96 Commits

Author SHA1 Message Date
d152a999c9 fixes errors 2020-01-09 15:12:51 +01:00
f9cd09431d merge shop and looted tables 2020-01-09 13:25:36 +01:00
6149dfd297 will need to clean up db API 2020-01-05 15:37:40 +01:00
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
46 changed files with 3884 additions and 23901 deletions

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

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@@ -7,12 +7,15 @@ 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]

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@@ -6,47 +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 (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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@@ -9,6 +9,7 @@ dotenv = "*"
diesel_migrations = "*"
serde = "*"
serde_derive = "*"
serde_json = "*"
[dependencies.diesel]
version = "1.4"

Binary file not shown.

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

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@@ -5,11 +5,12 @@ CREATE TABLE items (
base_price INTEGER NOT NULL
);
-- The items that have been looted
CREATE TABLE looted (
-- The loot
CREATE TABLE loot (
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)
);

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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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@@ -16,289 +16,20 @@ use diesel::r2d2::{self, ConnectionManager};
pub mod models;
mod schema;
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>;
/// The result of an action provided by DbApi
pub type ActionResult<R> = QueryResult<ActionStatus<R>>;
/// Return status of an API 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<()> {
fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
}
impl<T: Default + serde::Serialize> ActionStatus<T> {
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.
///
/// # Note
/// All methods consumes the DbApi, so that only one action
/// can be performed using a single instance.
///
/// # Todo list
/// ```text
/// v .as_player()
/// // Needs an action's history (one entry only should be enough)
/// x .undo_last_action() -> Success status
/// v .as_admin()
/// // When adding loot, an identifier should be used to build some kind of history
/// vx .add_loot(identifier, [items_desc]) -> Success status
/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
/// // Claims should be resolved after a certain delay
/// x .set_claims_timeout()
/// x .resolve_claims()
/// v .add_player(player_data)
/// ```
///
pub struct DbApi<'q>(&'q DbConnection);
impl<'q> DbApi<'q> {
/// Returns a DbApi using the user given connection
///
/// # Usage
/// ```
/// use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// let conn = DbConnection::establish(":memory:").unwrap();
/// let api = DbApi::with_conn(&conn);
/// ```
pub fn with_conn(conn: &'q DbConnection) -> Self {
Self(conn)
}
/// Fetch the list of all players
pub fn fetch_players(self) -> QueryResult<Vec<models::Player>> {
Ok(schema::players::table.load::<models::Player>(self.0)?)
}
/// Fetch the inventory of items
pub fn fetch_inventory(self) -> QueryResult<Vec<models::Item>> {
Ok(schema::items::table.load::<models::Item>(self.0)?)
}
/// Fetch all existing claims
pub fn fetch_claims(self) -> QueryResult<Vec<models::Claim>> {
Ok(schema::claims::table.load::<models::Claim>(self.0)?)
}
/// Wrapper for acting as a specific player
///
/// # Usage
/// ```
/// # use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// # let conn = DbConnection::establish(":memory:").unwrap();
/// # let api = DbApi::with_conn(&conn);
/// let player_id: i32 = 1; // Id that references player in DB
/// let player = api.as_player(player_id);
/// ```
pub fn as_player(self, id: i32) -> AsPlayer<'q> {
AsPlayer { id, conn: self.0 }
}
/// Wrapper for acting as the admin
pub fn as_admin(self) -> AsAdmin<'q> {
AsAdmin(self.0)
}
}
/// A wrapper for interactions of players with the database.
/// Possible actions are exposed as methods
pub struct AsPlayer<'q> {
id: i32,
conn: &'q DbConnection,
}
impl<'q> AsPlayer<'q> {
/// Fetch the content of a player's chest
///
/// # Usage
/// ```
/// # extern crate diesel_migrations;
/// # use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// # let conn = DbConnection::establish(":memory:").unwrap();
/// # diesel_migrations::run_pending_migrations(&conn).unwrap();
/// # let api = DbApi::with_conn(&conn);
/// // Get loot of player with id of 1
/// let loot = api.as_player(1).loot().unwrap();
/// assert_eq!(format!("{:?}", loot), "[]".to_string());
/// ```
pub fn loot(self) -> QueryResult<Vec<models::Item>> {
Ok(models::Item::owned_by(self.id).load(self.conn)?)
}
/// Buy an item and add it to this player chest
///
/// TODO: Items should be picked from a custom list
///
/// # Panics
///
/// 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<'a>(self, name: &'a str, price: i32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
let new_item = models::item::NewLoot::to_player(self.id, (name, price));
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(self.conn)
.and_then(|r| match r {
1 => Ok(self.update_wealth(-(price as f32)).unwrap()),
_ => Ok(ActionStatus::nop()),
})
}
/// Sell an item from this player chest
///
/// # 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,
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());
}
use schema::looted::dsl::*;
let loot_value = looted
.find(loot_id)
.select(base_price)
.first::<i32>(self.conn)?;
let sell_value = (loot_value / 2) as f32;
diesel::delete(looted.find(loot_id))
.execute(self.conn)
.and_then(|r| match r {
// On deletion, update this player wealth
1 => Ok(self.update_wealth(sell_value).unwrap()),
_ => Ok(ActionStatus {
executed: false,
response: None,
}),
})
}
/// 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<Option<(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 => ActionStatus {
executed: true,
response: Some(diff),
},
