2 Commits

27 changed files with 16178 additions and 3280 deletions

7
.gitignore vendored
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@@ -1,10 +1,11 @@
/target
**/*.rs.bk
node_modules
fontawesome
package-lock.json
Cargo.lock
**/*.sqlite3
**/.env
package-lock.json
fontawesome

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@@ -6,21 +6,47 @@ Un gestionnaire de trésors pour des joueurs de Donjon&Dragons(tm).
## Fonctionnalités prévues
* 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
* 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
## Base de données
### Objets (items)
L'inventaire des objets qui peuvent être lootés.
PK: id
### Objets lootés (looted)
Les objets actuellement looté.
Même schéma que `items` plus une colonne supplémentaire : `owner_id` -> players(id)
### Joueurs (players)
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
```
### Requêtes (claims)
Table associative entre objets lootés et joueurs.
Représente les requêtes des joueurs. La colonne `resolve` permettra d'établir un classement de détermination entre les joueurs.
```
PK: id
FK: loot_id, player_id
ATTRS: resolve
```
### Opérations
_Doit-on garder un historique des opérations ?_

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@@ -4,15 +4,19 @@
//! 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;
#[macro_use]
extern crate diesel;
#[macro_use]
extern crate serde_derive;
use diesel::prelude::*;
use diesel::query_dsl::RunQueryDsl;
use diesel::r2d2::{self, ConnectionManager};
mod transactions;
pub mod models;
mod schema;
use transactions::{DbTransaction};
/// The connection used
pub type DbConnection = SqliteConnection;
@@ -20,10 +24,39 @@ pub type DbConnection = SqliteConnection;
pub type Pool = r2d2::Pool<ConnectionManager<DbConnection>>;
/// The result of a query on DB
pub type QueryResult<T> = Result<T, diesel::result::Error>;
/// The result of an action provided by DbApi
pub type ActionResult<R> = Result<R, diesel::result::Error>;
pub type ActionResult<T> = QueryResult<ActionStatus<T>>;
/// Return status of an Action
#[derive(Serialize, Debug)]
pub struct ActionStatus<R: serde::Serialize> {
/// Has the action made changes ?
pub executed: bool,
/// Response payload
pub response: R,
}
impl ActionStatus<()> {
pub fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
pub fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
}
impl<T: Default + serde::Serialize> ActionStatus<T> {
pub fn nop() -> ActionStatus<T> {
Self {
executed: false,
response: Default::default(),
}
}
}
/// A wrapper providing an API over the database
/// It offers a convenient way to deal with connection.
///
@@ -42,7 +75,7 @@ pub type ActionResult<R> = Result<R, diesel::result::Error>;
/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
/// // Claims should be resolved after a certain delay
/// x .set_claims_timeout()
/// v .resolve_claims()
/// x .resolve_claims()
/// v .add_player(player_data)
/// ```
///
@@ -66,10 +99,8 @@ impl<'q> DbApi<'q> {
Ok(schema::players::table.load::<models::Player>(self.0)?)
}
/// Fetch the inventory of items
///
/// TODO: remove limit used for debug
pub fn fetch_inventory(self) -> QueryResult<Vec<models::Item>> {
Ok(schema::items::table.limit(100).load::<models::Item>(self.0)?)
Ok(schema::items::table.load::<models::Item>(self.0)?)
}
/// Fetch all existing claims
pub fn fetch_claims(self) -> QueryResult<Vec<models::Claim>> {
@@ -121,142 +152,98 @@ impl<'q> AsPlayer<'q> {
pub fn loot(self) -> QueryResult<Vec<models::Item>> {
Ok(models::Item::owned_by(self.id).load(self.conn)?)
}
/// Buy a batch of items and add them to this player chest
/// Buy an item and add it to this player chest
///
/// Items can only be bought from inventory. Hence, the use
/// of the entity's id in 'items' table.
/// TODO: Items should be picked from a custom list
///
/// # Params
/// List of (Item's id in inventory, Option<Price modifier>)
/// # Panics
///
/// # Returns
/// Result containing the difference in coins after operation
pub fn buy<'a>(self, params: &Vec<(i32, Option<f32>)>) -> ActionResult<(Vec<models::Item>, (i32, i32, i32, i32))> {
let mut cumulated_diff: Vec<(i32, i32, i32, i32)> = Vec::with_capacity(params.len());
let mut added_items: Vec<models::Item> = Vec::with_capacity(params.len());
for (item_id, price_mod) in params.into_iter() {
if let Ok((item, diff)) = self.conn.transaction(|| {
use schema::looted::dsl::*;
let item = schema::items::table.find(item_id).first::<models::Item>(self.conn)?;
let new_item = models::item::NewLoot::to_player(self.id, (&item.name, item.base_price));
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(self.conn)?;
let added_item = models::Item::owned_by(self.id)
.order(id.desc())
.first(self.conn)?;
let sell_price = match price_mod {
Some(modifier) => item.base_price as f32 * modifier,
None => item.base_price as f32
};
DbApi::with_conn(self.conn)
.as_player(self.id)
.update_wealth(-sell_price)
.map(|diff| (added_item, diff))
}) {
cumulated_diff.push(diff);
added_items.push(item);
}
/// This currently panics if player wealth fails to be updated, as this is
/// a serious error. TODO: handle deletion of bought item in case of wealth update failure.
pub fn buy<S: Into<String>>(self, name: S, price: i32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
match transactions::player::Buy.execute(
self.conn,
transactions::player::AddLootParams {
player_id: self.id,
loot_name: name.into(),
loot_price: price,
},
) {
Ok(res) => Ok(ActionStatus { executed: true, response: Some(res.loot_cost) }),
Err(e) => { dbg!(&e); Ok(ActionStatus { executed: false, response: None}) },
}
let all_diff = cumulated_diff.into_iter().fold((0,0,0,0), |sum, diff| {
(sum.0 + diff.0, sum.1 + diff.1, sum.2 + diff.2, sum.3 + diff.3)
});
Ok((added_items, all_diff))
}
/// Sell a set of items from this player chest
/// Sell an item from this player chest
///
/// # Returns
/// Result containing the difference in coins after operation
/// # Panics
///
/// This currently panics if player wealth fails to be updated, as this is
/// a serious error. TODO: handle restoring of sold item in case of wealth update failure.
pub fn sell(
self,
params: &Vec<(i32, Option<f32>)>,
) -> ActionResult<(i32, i32, i32, i32)> {
let mut all_results: Vec<(i32, i32, i32, i32)> = Vec::with_capacity(params.len());
for (loot_id, price_mod) in params.into_iter() {
let res = self.conn.transaction(|| {
use schema::looted::dsl::*;
let loot = looted
.find(loot_id)
.first::<models::Loot>(self.conn)?;
if loot.owner != self.id {
// If the item does not belong to player,
// it can't be what we're looking for
return Err(diesel::result::Error::NotFound);
}
let mut sell_value = loot.base_price as f32 / 2.0;
if let Some(modifier) = price_mod {
sell_value *= modifier;
}
let _deleted = diesel::delete(looted.find(loot_id))
.execute(self.conn)?;
DbApi::with_conn(self.conn).as_player(self.id).update_wealth(sell_value)
});
if let Ok(diff) = res {
all_results.push(diff)
} else {
// TODO: need to find a better way to deal with errors
return Err(diesel::result::Error::NotFound)
}
loot_id: i32,
_price_mod: Option<f32>,
) -> ActionResult<Option<(i32, i32, i32, i32)>> {
// Check that the item belongs to player
let exists_and_owned: bool =
diesel::select(models::Loot::owns(self.id, loot_id))
.get_result(self.conn)?;
if !exists_and_owned {
return Ok(ActionStatus::nop());
}
Ok(all_results.into_iter().fold((0,0,0,0), |sum, diff| {
(sum.0 + diff.0, sum.1 + diff.1, sum.2 + diff.2, sum.3 + diff.3)
}))
transactions::player::Sell.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id,
},
)
.map(|res| ActionStatus { executed: true, response: Some(res.loot_cost) })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop()) })
}
/// Adds the value in gold to the player's wealth.
