Files
lootalot/src/api.rs

235 lines
8.2 KiB
Rust

use lootalot_db::{self as db, DbConnection, Update, Value};
pub type ItemListWithMods = Vec<(i32, Option<f64>)>;
#[derive(Serialize, Deserialize, Debug)]
pub struct SellParams {
pub items: ItemListWithMods,
players: Option<Vec<i32>>,
global_mod: Option<f64>,
}
/// A generic response for all queries
#[derive(Serialize, Debug, Default)]
pub struct ApiResponse {
/// The value requested, if any
pub value: Option<Value>,
/// A text to notify user, if relevant
pub notification: Option<String>,
/// A list of updates, if any
pub updates: Option<Vec<Update>>,
/// A text describing errors, if any
pub errors: Option<String>,
}
impl ApiResponse {
fn push_update(&mut self, update: db::Update) {
if let Some(v) = self.updates.as_mut() {
v.push(update);
} else {
self.updates = Some(vec![update]);
}
}
fn push_error<S: Into<String>>(&mut self, error: S) {
if let Some(errors) = self.errors.as_mut() {
*errors = format!("{}\n{}", errors, error.into());
} else {
self.errors = Some(error.into())
}
}
fn set_value(&mut self, value: db::Value) {
self.value = Some(value);
}
fn notify<S: Into<String>>(&mut self, text: S) {
self.notification = Some(text.into());
}
}
pub enum ApiError {
DieselError(diesel::result::Error),
InvalidAction(String),
}
/// Every allowed queries on the database
pub enum ApiActions {
FetchPlayers,
FetchInventory,
FetchClaims,
// Player actions
FetchPlayer(i32),
FetchNotifications(i32),
FetchLoot(i32),
UpdateWealth(i32, f64),
BuyItems(i32, Vec<(i32, Option<f64>)>),
SellItems(i32, SellParams),
ClaimItem(i32, i32),
UnclaimItem(i32, i32),
// Group actions
AddLoot(Vec<db::Item>),
}
pub enum AdminActions {
AddPlayer(String, f64),
//AddInventoryItem(pub String, pub i32),
ResolveClaims,
//SetClaimsTimeout(pub i32),
}
pub fn execute(
conn: &DbConnection,
query: ApiActions,
) -> Result<ApiResponse, diesel::result::Error> {
let mut response = ApiResponse::default();
// TODO: 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<&str> = match query {
ApiActions::FetchPlayers => {
response.set_value(Value::PlayerList(db::Players(conn).all()?));
None
}
ApiActions::FetchInventory => {
response.set_value(Value::ItemList(db::Inventory(conn).all()?));
None
}
ApiActions::FetchClaims => {
response.set_value(Value::ClaimList(db::fetch_claims(conn)?));
None
}
ApiActions::FetchPlayer(id) => {
response.set_value(Value::Player(db::Players(conn).find(id)?));
None
}
ApiActions::FetchNotifications(id) => {
response.set_value(Value::Notifications(
db::AsPlayer(conn, id).notifications()?,
));
None
}
ApiActions::FetchLoot(id) => {
response.set_value(Value::ItemList(db::LootManager(conn, id).all()?));
None
}
ApiActions::UpdateWealth(id, amount) => {
response.push_update(Update::Wealth(
db::AsPlayer(conn, id).update_wealth(amount)?,
));
response.notify(format!("Mis à jour ({}po)!", amount));
Some("Argent mis à jour")
}
ApiActions::BuyItems(id, params) => {
// TODO: check that player has enough money !
let mut cumulated_diff: Vec<db::Wealth> = Vec::with_capacity(params.len());
let mut added_items: u16 = 0;
for (item_id, price_mod) in params.into_iter() {
if let Ok((item, diff)) = db::buy_item_from_inventory(conn, id, item_id, price_mod)
{
cumulated_diff.push(diff);
response.push_update(Update::ItemAdded(item));
added_items += 1;
} else {
response.push_error(format!("Error adding {}", item_id));
}
}
let total_amount = cumulated_diff
.into_iter()
.fold(db::Wealth::from_gp(0.0), |acc, i| acc + i);
response.notify(format!(
"{} objets achetés pour {}po",
added_items,
total_amount.to_gp()
));
response.push_update(Update::Wealth(total_amount));
Some("Achat d'objets")
}
// Behavior differs if player is group or regular.
// Group sells item like players then split the total amount among players.
ApiActions::SellItems(id, params) => {
let mut all_results: Vec<db::Wealth> = Vec::with_capacity(params.items.len());
let mut sold_items: u16 = 0;
for (loot_id, price_mod) in params.items.iter() {
if let Ok((deleted, diff)) =
db::sell_item_transaction(conn, id, *loot_id, *price_mod)
{
all_results.push(diff);
response.push_update(Update::ItemRemoved(deleted));
sold_items += 1;
} else {
response.push_error(format!("Erreur lors de la vente (loot_id : {})", loot_id));
}
}
let total_amount = all_results
.into_iter()
.fold(db::Wealth::from_gp(0.0), |acc, i| acc + i);
match id {
0 => {
let share = db::split_and_share(
conn,
total_amount.to_gp() as i32,
params.players.expect("Should not be None"),
)?;
response.notify(format!(
"Les objets ont été vendus, chaque joueur a reçu {} po",
share.to_gp()
));
response.push_update(Update::Wealth(share));
}
_ => {
response.notify(format!(
"{} objet(s) vendu(s) pour {} po",
sold_items,
total_amount.to_gp()
));
response.push_update(Update::Wealth(total_amount));
}
}
Some("Vente d'objets")
}
ApiActions::ClaimItem(id, item) => {
response.push_update(Update::ClaimAdded(db::Claims(conn).add(id, item)?));
response.notify(format!("Pour moi !"));
None
}
ApiActions::UnclaimItem(id, item) => {
response.push_update(Update::ClaimRemoved(db::Claims(conn).remove(id, item)?));
response.notify(format!("Bof! Finalement non."));
None
}
// Group actions
ApiActions::AddLoot(items) => {
let mut added_items = 0;
for item in items.into_iter() {
if let Ok(added) = db::LootManager(conn, 0).add_from(&item) {
response.push_update(Update::ItemAdded(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("Nouveau loot")
}
};
// match _action_text -> Save updates in DB
dbg!(&action_text);
Ok(response)
}
/// Reverts the last action stored for player
fn revert_last_action(conn: &DbConnection, id: i32) -> Result<ApiResponse, diesel::result::Error> {
let mut response = ApiResponse::default();
// 1. Load the last action
// 2. Iterate trought updates and reverse them (in a single transaction)
// 3. Send nice message back ("'action desc text' annulé !")
Ok(response)
}