_ => 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)?;
if !exists {
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(ActionStatus::was_updated)
}
/// 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)
.map(ActionStatus::was_updated)
}
}
/// Wrapper for interactions of admins with the DB.
pub struct AsAdmin<'q>(&'q DbConnection);
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: String, start_wealth: f32) -> ActionResult<()> {
diesel::insert_into(schema::players::table)
.values(&models::player::NewPlayer::create(&name, start_wealth))
.execute(self.0)
.map(ActionStatus::was_updated)
}
/// Adds a list of items to the group loot
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(ActionStatus::ok())
}
/// 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(self) -> ActionResult<()> {
// Fetch all claims, grouped by items.
let loot = models::Loot::owned_by(0).load(self.0)?;
let claims = schema::claims::table
.load::<models::Claim>(self.0)?
.grouped_by(&loot);
// For each claimed item
let data = loot.into_iter().zip(claims).collect::<Vec<_>>();
dbg!(data);
// If mutiples claims -> find highest resolve, give to this player
// If only one claim -> give to claiming
Ok(ActionStatus::nop())
}
}
pub type UpdateResult = QueryResult<Vec<Update>>;
/// Sets up a connection pool and returns it.
/// Uses the DATABASE_URL environment variable (must be set)
@@ -311,189 +42,127 @@ pub fn create_pool() -> Pool {
.expect("Failed to create pool.")
}
#[cfg(test)]
mod tests {
use super::*;
type TestConnection = DbConnection;
/// Every possible update which can happen during a query
/// Updates are relative to a Player
#[derive(Serialize, Deserialize, Debug)]
pub enum Update {
Wealth(Wealth),
ItemAdded(Item),
ItemRemoved(Item),
ItemBought(Item),
ItemSold(Item),
ClaimAdded(Claim),
ClaimRemoved(Claim),
}
/// 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
impl Update {
/// Change back what has been updated
fn undo(&self, conn: &DbConnection, id: i32) -> QueryResult<()> {
match self {
Update::Wealth(diff) => { AsPlayer(conn, id).update_wealth(-diff.to_gp())?; },
Update::ItemAdded(item) => { diesel::delete(crate::schema::loot::table.find(item.id))
.execute(conn)?; },
Update::ItemRemoved(item) => { LootManager(conn, id).add_from(&item)?; },
Update::ItemBought(item) => { LootManager(conn, id).change_owner(item.id, models::item::OF_SHOP)?;},
Update::ItemSold(item) => { LootManager(conn, models::item::SOLD).change_owner(item.id, id)?; },
// Unused for now
Update::ClaimAdded(claim) => {},
Update::ClaimRemoved(claim) => {},
};
Ok(())
}
}
/// When migrations are run, a special player with id 0 and name "Groupe"
/// must be created.
#[test]
fn test_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());
}
/// 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>),
}
/// 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 test_player_updates_wealth() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName".to_string(), 403.21)
.unwrap();
let diff = DbApi::with_conn(&conn)
.as_player(1)
.update_wealth(-401.21)
.unwrap()
.response
.unwrap();
// Check the returned diff
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
assert_eq!(
(player.cp, player.sp, player.gp, player.pp),
(1 + diff.0, 2 + diff.1, 3 + diff.2, 4 + diff.3)
);
}
#[test]
fn test_admin_add_player() {
let conn = test_connection();
let result = DbApi::with_conn(&conn)
.as_admin()
.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();
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 test_admin_resolve_claims() {
let conn = test_connection();
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
assert_eq!(true, false); // Failing as test is not complete
}
#[test]
fn test_player_claim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.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).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).unwrap();
assert_eq!(result.executed, false);
}
#[test]
fn test_player_unclaim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.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).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);
}
/// 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.
#[test]
fn test_buy_sell_simple() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player".to_string(), 1000.0)
.unwrap();
// Buy an item
let bought = DbApi::with_conn(&conn)
.as_player(1)
.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();
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);
// Sell back
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();
let player = players.get(1).unwrap();
assert_eq!(player.pp, 6);
}
#[test]
fn test_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())
.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
// 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);
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),
}
}
}
/// 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(vec!(Update::Wealth(Wealth::from_gp(shared_total))))
})
}

View File

@@ -1,8 +1,11 @@
use crate::models::item::Loot;
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, Debug)]
#[derive(Identifiable, Queryable, Associations, Serialize, Deserialize, Clone, Copy, Debug)]
#[belongs_to(Loot)]
pub struct Claim {
/// DB Identifier
@@ -15,15 +18,170 @@ pub struct Claim {
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(vec!(
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(vec!(
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"]
pub(crate) struct NewClaim {
struct NewClaim {
player_id: i32,
loot_id: i32,
}
impl NewClaim {
pub(crate) fn new(player_id: i32, loot_id: i32) -> Self {
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 +1,105 @@
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<()> {
conn.transaction(move || {
if let Some(ref updates) = self.updates {
for update in updates.inner() {
update.undo(conn, self.player_id)?;
}
}
Ok(())
})
}
}
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