///
/// Value can be negative to substract wealth.
pub fn update_wealth(self, value_in_gp: f32) -> ActionResult<(i32, i32, i32, i32)> {
use schema::players::dsl::*;
let current_wealth = players
.find(self.id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(self.conn)?;
// TODO: improve thisdiesel dependant transaction
// should be move inside a WealthUpdate method
let updated_wealth = models::Wealth::from_gp(current_wealth.to_gp() + value_in_gp);
// Difference in coins that is sent back
let (old, new) = (current_wealth.as_tuple(), updated_wealth.as_tuple());
let diff = (new.0 - old.0, new.1 - old.1, new.2 - old.2, new.3 - old.3);
diesel::update(players)
.filter(id.eq(self.id))
.set(&updated_wealth)
.execute(self.conn)
.map(|r| match r {
1 => diff,
_ => panic!("RuntimeError: UpdateWealth did no changes at all!"),
})
pub fn update_wealth(self, value_in_gp: f32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
transactions::player::UpdateWealth.execute(
self.conn,
transactions::player::WealthParams {
player_id: self.id,
value_in_gp,
},
)
.map(|res| ActionStatus { executed: true, response: Some(res) })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
}
/// Put a claim on a specific item
pub fn claim(self, item: i32) -> ActionResult<()> {
let exists: bool = diesel::select(models::Loot::exists(item)).get_result(self.conn)?;
let exists: bool =
diesel::select(models::Loot::exists(item)).get_result(self.conn)?;
if !exists {
return Err(diesel::result::Error::NotFound);
return Ok(ActionStatus::nop());
};
let claim = models::claim::NewClaim::new(self.id, item);
diesel::insert_into(schema::claims::table)
.values(&claim)
.execute(self.conn)
.map(|rows_updated| match rows_updated {
1 => (),
_ => panic!("RuntimeError: Claim did no change at all!"),
})
transactions::player::PutClaim.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id: item,
},
)
.map(|_| ActionStatus { executed: true, response: () })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
}
/// Withdraw claim
pub fn unclaim(self, item: i32) -> ActionResult<()> {
use schema::claims::dsl::*;
diesel::delete(
claims
.filter(loot_id.eq(item))
.filter(player_id.eq(self.id)),
)
.execute(self.conn)
.and_then(|rows_updated| match rows_updated {
1 => Ok(()),
0 => Err(diesel::result::Error::NotFound),
_ => panic!("RuntimeError: UnclaimItem did not make expected changes"),
})
transactions::player::WithdrawClaim.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id: item,
},
)
.map(|_| ActionStatus { executed: true, response: () })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
}
}
@@ -267,32 +254,22 @@ impl<'q> AsAdmin<'q> {
/// Adds a player to the database
///
/// Takes the player name and starting wealth (in gold value).
pub fn add_player(self, name: &str, start_wealth: f32) -> ActionResult<()> {
pub fn add_player(self, name: String, start_wealth: f32) -> ActionResult<()> {
diesel::insert_into(schema::players::table)
.values(&models::player::NewPlayer::create(name, start_wealth))
.values(&models::player::NewPlayer::create(&name, start_wealth))
.execute(self.0)
.map(|rows_updated| match rows_updated {
1 => (),
_ => panic!("RuntimeError: AddPlayer did not make expected changes"),
})
.map(ActionStatus::was_updated)
}
/// Adds a list of items to the group loot
///
/// This offers complete control other created items, so that unique
/// items can be easily added. A user interface shall deal with
/// filling theses values for known items in inventory.
///
/// # Params
/// List of (name, base_price) values for the new items
pub fn add_loot(self, items: Vec<(&str, i32)>) -> ActionResult<()> {
pub fn add_loot<'a>(self, items: Vec<(&'a str, i32)>) -> ActionResult<()> {
for item_desc in items.into_iter() {
let new_item = models::item::NewLoot::to_group(item_desc);
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(self.0)?;
}
Ok(())
Ok(ActionStatus::ok())
}
/// Resolve all pending claims and dispatch claimed items.
@@ -306,32 +283,10 @@ impl<'q> AsAdmin<'q> {
.grouped_by(&loot);
// For each claimed item
let data = loot.into_iter().zip(claims).collect::<Vec<_>>();
dbg!(&data);
for (loot, claims) in data {
match claims.len() {
1 => {
let claim = claims.get(0).unwrap();
let player_id = claim.player_id;
self.0.transaction(|| {
use schema::looted::dsl::*;
diesel::update(looted.find(claim.loot_id))
.set(owner_id.eq(player_id))
.execute(self.0)?;
diesel::delete(schema::claims::table.find(claim.id))
.execute(self.0)?;
{
use schema::players::dsl::*;
diesel::update(players.find(player_id))
.set(debt.eq(debt + (loot.base_price / 2)))
.execute(self.0)
}
})?;
},
_ => (),
}
}
Ok(())
dbg!(data);
// If mutiples claims -> find highest resolve, give to this player
// If only one claim -> give to claiming
Ok(ActionStatus::nop())
}
}
@@ -361,7 +316,7 @@ mod tests {
/// When migrations are run, a special player with id 0 and name "Groupe"
/// must be created.
#[test]
fn global_group_is_autocreated() {
fn test_group_is_autocreated() {
let conn = test_connection();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 1);
@@ -373,19 +328,20 @@ mod tests {
/// 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() {
fn test_player_updates_wealth() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName", 403.21)
.add_player("PlayerName".to_string(), 403.21)
.unwrap();
let diff = DbApi::with_conn(&conn)
.as_player(1)
.update_wealth(-401.21)
.ok();
.unwrap()
.response
.unwrap();
// Check the returned diff
assert_eq!(diff, Some((-1, -2, -1, -4)));
let diff = diff.unwrap();
assert_eq!(diff, (-1, -2, -1, -4));
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
@@ -396,12 +352,13 @@ mod tests {
}
#[test]
fn as_admin_add_player() {
fn test_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);
.add_player("PlayerName".to_string(), 403.21)
.unwrap();
assert_eq!(result.executed, true);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 2);
let new_player = players.get(1).unwrap();
@@ -413,80 +370,56 @@ mod tests {
}
#[test]
fn as_admin_resolve_claims() {
fn test_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);
}
assert_eq!(true, false); // Failing as test is not complete
}
#[test]
fn as_player_claim_item() {
fn test_player_claim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player", 0.0)
.add_player("Player".to_string(), 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 result = DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
assert_eq!(result.executed, 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);
let result = DbApi::with_conn(&conn).as_player(1).claim(2).unwrap();
assert_eq!(result.executed, false);
}
#[test]
fn as_player_unclaim_item() {
fn test_player_unclaim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player", 0.0)
.add_player("Player".to_string(), 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 result = DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
assert_eq!(result.executed, true);
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1).unwrap();
assert_eq!(result.executed, true);
// Check that unclaimed items will not be unclaimed...
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1).unwrap();
assert_eq!(result.executed, false);
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
}
@@ -495,27 +428,20 @@ mod tests {
///
/// 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() {
fn test_buy_sell_simple() {
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)
.add_player("Player".to_string(), 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 ?
.buy("Sword", 800)
.unwrap();
assert_eq!(bought.executed, true); // Was updated ?
assert_eq!(bought.response, 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();
@@ -524,12 +450,13 @@ mod tests {
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 sold = DbApi::with_conn(&conn)
.as_player(1)
.sell(loot.id, None)
.unwrap();
assert_eq!(sold.executed, true);
assert_eq!(sold.response, 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();
@@ -538,7 +465,7 @@ mod tests {
}
#[test]
fn as_admin_add_loot() {
fn test_admin_add_loot() {
let conn = test_connection();
assert_eq!(
0,
@@ -547,8 +474,9 @@ mod tests {
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);
.add_loot(loot_to_add.clone())
.unwrap();
assert_eq!(result.executed, 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

View File

@@ -35,8 +35,8 @@ type OwnedLoot = Filter<looted::table, WithOwner>;
pub(crate) struct Loot {
id: i32,
name: String,
pub(crate) base_price: i32,
pub(crate) owner: i32,
base_price: i32,
owner: i32,
}
impl Loot {

View File

@@ -40,9 +40,4 @@ joinable!(claims -> looted (loot_id));
joinable!(claims -> players (player_id));
joinable!(looted -> players (owner_id));
allow_tables_to_appear_in_same_query!(
claims,
items,
looted,
players,
);
allow_tables_to_appear_in_same_query!(claims, items, looted, players,);

View File

@@ -0,0 +1,295 @@
//! TODO:
//! Extract actions provided by API into their dedicated module.
