
} else {
actix_web::Either::A(Box::new(db_call(params.0, params.1)))
}
}
struct RestrictedAccess;
impl<S, B> Transform<S> for RestrictedAccess
where
S: Service<Request = ServiceRequest, Response = ServiceResponse<B>, Error = Error>,
S::Future: 'static,
{
type Request = ServiceRequest;
type Response = ServiceResponse<B>;
type Error = Error;
type InitError = ();
type Transform = RestrictedAccessMiddleware<S>;
type Future = FutureResult<Self::Transform, Self::InitError>;
fn new_transform(&self, service: S) -> Self::Future {
ok(RestrictedAccessMiddleware { service })
}
}
struct RestrictedAccessMiddleware<S> {
service: S,
}
impl<S, B> Service for RestrictedAccessMiddleware<S>
where
S: Service<Request = ServiceRequest, Response = ServiceResponse<B>, Error = Error>,
S::Future: 'static,
{
type Request = ServiceRequest;
type Response = ServiceResponse<B>;
type Error = Error;
type Future = Either<S::Future, FutureResult<Self::Response, Self::Error>>;
fn poll_ready(&mut self) -> futures::Poll<(), Self::Error> {
self.service.poll_ready()
}
fn call(&mut self, req: ServiceRequest) -> Self::Future {
let is_logged_in = req.get_identity().is_some();
if is_logged_in {
Either::A(self.service.call(req))
} else {
Either::B(ok(
req.into_response(HttpResponse::Forbidden().finish().into_body())
))
}
}
}
fn configure_api(config: &mut web::ServiceConfig) {
use api::ApiActions as Q;
config.service(
web::scope("/api")
.wrap(RestrictedAccess)
.service(
web::scope("/players")
.service(
web::resource("/")
.route(web::get().to_async(|pool| db_call(pool, Q::FetchPlayers)))
.route(web::post().to_async(
|pool, player: web::Json<api::NewPlayer>| {
db_call(pool, Q::AddPlayer(player.into_inner()))
},
)),
) // List of players
.service(
web::scope("/{player_id}")
.route(
"/",
web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::FetchPlayer(*player))
}),
)
.route(
"/notifications",
web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::FetchNotifications(*player))
}),
)
.service(
web::resource("/claims")
.route(web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::FetchPlayerClaims(*player))
}))
.route(web::post().to_async(
|pool, (player, data): (PlayerId, IdList)| {
db_call(pool, Q::ClaimItems(*player, data.into_inner()))
},
)),
)
.service(
web::resource("/wealth")
//.route(web::get().to_async(...))
.route(web::put().to_async(
|pool, (player, data): (PlayerId, web::Json<f64>)| {
db_call(pool, Q::UpdateWealth(*player, *data))
},
)),
)
.service(
web::resource("/loot")
.route(web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::FetchLoot(*player))
}))
.route(web::put().to_async(
move |pool, (player, data): (PlayerId, BuySellParams)| {
db_call(pool, Q::BuyItems(*player, data.into_inner()))
},
))
.route(web::post().to(
move |pool, (player, data): (PlayerId, NewGroupLoot)| {
restricted_to_group(
*player,
(pool, Q::AddLoot(data.into_inner())),
)
},
))
.route(web::delete().to_async(
move |pool, (player, data): (PlayerId, BuySellParams)| {
db_call(pool, Q::SellItems(*player, data.into_inner()))
},
)),
)
.service(web::scope("/events").route(
"/last",
web::delete().to_async(|pool, player: PlayerId| {
db_call(pool, Q::UndoLastAction(*player))
}),
)),
),
)
.route(
"/claims",
web::get().to_async(|pool| db_call(pool, Q::FetchClaims)),
)
.service(
web::resource("/shop")