@@ -1,90 +1,279 @@
use crate::schema::looted;
use diesel::dsl::{exists, Eq, Filter, Find, Select};
use diesel::expression::exists::Exists;
use diesel::prelude::*;
type ItemColumns = (looted::id, looted::name, looted::base_price);
const ITEM_COLUMNS: ItemColumns = (looted::id, looted::name, looted::base_price);
use crate::schema::{items, loot};
use crate::{Claims, DbConnection, QueryResult, Update, UpdateResult};
type ItemColumns = (loot::id, loot::name, loot::base_price);
const ITEM_COLUMNS: ItemColumns = (loot::id, loot::name, loot::base_price);
type OwnedBy = Select<OwnedLoot, ItemColumns>;
/// Represents a unique item in inventory
///
/// It is also used as a public representation of Loot, since owner
/// information is implicit.
/// Or maybe this is a little too confusing ??
#[derive(Debug, Queryable, Serialize)]
/// Represents a basic item
#[derive(Debug, Queryable, Serialize, Deserialize, Clone)]
pub struct Item {
pub id: i32,
pub name: String,
pub base_price: i32,
base_price: i32,
}
impl Item {
/// Public proxy for Loot::owned_by that selects only Item fields
pub fn owned_by(player: i32) -> OwnedBy {
/// 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
}
fn owned_by(player: i32) -> OwnedBy {
Loot::owned_by(player).select(ITEM_COLUMNS)
}
}
type WithOwner = Eq<looted::owner_id, i32>;
type OwnedLoot = Filter<looted::table, WithOwner>;
// Owner status
pub(crate) const OF_GROUP: i32 = 0;
pub(crate) const OF_SHOP: i32 = -1;
pub(crate) const SOLD: i32 = -2;
/// Represents an item that has been looted
#[derive(Identifiable, Debug, Queryable, Serialize)]
#[table_name = "looted"]
type WithOwner = Eq<loot::owner_id, i32>;
type OwnedLoot = Filter<loot::table, WithOwner>;
/// An owned item
///
/// The owner is a Player, the Group, the Merchant
/// OR the SOLD state.
#[derive(Identifiable, Debug, Queryable)]
#[table_name = "loot"]
pub(crate) struct Loot {
id: i32,
name: String,
base_price: i32,
owner: i32,
owner_id: i32,
}
impl Loot {
/// A filter on Loot that is owned by given player
pub(crate) fn owned_by(id: i32) -> OwnedLoot {
looted::table.filter(looted::owner_id.eq(id))
pub(super) fn owned_by(id: i32) -> OwnedLoot {
loot::table.filter(loot::owner_id.eq(id))
}
pub(crate) fn owns(player: i32, item: i32) -> Exists<Find<OwnedLoot, i32>> {
exists(Loot::owned_by(player).find(item))
pub(super) fn set_owner(&self, owner: i32, conn: &DbConnection) -> QueryResult<()> {
diesel::update(loot::table.find(self.id))
.set(loot::dsl::owner_id.eq(owner))
.execute(conn)?;
Ok(())
}
pub(crate) fn exists(id: i32) -> Exists<Find<looted::table, i32>> {
exists(looted::table.find(id))
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<loot::table, i32> {
loot::table.find(id)
}
}
/// Description of an item : (name, value in gold)
pub type ItemDesc<'a> = (&'a str, i32);
pub struct Inventory<'q>(pub &'q DbConnection);
/// An item being looted or bought.
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 fn find_by_name(&self, item_name: &str) -> QueryResult<Item> {
Ok(items::table
.filter(items::dsl::name.like(item_name))
.first(self.0)?)
}
/// Check the inventory against a list of item names
///
/// # Returns
///
/// A tuple of found items and errors
pub fn check_list(&self, item_names: Vec<String>) -> QueryResult<(Vec<Item>, String)> {
let all_items = self.all()?;
let mut found = Vec::new();
let mut errors = String::new();
for name in &item_names {
match self.find_by_name(name) {
Ok(item) => found.push(item),
Err(_) => errors.push_str(&format!("{},\n", name)),
}
}
Ok((found, errors))
}
}
/// The shop resource
pub struct Shop<'q>(pub &'q DbConnection);
impl<'q> Shop<'q> {
// Rename to list
pub fn all(&self) -> QueryResult<Vec<Item>> {
Item::owned_by(OF_SHOP).load(self.0)
}
fn buy_single(&self, buyer: i32, item_id: i32, price_mod: Option<f64>) -> UpdateResult {
use crate::AsPlayer;
let item = self.get(item_id)?;
let sell_price = match price_mod {
Some(modifier) => item.base_price as f64 * modifier,
None => item.base_price as f64,
};
self.0.transaction(|| {
let mut updates = AsPlayer(self.0, buyer).update_wealth(-sell_price)?;
item.set_owner(buyer, self.0)?;
updates.push(Update::ItemBought(item.into_item()));
Ok(updates)
})
}
pub fn buy(&self, items: Vec<(i32, Option<f64>)>, buyer: i32) -> UpdateResult {
// TODO: check that player has enough money !
let has_enough_gold = true;
if has_enough_gold {
let mut updates = Vec::new();
for (item_id, price_mod) in items.into_iter() {
updates.append(&mut self.buy_single(buyer, item_id, price_mod)?)
}
Ok(updates)
} else {
unimplemented!();
}
}
pub(crate) fn get(&self, id: i32) -> QueryResult<Loot> {
Loot::owned_by(OF_SHOP).find(&id).first::<Loot>(self.0)
}
pub fn replace_list(&self, items: Vec<Item>) -> QueryResult<()> {
use self::loot::dsl::*;
self.0.transaction(|| -> QueryResult<()> {
// Remove all content
diesel::delete(Loot::owned_by(OF_SHOP)).execute(self.0)?;
// Adds new list
for item in &items {
let new_item = NewLoot {
name: &item.name,
base_price: item.base_price,
owner_id: OF_SHOP,
};
diesel::insert_into(loot)
.values(&new_item)
.execute(self.0)?;
}
Ok(())
})
}
}
/// 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)?)
}
pub(crate) fn get(&self, item_id: i32) -> QueryResult<Loot> {
Ok(Loot::owned_by(self.1).find(item_id).first(self.0)?)
}
pub(crate) fn change_owner(&self, item_id: i32, new_owner: i32) -> QueryResult<()> {
Ok(self.get(item_id)?.set_owner(new_owner, 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(self.get(loot_id)?.into_item())
}
fn sell_single(&self, loot_id: i32, price_mod: Option<f64>) -> UpdateResult {
let to_sell = self.get(loot_id)?;
let mut sell_value = to_sell.base_price as f64 / 2.0;
if let Some(modifier) = price_mod {
sell_value *= modifier;
}
self.0.transaction(|| {
let mut updates = crate::AsPlayer(self.0, self.1).update_wealth(sell_value)?;
to_sell.set_owner(SOLD, self.0)?;
updates.push(Update::ItemSold(to_sell.into_item()));
Ok(updates)
})
}
pub fn sell(&self, items: Vec<(i32, Option<f64>)>) -> UpdateResult {
self.0.transaction(|| {
let mut updates = Vec::new();
for (loot_id, price_mod) in items.into_iter() {
updates.append(&mut self.sell_single(loot_id, price_mod)?);
}
Ok(updates)
})
}
/// The last item added to the chest
pub fn last(&self) -> QueryResult<Item> {
Ok(Item::owned_by(self.1)
.order(loot::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(loot::table)
.values(&new_item)
.execute(self.0)?;
Ok(vec![Update::ItemAdded(self.last()?)])
}
}
/// An item being loot or bought.
///
/// The owner is set to 0 in case of looting,
/// to the id of buying player otherwise.
#[derive(Insertable)]
#[table_name = "looted"]
pub(crate) struct NewLoot<'a> {
#[table_name = "loot"]
struct NewLoot<'a> {
name: &'a str,
base_price: i32,
owner_id: i32,
}
impl<'a> NewLoot<'a> {
/// A new loot going to the group (loot procedure)
pub(crate) fn to_group(desc: ItemDesc<'a>) -> Self {
Self {
name: desc.0,
base_price: desc.1,
owner_id: 0,
}
}
/// A new loot going to a specific player (buy procedure)
pub(crate) fn to_player(player: i32, desc: ItemDesc<'a>) -> Self {
Self {
name: desc.0,
base_price: desc.1,
owner_id: player,
}
}
#[derive(Insertable)]
#[table_name = "items"]
struct NewItem<'a> {
name: &'a str,
base_price: i32,
}