//! Will allow more flexibilty to combinate them inside API methods.
//! Should make it easier to add a new feature : Reverting an action
//!
use crate::models;
use crate::schema;
use crate::DbConnection;
use diesel::prelude::*;
// TODO: revertable actions :
// - Buy
// - Sell
// - UpdateWealth
pub type TransactionResult<T> = Result<T, diesel::result::Error>;
pub trait DbTransaction {
type Params;
type Response: serde::Serialize;
fn execute<'q>(
self,
conn: &'q DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response>;
}
pub trait Revertable : DbTransaction {
fn revert<'q>(
self,
conn: &'q DbConnection,
player_id: i32,
params: <Self as DbTransaction>::Response,
) -> TransactionResult<<Self as DbTransaction>::Response>;
}
/// Return status of an Action
#[derive(Serialize, Debug)]
pub struct ActionStatus<R: serde::Serialize> {
/// Has the action made changes ?
pub executed: bool,
/// Response payload
pub response: R,
}
impl ActionStatus<()> {
pub fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
pub fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
}
impl<T: Default + serde::Serialize> ActionStatus<T> {
pub fn nop() -> ActionStatus<T> {
Self {
executed: false,
response: Default::default(),
}
}
}
// Or a module ?
pub(crate) mod player {
use super::*;
pub struct AddLootParams {
pub player_id: i32,
pub loot_name: String,
pub loot_price: i32,
}
pub struct Buy;
enum LootTransactionKind {
Buy,
Sell,
}
#[derive(Serialize, Debug)]
pub struct LootTransaction {
player_id: i32,
loot_id: i32,
kind: LootTransactionKind,
pub loot_cost: (i32, i32, i32, i32),
}
impl DbTransaction for Buy {
type Params = AddLootParams;
type Response = LootTransaction;
fn execute<'q>(
self,
conn: &'q DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
let added_item = {
let new_item = models::item::NewLoot::to_player(
params.player_id,
(&params.loot_name, params.loot_price),
);
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(conn)?
// TODO: return ID of inserted item
};
let updated_wealth = UpdateWealth.execute(
conn,
WealthParams {
player_id: params.player_id,
value_in_gp: -(params.loot_price as f32),
},
);
match (added_item, updated_wealth) {
(1, Ok(loot_cost)) => Ok(LootTransaction {
kind: LootTransactionKind::Buy,
player_id: params.player_id,
loot_id: 0, //TODO: find added item ID
loot_cost,
}),
// TODO: Handle other cases
_ => panic!()
}
}
}
impl Revertable for Buy {
fn revert<'q>(self, conn: &'q DbConnection, player_id: i32, params: <Self as DbTransaction>::Response)
-> TransactionResult<<Self as DbTransaction>::Response> {
unimplemented!()
}
}
pub struct LootParams {
pub player_id: i32,
pub loot_id: i32,
}
pub struct Sell;
impl DbTransaction for Sell {
type Params = LootParams;
type Response = LootTransaction;
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
use schema::looted::dsl::*;
let loot_value = looted
.find(params.loot_id)
.select(base_price)
.first::<i32>(conn)?;
let sell_value = (loot_value / 2) as f32;
diesel::delete(looted.find(params.loot_id))
.execute(conn)
.and_then(|r| match r {
// On deletion, update this player wealth
1 => Ok(UpdateWealth
.execute(
conn,
WealthParams {
player_id: params.player_id,
value_in_gp: sell_value as f32,
},
)
.unwrap()),
_ => Ok(ActionStatus {
executed: false,
response: None,
}),
})
}
}
pub struct PutClaim;
impl DbTransaction for PutClaim {
type Params = LootParams;
type Response = ();
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
let claim = models::claim::NewClaim::new(params.player_id, params.loot_id);
diesel::insert_into(schema::claims::table)
.values(&claim)
.execute(conn)
.and_then(|_| Ok(()))
}
}
pub struct WithdrawClaim;
impl DbTransaction for WithdrawClaim {
type Params = LootParams;
type Response = ();
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
use schema::claims::dsl::*;
diesel::delete(
claims
.filter(loot_id.eq(params.loot_id))
.filter(player_id.eq(params.player_id)),
)
.execute(conn)
.and_then(|_| Ok(()))
}
}
pub struct WealthParams {
pub player_id: i32,
pub value_in_gp: f32,
}
pub struct UpdateWealth;
impl DbTransaction for UpdateWealth {
type Params = WealthParams;
type Response = (i32, i32, i32, i32);
fn execute<'q>(
self,
conn: &'q DbConnection,
params: WealthParams,
) -> TransactionResult<Self::Response> {
use schema::players::dsl::*;
let current_wealth = players
.find(params.player_id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(conn)?;
// TODO: improve thisdiesel dependant transaction
// should be move inside a WealthUpdate method
let updated_wealth =
models::Wealth::from_gp(current_wealth.to_gp() + params.value_in_gp);
// Difference in coins that is sent back
let (old, new) = (current_wealth.as_tuple(), updated_wealth.as_tuple());
let diff = (new.0 - old.0, new.1 - old.1, new.2 - old.2, new.3 - old.3);
diesel::update(players)
.filter(id.eq(params.player_id))
.set(&updated_wealth)
.execute(conn)
.and_then(|r| match r {
1 => Ok(diff),
_ => panic!("UpdateWealth made no changes !"),
})
}
}
impl Revertable for UpdateWealth {
fn revert<'q>(
self,
conn: &'q DbConnection,
player_id: i32,
params: <Self as DbTransaction>::Response,
) -> TransactionResult<<Self as DbTransaction>::Response> {
use schema::players::dsl::*;
let cur_wealth = players
.find(player_id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(conn)?;
let reverted_wealth = models::player::Wealth {
cp: cur_wealth.cp - params.0,
sp: cur_wealth.cp - params.1,
gp: cur_wealth.cp - params.2,
pp: cur_wealth.cp - params.3,
};
// Difference in coins that is sent back
let diff = ( -params.0, -params.1, -params.2, -params.3);
diesel::update(players)
.filter(id.eq(params.0))
.set(&reverted_wealth)
.execute(conn)
.and_then(|r| match r {
1 => Ok(diff),
_ => panic!("RevertableWealthUpdate made no changes"),
})
}
}
}
pub(crate) mod admin {
pub struct AddPlayer;
pub struct AddLoot;
pub struct SellLoot;
pub struct ResolveClaims;
}

View File

@@ -2,6 +2,7 @@ module.exports = {
presets: [
'@vue/app'
],
"presets": [["env", { "modules": false }]],
"env": {
"test": {
"presets": [["env", { "targets": { "node": "current" } }]]

15047
lootalot_front/package-lock.json generated Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -21,7 +21,6 @@
"@vue/cli-plugin-eslint": "^3.8.0",
"@vue/cli-service": "^3.8.0",
"@vue/test-utils": "^1.0.0-beta.29",
"babel-core": "^6.26.3",
"babel-eslint": "^10.0.1",
"babel-jest": "^24.8.0",
"babel-preset-env": "^1.7.0",
@@ -62,11 +61,8 @@
"vue"
],
"transform": {
"^.*\\.(vue)$": "vue-jest",
"^.+\\.js$": "babel-jest"
},
"moduleNameMapper": {
"^@/(.*)$": "<rootDir>/src/$1"
".*\\.(vue)$": "vue-jest",
"^.+\\.js$": "<rootDir>/node_modules/babel-jest"
}
}
}

View File

@@ -8,7 +8,7 @@
<link rel="icon" href="<%= BASE_URL %>favicon.ico">
<link rel="stylesheet" href="<%= BASE_URL %>css/scroll.css">
<title>Loot-a-Lot !</title>
<script defer src="<%= BASE_URL %>fontawesome/js/all.js"></script>
<script defer src="fontawesome/js/all.js"></script>
</head>
<body>
<div id="app"></div>

View File

@@ -1,77 +1,16 @@
<template>
<PlayerView :id="state.player_id"