.route(web::get().to_async(|pool| db_call(pool, Q::FetchShopInventory)))
.route(
web::post().to_async(|pool, items: web::Json<api::ItemList>| {
db_call(pool, Q::RefreshShopInventory(items.into_inner()))
}),
),
)
.service(
web::resource("/items")
.route(
web::get().to_async(move |pool: AppPool| db_call(pool, Q::FetchInventory)),
)
.route(web::post().to_async(
move |pool: AppPool, items: web::Json<Vec<String>>| {
db_call(pool, Q::CheckItemList(items.into_inner()))
},
)),
),
);
}
#[derive(Deserialize)]
struct AuthRequest {
key: String,
}
#[derive(Debug, Copy, Clone, Serialize, Deserialize)]
enum SessionKind {
Player(i32),
Admin,
}
use std::collections::HashMap;
fn check_key(key: &str, db: HashMap<&str, SessionKind>) -> Option<SessionKind> {
db.get(&key).map(Clone::clone)
}
fn login(id: Identity, key: web::Query<AuthRequest>) -> HttpResponse {
if let Some(session_kind) = check_key(
&key.key.to_string(),
[
("0", SessionKind::Player(0)),
("1", SessionKind::Player(1)),
("2", SessionKind::Player(2)),
("admin", SessionKind::Admin),
]
.iter()
.cloned()
.collect::<HashMap<&str, SessionKind>>(),
) {
id.remember(serde_json::to_string(&session_kind).expect("Serialize SessionKind error"));
HttpResponse::build(StatusCode::TEMPORARY_REDIRECT)
.header(header::LOCATION, "/")
.finish()
} else {
HttpResponse::Forbidden().finish()
}
}
fn logout(id: Identity) -> HttpResponse {
id.forget();
HttpResponse::build(StatusCode::TEMPORARY_REDIRECT)
.header(header::LOCATION, "/")
.finish()
}
/// This endpoint shall be called by client,
/// at initialization, to retrieve the current
/// logging session info.
///
/// # Returns
///
/// The player data if a player is logged in
/// The admin data if the admin is logged in
/// A Forbidden response otherwise
fn enter_session(id: Identity, pool: AppPool) -> impl Future<Item = HttpResponse, Error = Error> {
let conn = pool.get().unwrap();
let logged: SessionKind = id
.identity()
.map(|s| serde_json::from_str(&s).expect("Deserialize SessionKind error"))
// This will fail, fastest way to handle
// unlogged case with web::block below
.unwrap_or(SessionKind::Player(-1));
web::block(move || {
api::execute(
&conn,
match logged {
SessionKind::Player(id) => api::ApiActions::FetchPlayer(id),
SessionKind::Admin => api::ApiActions::FetchPlayers,
},
)
})
.then(|res| match res {
Ok(r) => HttpResponse::Ok().json(r.value),
Err(e) => {
dbg!(&e);
HttpResponse::Forbidden().finish()
}
})
}
pub fn serve() -> std::io::Result<()> {
let domain: String = env::var("DOMAIN").expect("DOMAIN must be set");
let pool = db::create_pool();
println!("Serving Loot-a-lot on {}", domain);
let key = [0; 32]; // TODO: Use a real key
HttpServer::new(move || {
App::new()
.data(pool.clone())
.configure(configure_api)
.wrap(
Cors::new()
.allowed_origin(&domain)
.allowed_methods(vec!["GET", "POST", "PUT", "DELETE", "OPTIONS"])
.max_age(3600),
)
.wrap(IdentityService::new(
CookieIdentityPolicy::new(&key)
.name("logged-in")
.secure(false),
))
//.wrap(middleware::Logger::default())
.wrap(middleware::Logger::new("%r -> %s (%{User-Agent}i)"))
.route("/session", web::get().to_async(enter_session))
.route("/login", web::get().to(login))
.route("/logout", web::get().to(logout))
//.service(fs::Files::new("/", www_root.clone()).index_file("index.html"))
})
.bind("127.0.0.1:8088")?
.run()
}