View File

@@ -1,8 +1,8 @@
pub(super) mod claim;
pub(super) mod item;
pub(super) mod player;
pub mod claim;
pub mod item;
pub mod player;
pub mod history;
pub use claim::Claim;
pub use item::Item;
pub(crate) use item::Loot;
pub use player::{Player, Wealth};

View File

@@ -1,131 +0,0 @@
use crate::schema::players;
/// Representation of a player in database
#[derive(Debug, Queryable, Serialize)]
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,
}
/// Unpack a floating value in 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: f32) -> (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, 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: f32) -> 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: 3, sp: 2, cp: 1};
/// assert_eq!(wealth.to_gp(), 403.21);
/// ```
pub fn to_gp(&self) -> f32 {
let i = self.pp * 100 + self.gp;
let f = (self.sp * 10 + self.cp) as f32 / 100.0;
i as f32 + 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)
}
}
/// Representation of a new player record
#[derive(Insertable)]
#[table_name = "players"]
pub(crate) struct NewPlayer<'a> {
name: &'a str,
cp: i32,
sp: i32,
gp: i32,
pp: i32,
}
impl<'a> NewPlayer<'a> {
pub(crate) fn create(name: &'a str, wealth_in_gp: f32) -> Self {
let (cp, sp, gp, pp) = Wealth::from_gp(wealth_in_gp).as_tuple();
Self {
name,
cp,
sp,
gp,
pp,
}
}
}
#[cfg(test)]
mod tests {
#[test]
fn test_unpack_gold_values() {
use super::unpack_gold_value;
let test_values = [
(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)),
(-8090.20, (0, -2, -90, -80)),
];
for (tested, expected) in test_values.into_iter() {
assert_eq!(unpack_gold_value(*tested), *expected);
}
}
}