v-slot="{ player, loot, notifications, actions }">
<main id="app" class="container">
<header >
<HeaderBar :app_state="state">
<template v-slot:title>{{ player.name }}</template>
<template v-slot:links>
<a class="navbar-item">History of Loot</a>
<template v-if="playerIsGroup">
<hr class="navbar-divider">
<div class="navbar-item heading">Admin</div>
<a class="navbar-item">"Resolve claims"</a>
<a class="navbar-item">"Add player"</a>
</template>
<hr class="navbar-divider">
<div class="navbar-item heading">Changer</div>
<a v-for="(p,i) in state.player_list" :key="i"
@click="setActivePlayer(i)"
href="#" class="navbar-item">
{{ p.name }}</a>
</template>
</HeaderBar>
<Wealth
:wealth="[player.cp, player.sp, player.gp, player.pp]"
:debt="player.debt"
@update="actions.updateWealth">
</Wealth>
<p v-show="notifications.length > 0">{{ notifications }}</p>
</header>
<nav>
<div class="tabs is-centered is-boxed is-medium">
<ul>
<li :class="{ 'is-active': activeView == 'group' }">
<a @click="switchView('group')">Coffre de groupe</a></li>
<li :class="{ 'is-active': activeView == 'player' }"
v-show="!playerIsGroup">
<a @click="switchView('player')">Mon coffre</a></li>
<li :class="{'is-active': activeView == 'adding' }">
<a class="has-text-grey-light" @click="switchView('adding')">
+ {{ playerIsGroup ? 'Nouveau Loot' : 'Acheter' }}
</a>
</li>
</ul>
</div>
</nav>
<main class="section">
<template v-if="isAdding">
<h2 v-show="playerIsGroup">ItemInput</h2>
<AddingChest
:items="playerIsGroup ? [] : state.inventory"
:perms="playerIsGroup ? {} : { canBuy: true }"
@buy="(data) => { switchView('player'); actions.buyItems(data); }">
</AddingChest>
</template>
<Chest v-else
:items="showPlayerChest ? loot : state.group_loot"
:perms="{
canGrab: !(showPlayerChest || playerIsGroup),
canSell: showPlayerChest || playerIsGroup
}"
@sell="actions.sellItems"
@claim="actions.putClaim"
@unclaim="actions.withdrawClaim">
</Chest>
</main>
</main>
</PlayerView>
<main id="app" class="section">
<section id="content" class="columns is-desktop">
<Player></Player>
<div class="column">
<Chest :player="0" v-if="state.initiated"></Chest>
</div>
</section>
</main>
</template>
<script>
import PlayerView from './components/PlayerView.js'
import HeaderBar from './components/HeaderBar.vue'
import Wealth from './components/Wealth.vue'
import Player from './components/Player.vue'
import Chest from './components/Chest.vue'
import { AppStorage } from './AppStorage'
@@ -95,17 +34,12 @@ export default {
name: 'app',
data () {
return {
state: AppStorage.state,
activeView: 'group',
shopInventory: [{id: 1, name: "Item from shop #1", base_price: 2000}],
state: AppStorage.state,
};
},
components: {
PlayerView,
HeaderBar,
'AddingChest': Chest, // Alias to prevent component re-use
Chest,
Wealth
Player,
Chest
},
created () {
// Initiate with active player set to value found in cookie
@@ -119,29 +53,14 @@ export default {
}
AppStorage.initStorage(playerId);
},
methods: {
setActivePlayer (idx) {
if (idx == 0) this.switchView('group');
AppStorage.setActivePlayer(idx);
},
switchView (viewId) {
if (!['group', 'player', 'adding'].includes(viewId)) {
console.error("Not a valid view ID :", viewId);
}
this.activeView = viewId;
},
switchPlayerChestVisibility () { AppStorage.switchPlayerChestVisibility(); },
},
computed: {
showPlayerChest () { return this.activeView == 'player' },
isAdding () { return this.activeView == 'adding' },
playerIsGroup () { return this.state.player_id == 0 },
}
}
</script>
<style scoped>
header {
padding-bottom: 1.5em;
}
<style>
#app {
font-family: 'Montserrat', Helvetica, Arial, sans-serif;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
text-align: center;
}
</style>

View File

@@ -5,55 +5,37 @@ const API_ENDPOINT = function (tailString) {
return API_BASEURL + tailString;
}
export const Api = {
__doFetch (endpoint, method, payload) {
return fetch(API_ENDPOINT(endpoint),
{
method,
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify(payload)
})
.then(r => r.json())
},
const Api = {
fetchPlayerList () {
return fetch(API_ENDPOINT("players/all"))
.then(r => r.json())
},
fetchInventory () {
return fetch(API_ENDPOINT("items"))
return fetch(API_ENDPOINT("players"))
.then(r => r.json())
.catch(e => console.error("Fetch error ", e));
},
fetchClaims () {
return fetch(API_ENDPOINT("claims"))
.then(r => r.json())
.catch(e => console.error("Fetch error ", e));
},
fetchLoot (playerId) {
return fetch(API_ENDPOINT("players/loot/" + playerId))
return fetch(API_ENDPOINT(playerId + "/loot"))
.then(r => r.json())
.catch(e => console.error("Fetch error", e));
},
putClaim (playerId, itemId) {
return fetch(API_ENDPOINT(playerId + "/claim/" + itemId))
.then(r => r.json())
.catch(e => console.error("Fetch error", e));
},
unClaim (playerId, itemId) {
return fetch(API_ENDPOINT(playerId + "/unclaim/" + itemId))
.then(r => r.json())
.catch(e => console.error("Fetch error", e));
},
updateWealth (playerId, goldValue) {
return fetch(API_ENDPOINT(playerId + "/update-wealth/" + goldValue))
.then(r => r.json())
},
putClaim (player_id, item_id) {
const payload = { player_id, item_id };
return this.__doFetch("claims", 'PUT', payload);
},
unClaim (player_id, item_id) {
const payload = { player_id, item_id };
return this.__doFetch("claims", 'DELETE', payload);
},
updateWealth (player_id, value_in_gp) {
const payload = { player_id, value_in_gp: Number(value_in_gp) };
return this.__doFetch("players/update-wealth", 'PUT', payload);
},
buyItems (player_id, items) {
const payload = { player_id, items };
return this.__doFetch("players/buy", 'POST', payload);
},
sellItems (player_id, items) {
const payload = { player_id, items };
return this.__doFetch("players/sell", 'POST', payload);
},
.catch(e => console.error("Fetch error", e));
}
};
@@ -62,9 +44,8 @@ export const AppStorage = {
state: {
player_id: 0,
player_list: {},
group_loot: [],
player_loot: {},
player_claims: {},
inventory: [],
initiated: false,
show_player_chest: false,
},
@@ -74,21 +55,14 @@ export const AppStorage = {
this.state.player_id = playerId;
// Fetch initial data
return Promise
.all([
Api.fetchPlayerList(),
Api.fetchClaims(),
Api.fetchInventory(),
Api.fetchLoot(0)
])
.all([ Api.fetchPlayerList(), Api.fetchClaims(), ])
.then(data => {
const [players, claims, inventory, group_loot] = data;
const [players, claims] = data;
this.__initPlayerList(players);
this.__initClaimsStore(claims);
Vue.set(this.state, 'group_loot', group_loot);
Vue.set(this.state, 'inventory', inventory);
})
.then(_ => this.state.initiated = true)
.catch(e => { alert(e); this.state.initiated = false });
});
// TODO: when __initPlayerList won't use promises
//.then(_ => this.state.initiated = true);
},
__initClaimsStore(data) {
for (var idx in data) {
@@ -103,67 +77,86 @@ export const AppStorage = {
if (this.debug) console.log("Creates", playerId, playerDesc.name)
// Initiate data for a single Player.
Vue.set(this.state.player_list, playerId, playerDesc);
Vue.set(this.state.player_loot, playerId, []);
Vue.set(this.state.player_claims, playerId, []);
}
// Hack for now !!