View File

@@ -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(vec!(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,
}
}
}

View File

@@ -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,
}

View File

@@ -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);
}
}

View File

@@ -7,6 +7,16 @@ table! {
}
}
table! {
history (id) {
id -> Integer,
player_id -> Integer,
event_date -> Timestamp,
text -> Text,
updates -> Nullable<Text>,
}
}
table! {
items (id) {
id -> Integer,
@@ -16,7 +26,7 @@ table! {
}
table! {
looted (id) {
loot (id) {
id -> Integer,
name -> Text,
base_price -> Integer,
@@ -24,6 +34,14 @@ table! {
}
}
table! {
notifications (id) {
id -> Integer,
player_id -> Integer,
text -> Text,
}
}
table! {
players (id) {
id -> Integer,
@@ -36,8 +54,16 @@ table! {
}
}
joinable!(claims -> looted (loot_id));
joinable!(claims -> players (player_id));
joinable!(looted -> players (owner_id));
joinable!(history -> players (player_id));
joinable!(loot -> players (owner_id));
joinable!(notifications -> players (player_id));
allow_tables_to_appear_in_same_query!(claims, items, looted, players,);
allow_tables_to_appear_in_same_query!(
claims,
history,
items,
loot,
notifications,
players,
);

View File

@@ -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?

View File

@@ -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/).

View File

@@ -1,11 +0,0 @@
module.exports = {
presets: [
'@vue/app'
],
"presets": [["env", { "modules": false }]],
"env": {
"test": {
"presets": [["env", { "targets": { "node": "current" } }]]
}
}
}

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@@ -1,68 +0,0 @@
{
"name": "lootalot_front",
"version": "0.1.0",
"private": true,
"scripts": {
"css-build": "node-sass --omit-source-map-url sass/scroll.scss public/css/scroll.css",
"css-watch": "npm run css-build -- --watch",
"serve": "vue-cli-service serve",
"build": "vue-cli-service build",
"lint": "vue-cli-service lint",
"test": "jest"
},
"main": "sass/scroll.scss",
"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",
"@vue/test-utils": "^1.0.0-beta.29",
"babel-eslint": "^10.0.1",
"babel-jest": "^24.8.0",
"babel-preset-env": "^1.7.0",
"eslint": "^5.16.0",
"eslint-plugin-vue": "^5.0.0",
"jest": "^24.8.0",
"node-sass": "^4.12.0",
"vue-jest": "^3.0.4",
"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"
],
"jest": {
"moduleFileExtensions": [
"js",
"json",
"vue"
],
"transform": {
".*\\.(vue)$": "vue-jest",
"^.+\\.js$": "<rootDir>/node_modules/babel-jest"
}
}
}

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Before

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View File

@@ -1,20 +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">
<link rel="stylesheet" href="<%= BASE_URL %>css/scroll.css">
<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>

View File

@@ -1,21 +0,0 @@
@charset "utf-8";
$brown: #757763;
$beige: #C9AD6A;
$beige-light: #E0E5C1;
$beige-lighter: #EEE5CE;
$red: #B7321B;
$dark-red: #58180D;
$yellow-light: #FCF2C5;
$link: $brown;
$primary: $brown;
$info: $beige;
$danger: $red;
$table-cell-border: 1px solid $dark-red;
$table-striped-row-even-background-color: $yellow-light;
$button-padding-horizontal: 1em;
@import "../node_modules/bulma/bulma.sass";

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@@ -1,66 +0,0 @@
<template>
<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 Player from './components/Player.vue'
import Chest from './components/Chest.vue'
import { AppStorage } from './AppStorage'
function getCookie(cname) {
var name = cname + "=";
var decodedCookie = decodeURIComponent(document.cookie);
var ca = decodedCookie.split(';');
for(var i = 0; i <ca.length; i++) {
var c = ca[i];
while (c.charAt(0) == ' ') {
c = c.substring(1);
}
if (c.indexOf(name) == 0) {
return c.substring(name.length, c.length);
}
}
return "";
}
export default {
name: 'app',
data () {
return {
state: AppStorage.state,
};
},
components: {
Player,
Chest
},
created () {
// Initiate with active player set to value found in cookie
// or as group by default.
const cookie = getCookie("player_id");
let playerId;
if (cookie == "") {
playerId = 0;
} else {
playerId = Number(cookie);
}
AppStorage.initStorage(playerId);
},
}
</script>
<style>
#app {
font-family: 'Montserrat', Helvetica, Arial, sans-serif;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
text-align: center;
}
</style>

View File

@@ -1,163 +0,0 @@
import Vue from 'vue'
const API_BASEURL = "http://localhost:8088/api/"
const API_ENDPOINT = function (tailString) {
return API_BASEURL + tailString;
}
const Api = {
fetchPlayerList () {
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(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())
.catch(e => console.error("Fetch error", e));
}
};
export const AppStorage = {
debug: true,
state: {
player_id: 0,
player_list: {},
player_loot: {},
player_claims: {},
initiated: false,
show_player_chest: false,
},
// Initiate the state
initStorage (playerId) {
if (this.debug) console.log('Initiates with player : ', playerId)
this.state.player_id = playerId;
// Fetch initial data
return Promise
.all([ Api.fetchPlayerList(), Api.fetchClaims(), ])
.then(data => {
const [players, claims] = data;
this.__initPlayerList(players);
this.__initClaimsStore(claims);
});
// TODO: when __initPlayerList won't use promises
//.then(_ => this.state.initiated = true);
},
__initClaimsStore(data) {
for (var idx in data) {
var claimDesc = data[idx];
this.state.player_claims[claimDesc.player_id].push(claimDesc.loot_id);
}
},
__initPlayerList(data) {
for (var idx in data) {
var playerDesc = data[idx];
const playerId = Number(playerDesc.id);
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 = 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(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
Api.putClaim(playerId, itemId)
.then(done => {
if (done.executed) {
// Update cliend-side state
this.state.player_claims[playerId].push(itemId);
} else {
if (this.debug) console.log("API responded with 'false'")
}
});
},
// Withdraws a claim.
cancelRequest(itemId) {
const playerId = this.state.player_id
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'")
}
});
}
}

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<template>
<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>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>
{{ totalSellValue ? totalSellValue : 'Annuler' }}</p>
</button>
<PercentInput v-show="is_selling">
</PercentInput>
</div>
</th>
</tr>
</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 Loot from './Loot.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
}
},
components: {
Request,
PercentInput,
Loot,
},
data () {
return {
app_state: AppStorage.state,
is_selling: false,
is_adding: false,
sell_selected: [],
};
},
methods: {
fetchLoot () {
}
},
computed: {
content () {
const playerId = this.player;
console.log("Refresh chest of", playerId);
return this.app_state.player_loot[playerId];
},
// Can the active user sell items from this chest ?
canSell () {
return this.player == this.app_state.player_id;
},
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);
},
// 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; }
</style>

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<template>
<div class="container is-paddingless">
<div class="field has-addons">
<div class="control is-expanded"
:class="{'is-loading': is_loading }">
<input type="text"
v-model="search"
@input="autoCompletion"
class="input"
:class="{'is-danger': no_results,
'is-warning': auto_open}"
autocomplete="on">
</input>
</div>
<div class="control">
<button class="button is-primary"
:disabled="no_results"
@click="addItem"
>+</button>
</div>
</div>
<div class="dropdown" :class="{'is-active': auto_open}">
<div class="dropdown-menu">
<div class="dropdown-content">
<a v-for="(result,i) in results" :key="i"
@click="setResult(result.name)"
class="dropdown-item"
>
{{ result.name }}
</a>
</div>
</div>
</div>
</div>
</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 {
data () {
return {
is_loading: false,
no_results: false,
search: '',
results: [],
auto_open: false,
};
},
methods: {
autoCompletion (ev) {
// TODO: a lot happens here that
// need to be clarified
if (this.search == '') {
this.auto_open = false;
this.results = [];
this.no_results = false;
} else {
this.results = MOCK_ITEMS.filter(item => {
return item.name.includes(this.search);
});
// Update status
if (this.results.length == 0) {
this.no_results = true;
} else {
this.no_results = false;
this.auto_open = true;
}
}
},
setResult(result) {
this.search = result;
this.auto_open = false;
},
addItem () {
this.$emit("addItem", this.search);
this.search = '';
this.results = [];
this.no_results = false;
this.auto_open = false;
}
},
}
</script>
<style scoped>
.dropdown, .dropdown-menu { min-width: 100%; margin-top: 0; padding-top: 0;}
.dropdown { top: -0.75rem; }
</style>

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@@ -1,42 +0,0 @@
<template>
<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'
export default {
components: { ItemInput },
data () { return {
looted: [],
};
},
methods: {
onAddItem (item) {
this.looted.push(item);
},
onClose () {
this.$emit('done');
},
}
}
</script>

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<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>

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<template>
<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 {
data () {
return {
is_opened: false,
};
}
}
</script>

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<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>

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@@ -1,81 +0,0 @@
<template>
<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>
</template>
<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>
</button>
</div>
</template>
<script>
import { AppStorage } from '../AppStorage'
export default {
props: ["item"],
data () {
return {
state: AppStorage.state,
};
},
computed: {
// Check if item is requested by active player
isRequested () {
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.state.player_claims;
const playerId = this.state.player_id;
var reqByPlayer = false;
var reqByOther = false;
for (var key in reqs) {
const isReq = reqs[key].includes(this.item);
if (isReq) {
if (key == playerId) {
reqByPlayer = true;
} else {
reqByOther = true;
}
}
}
return reqByPlayer && reqByOther;
},
},
methods: {
// The active player claims the item
putRequest () {
AppStorage.putRequest(this.item)
},
// The active player withdraws his request
cancelRequest () {
AppStorage.cancelRequest(this.item)
},
// The active player insist on his claim
// TODO: Find a simple and fun system to express
// how much each player want an item
hardenRequest () {
}
},
}
</script>