// Fetch all players loot and wait to set initiated to true
var promises = [];
for (var idx in data) {
const playerId = data[idx].id;
var promise = Api.fetchLoot(playerId)
.then(data => data.forEach(
item => {
if (this.debug) console.log("add looted item", item, playerId)
this.state.player_loot[playerId].push(item)
}
));
promises.push(promise);
}
Promise.all(promises).then(_ => this.state.initiated = true);
},
// User actions
// Sets a new active player by id
setActivePlayer (newPlayerId) {
if (this.debug) console.log('setActivePlayer to ', newPlayerId)
this.state.player_id = Number(newPlayerId)
this.state.player_id = newPlayerId
document.cookie = `player_id=${newPlayerId};`;
},
// Show/Hide player's chest
switchPlayerChestVisibility () {
if (this.debug) console.log('switchPlayerChestVisibility', !this.state.show_player_chest)
this.state.show_player_chest = !this.state.show_player_chest
},
// TODO
// get the content of a player Chest, retrieve form cache or fetched
// will replace hack that loads *all* chest...
getPlayerLoot (playerId) {
},
updatePlayerWealth (goldValue) {
return Api.updateWealth(this.state.player_id, goldValue)
.then(diff => this.__updatePlayerWealth(diff));
},
// TODO: Weird private name denotes a conflict
__updatePlayerWealth (diff) {
.then(done => {
if (done.executed) {
// Update player wealth
var diff = done.response;
if (this.debug) console.log('updatePlayerWealth', diff)
this.state.player_list[this.state.player_id].cp += diff[0];
this.state.player_list[this.state.player_id].sp += diff[1];
this.state.player_list[this.state.player_id].gp += diff[2];
this.state.player_list[this.state.player_id].pp += diff[3];
}
return done.executed;
});
},
// Put a claim on an item from group chest.
putRequest (itemId) {
const playerId = this.state.player_id
return Api.putClaim(playerId, itemId)
Api.putClaim(playerId, itemId)
.then(done => {
// Update cliend-side state
this.state.player_claims[playerId].push(itemId);
if (done.executed) {
// Update cliend-side state
this.state.player_claims[playerId].push(itemId);
} else {
if (this.debug) console.log("API responded with 'false'")
}
});
},
buyItems (items) {
return Api.buyItems(this.state.player_id, items)
.then(([items, diff]) => {
this.__updatePlayerWealth(diff)
// Add items to the player loot
// TODO: needs refactoring because player mutation happens in
// 2 different places
return items;
});
},
sellItems (items) {
return Api.sellItems(this.state.player_id, items)
.then(diff => this.__updatePlayerWealth(diff))
},
// Withdraws a claim.
cancelRequest(itemId) {
const playerId = this.state.player_id
return Api.unClaim(playerId, itemId)
.then(_ => {
Api.unClaim(playerId, itemId)
.then(done => {
if (done.executed) {
var idx = this.state.player_claims[playerId].indexOf(itemId);
if (idx > -1) {
this.state.player_claims[playerId].splice(idx, 1);
} else {
if (this.debug) console.log("cancel a non-existent request")
}
} else {
if (this.debug) console.log("API responded with 'false'")
}
});
}
}

View File

@@ -1,155 +1,168 @@
<template>
<article>
<p class="control has-icons-left">
<input type="text" class="input" v-model="searchText">
<span class="icon is-small is-left"><i class="fas fa-search"></i></span>
</p>
<table class="table is-fullwidth is-striped">
<div class="container is-paddingless">
<div v-if="mainControlsDisplayed"
class="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 class="column" v-show="canAdd">
<div v-show="mainControlsDisplayed" class="buttons is-right">
<button v-if="canAdd"
class="button is-inverted is-info"
@click="is_adding = true"
>
<span class="icon">
<i class="fas fa-box-open"></i>
</span>
<p>Nouveau loot</p>
</button>
<button class="button is-inverted is-primary">
<span class="icon">
<i class="fas fa-coins"></i>
</span>
<p>Tout vendre</p>
</button>
</div>
</div>
</div>
<Loot v-if="is_adding" @done="is_adding = false"></Loot>
<table v-else class="table is-fullwidth is-striped" >
<thead>
<tr>
<th width="100%">Objets</th>
<th>Valeur</th>
<th>
<div v-if="perms.canSell" class="buttons" :class="{'has-addons': is_selling}">
<button class="button"
:class="is_selling ? 'is-danger' : 'is-warning'"
@click="sellSelectedItems"
>
<th>Objets de {{ player }}</th>
<th v-if="canGrab"></th>
<th v-if="canSell">
<div class="buttons is-right">
<button class="button"
: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>{{ selected_items.length > 0 ? `${totalSelectedValue} po` : 'Annuler' }}</p>
</button>
<PercentInput v-show="is_selling" v-model="global_mod"></PercentInput>
</div>
<div v-else-if="perms.canBuy">
<button class="button is-danger is-fullwidth"
:disabled="selected_items.length == 0"
@click="buySelectedItems"
>Acheter ({{ totalSelectedValue}}po)</button>
</div>
<div v-else-if="perms.canGrab">
<button class="button is-static is-fullwidth">Demander</button>
</div>
</th>
</tr>
</thead>
<tbody>
<template v-for="(item, idx) in shownItems">
<tr :key="`row-${idx}`">
<td>
<strong>{{item.name}}</strong>
</td>
<td>
{{ is_selling ? item.base_price / 2 : item.base_price }}po
</td>
<td>
<Request
v-if="perms.canGrab"
:item="item.id"
@claim="(data) => $emit('claim', data)"
@unclaim="(data) => $emit('unclaim', data)"
></Request>
<Selector
v-else-if="showSelectors"
:id="item.id"
v-model="selected_items"
></Selector>
</td>
<p v-if="!is_selling">
Vendre</p>
<p v-else>
{{ totalSellValue ? totalSellValue : 'Annuler' }}</p>
</button>
<PercentInput v-show="is_selling">
</PercentInput>
</div>
</th>
</tr>
</template>
</tbody>
</table>
</article>
</thead>
<tbody>
<template v-for="(item, idx) in content">
<tr :key="`row-${idx}`">
<td>{{item.name}}</td>
<td v-if="canGrab">
<Request :item="item.id"></Request>
</td>
<td v-if="canSell">
<div class="field is-grouped is-pulled-right" v-show="is_selling">
<div class="control">
<label class="label">
<input type="checkbox"
id="`item-${idx}`"
:value="item.id"
v-model="sell_selected">
{{item.base_price / 2}} GP
</label>
</div>
<PercentInput></PercentInput>
</div>
</td>
</tr>
</template>
</tbody>
</table>
</div>
</template>
<script>
import { AppStorage } from '../AppStorage'
import Request from './Request.vue'
import PercentInput from './PercentInput.vue'
import Selector from './Selector.vue'
import Loot from './Loot.vue'
/*
The chest displays a collection of items.
The chest displays the collection of items owned by a player
A set of permissions is passed as props, to update
the possible actions of active user upon these items.
TO TEST :
- Possible interactions depends on player_id and current chest
- Objects are displayed as a table
Sell workflow :
1. Click sell (sell becomes danger)
2. Check objects to sell (sell button displays total value)
3. Click sell to confirm
*/
export default {
props: {
items: {
type: Array,
player: {
type: Number,
required: true,
},
perms: {
type: Object,
required: true,
},
default: 0
}
},
components: {
Request,
PercentInput,
Selector,
Loot,
},
data () {
return {
app_state: AppStorage.state,
is_selling: false,
selected_items: [],
global_mod: 0,
searchText: "",
is_adding: false,
sell_selected: [],
};
},
methods: {
buySelectedItems () {
this.$emit("buy", this.selected_items);
this.selected_items = [];
},
sellSelectedItems () {
if (!this.is_selling) {
this.is_selling = true;
} else {
this.is_selling = false;
if (this.selected_items.length > 0) {
this.$emit("sell", this.selected_items);
this.selected_items = [];
}
}
},
fetchLoot () {
}
},
computed: {
shownItems () {
if (this.searchText != "") {
const searchText = this.searchText.toUpperCase();
return this.items.filter(item => item.name.toUpperCase().includes(searchText));
} else {
return this.items;
}
content () {
const playerId = this.player;
console.log("Refresh chest of", playerId);
return this.app_state.player_loot[playerId];
},
showSelectors () {
return !this.perms.canGrab
&& (this.is_selling || this.perms.canBuy);
// Can the active user sell items from this chest ?
canSell () {
return this.player == this.app_state.player_id;
},
totalSelectedValue () {
var total = this.selected_items
.map(([id, mod]) => {
const item = this.items.find(item => item.id == id);
var price = item.base_price * mod;
if (this.is_selling) {
price = price / 2;
}
return price;
})
totalSellValue () {
const selected = this.sell_selected;
return this.content
.filter(item => selected.includes(item.id))
.map(item => item.base_price / 2)
.reduce((total,value) => total + value, 0);
return (1 + this.global_mod / 100) * total;
},
// 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);
},
// The main controls are only displayed on group chest
mainControlsDisplayed () {
return (this.player == 0
&& !this.is_adding);
}
},
}
</script>
<style scoped>
.table td, .table th { vertical-align: middle; }
.buttons { flex-wrap: nowrap; }
label.is-checkbox {
background-color: #eee;
}
</style>

View File

@@ -1,36 +0,0 @@
<template>
<nav class="navbar is-info">
<div class="navbar-brand">
<p class="navbar-item is-size-4"><slot name="title">...</slot></p>
<a role="button" class="navbar-burger" aria-label="menu" aria-expanded="false"
@click="switchMobileVisibility">
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
</a>
</div>
<div id="menu" class="navbar-menu" :class="{'is-active': showOnMobile }">
<div class="navbar-end">
<div class="navbar-item has-dropdown is-hoverable">
<a class="navbar-link">Autres</a>
<div class="navbar-dropdown is-right" @click="switchMobileVisibility">
<slot name="links">
<a class="navbar-item">History of Loot</a>
</slot>
</div>
</div>
</div>
</div>
</nav>
</template>
<script>
export default {
data () { return { showOnMobile: false } },
methods: {
switchMobileVisibility () {
this.showOnMobile = !this.showOnMobile
}
}
}
</script>

View File

@@ -4,7 +4,7 @@
<div class="control is-expanded"
:class="{'is-loading': is_loading }">
<input type="text"
v-model="item_name"
v-model="search"
@input="autoCompletion"
class="input"
:class="{'is-danger': no_results,
@@ -12,11 +12,6 @@
autocomplete="on">
</input>
</div>
<div class="control">
<input type="text" class="input"
:class="{'is-danger': !item_price}"
v-model.number="item_price"></input>
</div>
<div class="control">
<button class="button is-primary"
:disabled="no_results"
@@ -28,7 +23,7 @@
<div class="dropdown-menu">
<div class="dropdown-content">
<a v-for="(result,i) in results" :key="i"
@click="setResult(result)"
@click="setResult(result.name)"
class="dropdown-item"
>
{{ result.name }}
@@ -40,15 +35,18 @@
</template>
<script>
// List of items for autocomplete
const MOCK_ITEMS = [
{id: 35, name: "Cape d'invisibilité", sell_value: 30000},
{id: 8, name: "Arc long", sell_value: 10},
];
export default {
props: ["source"],
data () {
return {
is_loading: false,
no_results: false,
item_name: '',
item_price: '',
search: '',
results: [],
auto_open: false,
};
@@ -57,13 +55,13 @@
autoCompletion (ev) {
// TODO: a lot happens here that
// need to be clarified
if (this.item_name == '') {
if (this.search == '') {
this.auto_open = false;
this.results = [];
this.no_results = false;
} else {
this.results = this.source.filter(item => {
return item.name.includes(this.item_name);
this.results = MOCK_ITEMS.filter(item => {
return item.name.includes(this.search);
});
// Update status
if (this.results.length == 0) {
@@ -75,17 +73,12 @@
}
},
setResult(result) {
this.item_name = result.name;
this.item_price = result.sell_value;
this.search = result;
this.auto_open = false;
},
addItem () {
this.$emit("addItem", {
name: this.item_name,
sell_value: this.item_price
});
this.item_name = '';
this.item_price = '';
this.$emit("addItem", this.search);
this.search = '';
this.results = [];
this.no_results = false;
this.auto_open = false;

View File

@@ -1,29 +1,32 @@
<template>
<div>
<p class="heading has-text-left is-size-5">
Nouveau loot - {{ looted.length }} objet(s)</p>
<ItemInput @addItem="onAddItem" :source="inventory"></ItemInput>
<p v-for="(item, idx) in looted" :key="idx"
class="has-text-left is-size-5">
{{ item.name }} ({{ item.sell_value }}po)
</p>
</div>
<div class="card is-shadowless">
<div class="card-header">
<p class="card-header-title">
Nouveau loot - {{ looted.length }} objet(s)</p>
</div>
<div class="card-content">
<ItemInput @addItem="onAddItem"></ItemInput>
<p v-for="(item, idx) in looted" :key="idx"
class="has-text-left is-size-5">
{{ item }}
</p>
</div>
<div class="card-footer">
<div class="card-footer-item buttons is-center">
<a class="button is-primary">Confirmer</a>
<a @click="onClose" class="button is-danger">Annuler</a>
</div>
</div>
</div>
</template>
<script>
import ItemInput from './ItemInput.vue'
// List of items for autocomplete
const MOCK_ITEMS = [
{id: 35, name: "Cape d'invisibilité", sell_value: 30000},
{id: 8, name: "Arc long", sell_value: 10},
{id: 9, name: "Arc court", sell_value: 10},
];
export default {
components: { ItemInput },
data () { return {
looted: [],
inventory: MOCK_ITEMS,
};
},
methods: {

View File

@@ -0,0 +1,27 @@
<template>
<input type="text"
class="input"
:class="{'is-danger': has_error}"
:value="value"
@input="checkError"
></input>
</template>
<script>
export default {
props: ["value"],
data () {
return { has_error: false};
},
methods: {
checkError (ev) {
const newValue = ev.target.value;
this.has_error = isNaN(newValue);
this.$emit(
'input',
this.has_error ? 0 : Number(newValue)
);
}
},
}
</script>

View File

@@ -1,41 +1,28 @@
<template>
<div class="field has-addons">
<div v-show="is_opened" class="control has-icons-left">
<input class="input" :value="value" @input="input" type="number" size="3" min="-50" max=50 step=5>
<span class="icon is-left">
<i class="fas fa-percent"></i>
</span>
</div>
<div class="control">
<button class="button" @click="switchOpenedState">
<small v-if="!is_opened">Mod.</small>
<span v-else class="icon"><i class="fas fa-times-circle"></i></span>
</button>
</div>
</div>
<div class="field has-addons">
<div v-show="is_opened" class="control has-icons-left">
<input class="input is-small" type="number" size="3" min=-50 max=50 step=5>
<span class="icon is-small is-left">
<i class="fas fa-percent"></i>
</span>
</div>
<div class="control">
<button class="button is-small is-outlined"
@click="is_opened = !is_opened"
>
<small v-if="!is_opened">Mod.</small>
<span v-else class="icon"><i class="fas fa-times-circle"></i></span>
</button>
</div>
</div>
</template>
<script>
export default {
props: ["value"],
data () {
return {
is_opened: false,
};
},
methods: {
input (event) { this.$emit("input", event.target.value); },
switchOpenedState () {