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<template>
<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 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>
<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>
</template>
<script>
import { AppStorage } from '../AppStorage.js'
import NumberInput from './NumberInput.vue'
export default {
components: { NumberInput },
props: ["wealth", "debt"],
data () {
return {
edit: false,
edit_value: 0,
};
},
methods: {
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.edit = false;
this.edit_value = 0;
}
}
}
</script>

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

297
src/api.rs Normal file
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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_updates(&mut self, mut updates: Vec<db::Update>) {
if let Some(v) = self.updates.as_mut() {
v.append(&mut updates);
} else {
self.updates = Some(updates);
}
}
fn push_update(&mut self, update: db::Update) {
self.push_updates(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),
}
pub enum ApiEndpoint {
InventoryList,
InventoryCheck(Vec<String>),
InventoryAdd(String, i32), // db::Inventory(conn)::add(new_item)
ShopList, // db::Shop(conn)::list()
BuyItems(i32, BuySellParams), // db::Shop(conn)::buy(params)
RefreshShop(ItemList), // db::Shop(conn)::replace_list(items)
ClaimsList,
// db::Players::get returns AsPlayer<'q>
PlayerList, //db::Players(conn)::list()
PlayerAdd(NewPlayer), //db::Players(conn)::add(player)
PlayerFetch(i32), // db::Players(conn)::get(id)
PlayerClaims(i32), // db::Players(conn)::get(id).claims()
PlayerNotifications(i32), // db::Players(conn)::get(id).notifications()
PlayerLoot(i32),// db::Players(conn)::get(id).loot()
PlayerUpdateWealth(i32, f64), // db::Players(conn)::get(id).update_wealth(f64)
SellItems(i32, BuySellParams), // db::Players(conn)::get(id).sell(params)
ClaimItems(i32, IdList), // db::Players(conn)::get(id).claim(items)
UndoLastAction(i32), // db::Players(conn)::get(id).undo_last()
AddLoot(NewGroupLoot), // db::Group(conn)::add_loot(loot)
ResolveClaims, // db::Group(conn)::resolve_claims()
}
static ERROR_MSG : &str = "Une erreur est survenue";
pub fn execute(
conn: &DbConnection,
query: ApiEndpoint,
) -> 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 {
// Inventory
ApiEndpoint::InventoryList => {
match db::Inventory(conn).all() {
Ok(items) => response.set_value(Value::ItemList(items)),
Err(_) => response.push_error(ERROR_MSG),
}
None
}
ApiEndpoint::InventoryCheck(names) => {
match db::Inventory(conn).check_list(names) {
Ok((items, errors)) => {
response.set_value(Value::ItemList(items));
response.push_error(errors);
}
Err(_) => response.push_error(ERROR_MSG),
}
None
}
ApiEndpoint::InventoryAdd(name, value) => {
response.push_error("Not implemented");
None
}
//Shop
ApiEndpoint::ShopList => {
match db::Shop(conn).all() {
Ok(items) => response.set_value(Value::ItemList(items)),
Err(_) => response.push_error(ERROR_MSG),
}
None
}
ApiEndpoint::BuyItems(buyer, params) => {
match db::Shop(conn).buy(params.items, buyer) {
Ok(updates) => {
response.notify("Objets achetés !");
response.push_updates(updates);
Some((buyer, "Achat d'objets"))
},
Err(_) => {
response.push_error(ERROR_MSG);
None
}
}
}
// Players
ApiEndpoint::PlayerList => {
response.set_value(Value::PlayerList(db::Players(conn).all_except_group()?));
None
}
ApiEndpoint::PlayerFetch(id) => {
response.set_value(Value::Player(db::Players(conn).find(id)?));
None
}
ApiEndpoint::ClaimsList => {
response.set_value(Value::ClaimList(db::Claims(conn).all()?));
None
}
ApiEndpoint::PlayerClaims(id) => {
response.set_value(Value::ClaimList(db::Claims(conn).by_player(id)?));
None
}
ApiEndpoint::PlayerNotifications(id) => {
response.set_value(Value::Notifications(
db::AsPlayer(conn, id).notifications()?,
));
None
}
ApiEndpoint::PlayerLoot(id) => {
response.set_value(Value::ItemList(db::LootManager(conn, id).all()?));
None
}
ApiEndpoint::PlayerUpdateWealth(id, amount) => {
response.push_updates(db::AsPlayer(conn, id).update_wealth(amount)?);
response.notify(format!("Mis à jour ({}po)!", amount));
Some((id, "Argent mis à jour"))
}
// Behavior differs if player is group or regular.
// Group sells item like players then split the total amount among players.
ApiEndpoint::SellItems(id, params) => {
conn.transaction(|| -> Result<Option<(i32, &str)>, diesel::result::Error> {
let mut updates = db::LootManager(conn, id).sell(params.items)?;
let total_amount: i32 = updates.iter()
.filter_map(|u| match u {
Update::Wealth(diff) => Some(diff.to_gp() as i32),
_ => None
}).sum();
match id {
0 => {
let players = params.players.unwrap_or_default();
updates.append(
&mut db::split_and_share(conn, total_amount, players)?
);
response.notify("Les objets ont été vendus");
response.push_updates(updates);
}
_ => {
response.notify("Objets vendus !");
response.push_updates(updates);
}
}
Ok(Some((id, "Vente d'objets")))
})?
}
ApiEndpoint::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_updates(db::Claims(conn).remove(id, *item)?);
}
// Claims to add
for item in new_claims.difference(&current_claims) {
response.push_updates(db::Claims(conn).add(id, *item)?);
}
Ok(None)
})?
}
ApiEndpoint::UndoLastAction(id) => {
if let Ok(event) = db::models::history::get_last_of_player(conn, id) {
let name = String::from(event.name());
event.undo(conn)?;
response.notify(format!("'{}' annulé(e)", name));
} else {
response.push_error("Aucune action trouvée")
};
None
}
// Group actions
ApiEndpoint::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_updates(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"))
}
ApiEndpoint::ResolveClaims => {
response.push_error("Not implemented!");
None
}
// Admin actions
ApiEndpoint::RefreshShop(items) => {
db::Shop(conn).replace_list(items)?;
response.notify("Inventaire du marchand renouvelé !");
None
}
ApiEndpoint::PlayerAdd(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