this.is_opened = !this.is_opened;
// Reset the modifier in closed state
if (!this.is_opened) {
this.$emit("input", 0);
}
}
}
}
</script>
<style scoped>
.input { width: 6em; }
</style>

View File

@@ -0,0 +1,165 @@
<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">
{{ app_state.initiated ? player.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" v-if="app_state.initiated">
<a v-for="(p,i) in app_state.player_list" :key="i"
@click="setActivePlayer(i)"
href="#" class="dropdown-item">
{{ p.name }}</a>
</div>
</div>
</div>
</header>
<div class="card-content">
<Wealth :wealth="wealth" :debt="player.debt"></Wealth>
<div class="box is-shadowless" v-show="!playerIsGroup">
<div class="columns is-vcentered" @click="switchPlayerChestVisibility">
<div class="column is-one-fifth">
<span class="icon is-large">
<i class="fas fa-2x fa-box"></i>
</span>
</div>
<div class="column if-four-fifth has-text-left">
<p class="is-size-3">Coffre</p>
</div>
</div>
</div>
<Chest :player="app_state.player_id"
v-show="app_state.show_player_chest">
</Chest>
<a href="#" class="button is-link is-fullwidth is-hidden" disabled>Historique</a>
</div>
</div>
</div>
</template>
<script>
import { AppStorage } from '../AppStorage'
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: AppStorage.state,
show_dropdown: false,
edit_wealth: false,
handleOutsideClick: null,
};
},
computed: {
player () {
if (!this.app_state.initiated) return {}
const idx = this.app_state.player_id;
return this.app_state.player_list[idx];
},
wealth () {
if (!this.app_state.initiated) {
return ["-", "-", "-", "-"];
} else {
const cp = this.player.cp
const sp = this.player.sp
const gp = this.player.gp
const pp = this.player.pp
return [cp, sp, gp, pp];
}
},
// Check if the active player is the special 'Group' player
playerIsGroup () {
return this.app_state.player_id == 0;
}
},
methods: {
switchPlayerChestVisibility () {
AppStorage.switchPlayerChestVisibility();
},
hidePlayerChest () {
if (this.app_state.show_player_chest) {
this.switchPlayerChestVisibility();
}
},
setActivePlayer (playerIdx) {
var playerIdx = Number(playerIdx);
AppStorage.setActivePlayer(playerIdx);
if (playerIdx == 0) { this.hidePlayerChest() }
},
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>
.fa-exchange-alt.disabled { opacity: 0.4; }
</style>

View File

@@ -1,82 +0,0 @@
import { Api, AppStorage } from '../AppStorage'
export default {
props: ["id"],
data () { return {
notifications: [],
loot: [],
}},
methods: {
updateWealth (value) {
AppStorage.updatePlayerWealth(value)
.then(_ => {if (AppStorage.debug) this.notifications.push("Wealth updated")})
.catch(e => {if (AppStorage.debug) console.error("wealthUpdate Error", e)})
},
putClaim (itemId) {
AppStorage.putRequest(itemId)
.then(_ => { if (AppStorage.debug) this.notifications.push("Claim put")})
},
withdrawClaim (itemId) {
AppStorage.cancelRequest(itemId)
.then(_ => { if (AppStorage.debug) this.notifications.push("Claim withdrawn")})
},
buyItems(items) {
AppStorage.buyItems(items)
.then((items) => {
this.notifications.push(`Bought ${items.length} items`)
this.loot = this.loot.concat(items);
})
},
sellItems (items) {
AppStorage.sellItems(items)
.then(_ => {
this.notifications.push(`Sold ${items.length} items`)
for (var idx in items) {
var to_remove = items[idx][0];
this.loot = this.loot.filter((item) => item.id != to_remove);
}
})
},
parseLoot (items) {
this.loot = [];
items.map(item => {
this.loot.push(item);
});
}
},
watch: {
id: {
immediate: true,
handler: function(newId) {
Api.fetchLoot(newId).then(this.parseLoot);
}
},
},
computed: {
player () {
if (!AppStorage.state.initiated) {
return { name: "Loading",
id: 0,
cp: '-', sp: '-', gp: '-', pp: '-',
debt: 0 };
} else {
return AppStorage.state.player_list[this.id];
}
},
},
render () {
return this.$scopedSlots.default({
player: this.player,
loot: this.loot,
notifications: this.notifications,
actions: {
updateWealth: this.updateWealth,
putClaim: this.putClaim,
withdrawClaim: this.withdrawClaim,
buyItems: this.buyItems,
sellItems: this.sellItems,
}
})
}
}

View File

@@ -1,22 +1,26 @@
<template>
<div class="buttons">
<div class="buttons is-right" >
<template v-if="isInConflict">
<button class="button is-success"
@click="cancelRequest">
<span class="icon is-small">
<i class="fas fa-hand-peace"></i>
</span>
</button>
<button class="button is-danger"
@click="hardenRequest">
<span class="icon is-small">
<i class="fas fa-hand-middle-finger"></i>
</span>
</button>
@click="cancelRequest"
>
<span class="icon is-small">
<i class="fas fa-hand-peace"></i>
</span>
</button>
<button class="button is-danger"
@click="hardenRequest"
>
<span class="icon is-small">
<i class="fas fa-hand-middle-finger"></i>
</span>
</button>
</template>
<button class="button is-primary is-fullwidth"
@click="putRequest"
:disabled="isRequested">
<button class="button is-primary"
@click="putRequest"
:class="{'is-outlined': isRequested}"
:disabled="isRequested"
>
<span class="icon is-small">
<i class="fas fa-praying-hands"></i>
</span>
@@ -29,18 +33,20 @@
export default {
props: ["item"],
data () {
return AppStorage.state;
return {
state: AppStorage.state,
};
},
computed: {
// Check if item is requested by active player
isRequested () {
const reqs = this.player_claims[this.player_id];
const reqs = this.state.player_claims[this.state.player_id];
return reqs.includes(this.item);
},
// Check if item is requested by multiple players including active one
isInConflict () {
const reqs = this.player_claims;
const playerId = this.player_id;
const reqs = this.state.player_claims;
const playerId = this.state.player_id;
var reqByPlayer = false;
var reqByOther = false;
for (var key in reqs) {
@@ -59,11 +65,11 @@
methods: {
// The active player claims the item
putRequest () {
this.$emit("claim", this.item);
AppStorage.putRequest(this.item)
},
// The active player withdraws his request
cancelRequest () {
this.$emit("unclaim", this.item);
AppStorage.cancelRequest(this.item)
},
// The active player insist on his claim
// TODO: Find a simple and fun system to express
@@ -73,7 +79,3 @@
},
}
</script>
<style scoped>
.buttons, .button { margin-bottom: 0; }
</style>

View File

@@ -1,57 +0,0 @@
<template>
<div class="buttons has-addons">
<label class="button is-fullwidth">
<input type="checkbox" class="checkbox" v-model="selected">
</label>
<PercentInput v-show="selected" v-model.number="mod_value"></PercentInput>
</div>
</template>
<script>
import PercentInput from './PercentInput.vue'
/* Selector for a specific item, with an associated price modifier.
Acts as checkbox on a v-model, except it populates an array with [value, modifier] instead of value alone
*/
export default {
props: ["id", "value"],
components: { PercentInput },
data () {
return {
selected: false,
mod_value: 0,
};
},
computed: {
modifier () {
return 1 + this.mod_value / 100;
}
},
watch: {
selected (newState) {
let idx = this._findData();
var updated = this.value;
if (newState == true && idx == -1) {
updated.push([this.id, this.modifier]);
} else if (newState == false && idx != -1 ) {
updated.splice(idx, 1);
}
this.$emit('input', updated);
},
mod_value (newState) {
let idx = this._findData();
var updated = this.value;
if (idx != -1) {
updated.splice(idx, 1, [this.id, this.modifier]);
this.$emit('input', updated);
}
}
},
methods: {
_findData () {
return this.value.findIndex(([val,mod]) => this.id == val);
}
}
}
</script>

View File

@@ -1,97 +1,92 @@
<template>
<section class="level is-mobile">
<div class="level-left">
<div class="level-item">
<span class="icon is-large" @click="editing = !editing">
<i class="fas fa-2x fa-piggy-bank"></i>
</span>
</div>
<template v-if="editing">
<div class="level-item">
<div class="field has-addons">
<p class="control">
<input class="input" type="number" step="0.01" v-model="edit_value"></input>
</p>
<p class="control">
<a class="button is-static">po</a>
</p>
<div class="box is-shadowless">
<nav class="columns is-mobile is-multiline is-vcentered">
<div class="column">
<span class="icon is-large"
@click="edit = !edit">
<i class="fas fa-2x fa-piggy-bank"></i>
</span>
<p v-if="debt" class="has-text-danger">-{{ debt }}gp </p>
</div>
<div class="column has-text-info">
<p class="heading">PP</p>
<p class="is-size-4">{{ wealth[3] }}</p>
</div>
<div class="column has-text-warning">
<p class="heading">PO</p>
<p class="is-size-4">{{ wealth[2] }}</p>
</div>
<div class="column has-text-grey">
<p class="heading">PA</p>
<p class="is-size-4">{{ wealth[1] }}</p>
</div>
</div>
<div class="level-item">
<button class="button is-danger" @click="updateWealth()">
Modifier
<div class="column has-text-grey">
<p class="heading">PC</p>
<p class="is-size-4">{{ wealth[0] }}</p>
</div>
</nav>
<div v-if="edit"> <!-- or v-show ? -->
<nav class="columns is-mobile">
<div class="column">
<NumberInput v-model="edit_value"></NumberInput>
</div>
<div class="column is-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>
</template>
<template v-else>
<div class="level-item ">
<p class="is-size-4">{{ pp }}</p>
<p class="heading">PP</p>
</div>
<div class="level-item ">
<p class="is-size-4">{{ gp }}</p>
<p class="heading">PO</p>
</div>
<div class="level-item ">
<p class="is-size-4 has-text-grey-light">{{ sp }}</p>
<p class="heading">PA</p>
</div>
<div class="level-item ">
<p class="is-size-4 has-text-grey-light">{{ cp }}</p>
<p class="heading">PC</p>
</div>
</template>
</div>
<div class="column is-2">
<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 class="level-right" v-if="debt">
<div class="level-item">
<p class="heading is-size-4 has-text-danger">Dette: {{ debt }}gp </p>
</div>
</div>
</div>
</section>
</div>
</template>
<script>
import { AppStorage } from '../AppStorage.js'
import NumberInput from './NumberInput.vue'
export default {
components: { NumberInput },
props: ["wealth", "debt"],
data () {
return {
editing: false,
edit_value: 0,
edit: false,
edit_value: 0,
};
},
methods: {
updateWealth () {
this.$emit("update", this.edit_value);
this.resetValues();
updateWealth (op) {
var goldValue;
switch (op) {
case 'plus':
goldValue = this.edit_value;
break;
case 'minus':
goldValue = -this.edit_value;
break;
default:
console.log("Error, bad operator !", op);
return;
}
AppStorage.updatePlayerWealth(goldValue)
.then(done => {
if (done) {
this.$emit('updated');
this.resetValues();
} else {
console.log('correct errors');
}
});
},
resetValues () {
this.editing = false;
this.edit_value = 0;
this.edit = false;
this.edit_value = 0;
}
},
computed: {
pp () {
return this.wealth[3];
},
gp () {
const gp = this.wealth[2];
if (gp < 10) {
return "0" + gp;
} else {
return gp;
}
},
sp () {
return this.wealth[1];
},
cp () {
return this.wealth[0];
},
}
}
</script>
<style scoped>
.input { max-width: 9em; }
</style>

View File

@@ -2,7 +2,6 @@ extern crate actix_web;
extern crate dotenv;
extern crate env_logger;
extern crate lootalot_db;
extern crate serde;
mod server;

View File

@@ -4,7 +4,6 @@ use actix_web::{web, App, Error, HttpResponse, HttpServer};
use futures::Future;
use lootalot_db::{DbApi, Pool, QueryResult};
use std::env;
use serde::{Serialize, Deserialize};
type AppPool = web::Data<Pool>;
@@ -29,49 +28,25 @@ type AppPool = web::Data<Pool>;
/// }
/// )
/// ```
pub fn db_call<J,Q>(
pub fn db_call<
J: serde::ser::Serialize + Send + 'static,
Q: Fn(DbApi) -> QueryResult<J> + Send + 'static,
>(
pool: AppPool,
query: Q,
) -> impl Future<Item=HttpResponse, Error=Error>
where J: serde::ser::Serialize + Send + 'static,
Q: Fn(DbApi) -> QueryResult<J> + Send + 'static,
{
) -> impl Future<Item = HttpResponse, Error = Error> {
let conn = pool.get().unwrap();
web::block(move || {
let api = DbApi::with_conn(&conn);
query(api)
})
.then(|res| match res {
Ok(players) => HttpResponse::Ok().json(players),
Err(e) => {
dbg!(&e);
HttpResponse::InternalServerError().finish()
}
})
}
#[derive(Serialize, Deserialize, Debug)]
struct PlayerClaim {
player_id: i32,
item_id: i32,
}
#[derive(Serialize, Deserialize, Debug)]
struct WealthUpdate {
player_id: i32,
value_in_gp: f32,
}
#[derive(Serialize, Deserialize, Debug)]
struct NewPlayer {
name: String,
wealth: f32,
}
#[derive(Serialize, Deserialize, Debug)]
struct LootUpdate {
player_id: i32,
items: Vec<(i32, Option<f32>)>,
.then(|res| match res {
Ok(players) => HttpResponse::Ok().json(players),
Err(e) => {
dbg!(&e);
HttpResponse::InternalServerError().finish()
}
})
}
pub(crate) fn serve() -> std::io::Result<()> {
@@ -85,98 +60,66 @@ pub(crate) fn serve() -> std::io::Result<()> {
.wrap(
Cors::new()
.allowed_origin("http://localhost:8080")
.allowed_methods(vec!["GET", "POST", "PUT", "DELETE", "OPTIONS"])
.allowed_methods(vec!["GET", "POST"])
.max_age(3600),
)
.service(
web::scope("/api")
.route("/items", web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.fetch_inventory())
}))
.service(
web::scope("/players")
.route(
"/all",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api
.fetch_players())
}),
)
.route(
"/loot/{player_id}",
web::get().to_async(move |pool: AppPool, player_id: web::Path<i32>| {
db_call(pool, move |api| api.as_player(*player_id).loot())
}),
)
.route(
"/update-wealth",
web::put().to_async(move |pool: AppPool, data: web::Json<WealthUpdate>| {
db_call(pool, move |api| api
.as_player(data.player_id)
.update_wealth(data.value_in_gp))
}),
)
.route(
"/buy",
web::post().to_async(move |pool: AppPool, data: web::Json<LootUpdate>| {
db_call(pool, move |api| api
.as_player(data.player_id)
.buy(&data.items),
)
}),
)
.route(
"/sell",
web::post().to_async(move |pool: AppPool, data: web::Json<LootUpdate>| {
db_call(pool, move |api| api
.as_player(data.player_id)
.sell(&data.items),
)
}),
)
.route(
"/players",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.fetch_players())
}),
)
.service(
web::resource("/claims")
.route(web::get()
.to_async(move |pool: AppPool| {
db_call(pool, move |api| api
.fetch_claims())
}))
.route(web::put()
.to_async(move |pool: AppPool, data: web::Json<PlayerClaim>| {
db_call(pool, move |api| api
.as_player(data.player_id)
.claim(data.item_id))
}))
.route(web::delete()
.to_async(move |pool: AppPool, data: web::Json<PlayerClaim>| {
db_call(pool, move |api| api
.as_player(data.player_id)
.unclaim(data.item_id))
}))
.route(
"/claims",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.fetch_claims())
}),
)
.service(web::scope("/admin")
.route(
"/resolve-claims",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.as_admin().resolve_claims())
}),
)
.route(
"/add-player",
web::get().to_async(
move |pool: AppPool, data: web::Json<NewPlayer>| {
db_call(pool, move |api| api
.as_admin()
.add_player(&data.name, data.wealth),
)
},
),
)
.route(
"/{player_id}/update-wealth/{amount}",
web::get().to_async(move |pool: AppPool, data: web::Path<(i32, f32)>| {
db_call(pool, move |api| api.as_player(data.0).update_wealth(data.1))
}),
)
.route(
"/{player_id}/loot",
web::get().to_async(move |pool: AppPool, player_id: web::Path<i32>| {
db_call(pool, move |api| api.as_player(*player_id).loot())
}),
)
.route(
"/{player_id}/claim/{item_id}",
web::get().to_async(move |pool: AppPool, data: web::Path<(i32, i32)>| {
db_call(pool, move |api| api.as_player(data.0).claim(data.1))
}),
)
.route(
"/{player_id}/unclaim/{item_id}",
web::get().to_async(move |pool: AppPool, data: web::Path<(i32, i32)>| {
db_call(pool, move |api| api.as_player(data.0).unclaim(data.1))
}),
)
.route(
"/admin/resolve-claims",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.as_admin().resolve_claims())
}),
)
.route(
"/admin/add-player/{name}/{wealth}",
web::get().to_async(
move |pool: AppPool, data: web::Path<(String, f32)>| {
db_call(pool, move |api| {
api.as_admin().add_player(data.0.clone(), data.1)
})
},
),
),
)
.service(fs::Files::new("/", www_root.clone()).index_file("index.html"))
})
.bind("127.0.0.1:8088")?
.run()
.bind("127.0.0.1:8088")?
.run()
}