@@ -2,8 +2,10 @@ 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() {
std::env::set_var("RUST_LOG", "actix_web=info");

View File

@@ -1,47 +1,40 @@
use actix_cors::Cors;
use actix_files as fs;
use actix_web::{web, App, Error, HttpResponse, HttpServer};
use futures::Future;
use lootalot_db::{DbApi, Pool, QueryResult};
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;
type AppPool = web::Data<Pool>;
use crate::api;
use lootalot_db as db;
/// Wraps call to the DbApi and process its result as a async HttpResponse
///
/// Provides a convenient way to call the api inside a route definition. Given a connection pool,
/// access to the api is granted in a closure. The closure is called in a blocking way and should
/// return a QueryResult.
/// If the query succeeds, it's result is returned as JSON data. Otherwise, an InternalServerError
/// is returned.
///
/// # Usage
/// ```
/// (...)
/// .route("path/to/",
/// move |pool: web::Data<Pool>| {
/// // user data can be processed here
/// // ...
/// db_call(pool, move |api| {
/// // ...do what you want with the api
/// }
/// }
/// )
/// ```
pub fn db_call<
J: serde::ser::Serialize + Send + 'static,
Q: Fn(DbApi) -> QueryResult<J> + Send + 'static,
>(
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: Q,
query: api::ApiEndpoint,
) -> 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),
web::block(move || api::execute(&conn, query)).then(|res| match res {
Ok(r) => HttpResponse::Ok().json(r),
Err(e) => {
dbg!(&e);
HttpResponse::InternalServerError().finish()
@@ -49,76 +42,283 @@ pub fn db_call<
})
}
pub(crate) fn serve() -> std::io::Result<()> {
let www_root: String = env::var("WWW_ROOT").expect("WWW_ROOT must be set");
dbg!(&www_root);
let pool = lootalot_db::create_pool();
fn restricted_to_group(id: i32, params: (AppPool, api::ApiEndpoint)) -> 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::ApiEndpoint 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::PlayerList)))
.route(web::post().to_async(
|pool, player: web::Json<api::NewPlayer>| {
db_call(pool, Q::PlayerAdd(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::PlayerNotifications(*player))
}),
)
.service(
web::resource("/claims")
.route(web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::PlayerClaims(*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::PlayerUpdateWealth(*player, *data))
},
)),
)
.service(
web::resource("/loot")
.route(web::get().to_async(|pool, player: PlayerId| {
db_call(pool, Q::PlayerLoot(*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::ClaimsList)),
)
.service(
web::resource("/shop")
.route(web::get().to_async(|pool| db_call(pool, Q::ShopList)))
.route(
web::post().to_async(|pool, items: web::Json<api::ItemList>| {
db_call(pool, Q::RefreshShop(items.into_inner()))
}),
),
)
.service(
web::resource("/items")
.route(
web::get().to_async(move |pool: AppPool| db_call(pool, Q::InventoryList)),
)
.route(web::post().to_async(
move |pool: AppPool, items: web::Json<Vec<String>>| {
db_call(pool, Q::InventoryCheck(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::ApiEndpoint::PlayerFetch(id),
SessionKind::Admin => api::ApiEndpoint::PlayerList,
},
)
})
.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("http://localhost:8080")
.allowed_methods(vec!["GET", "POST"])
.allowed_origin(&domain)
.allowed_methods(vec!["GET", "POST", "PUT", "DELETE", "OPTIONS"])
.max_age(3600),
)
.service(
web::scope("/api")
.route(
"/players",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.fetch_players())
}),
)
.route(
"/claims",
web::get().to_async(move |pool: AppPool| {
db_call(pool, move |api| api.fetch_claims())
}),
)
.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"))
.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()