SES-148 Endpointy dla Armor i Weapon #71
@ -7,11 +7,14 @@ namespace SessionCompanion.Services.Interfaces
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using System.Threading.Tasks;
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using SessionCompanion.Database.Tables;
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using SessionCompanion.Extensions.EitherType;
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using SessionCompanion.Services.Base;
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using SessionCompanion.ViewModels.ApiResponses;
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using SessionCompanion.ViewModels.CharacterArmorViewModels;
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public interface ICharacterArmorService : IServiceBase<CharacterArmorViewModel, CharacterArmor>
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{
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Task<Either<SuccessResponse, ErrorResponse>> ChangeCharacterArmor(int characterId, int newArmorId);
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Task<List<CharacterArmorViewModelDetails>> GetCharacterArmorsTaskList(int characterId);
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}
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}
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@ -4,11 +4,14 @@ using SessionCompanion.ViewModels.CharacterWeaponViewModels;
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namespace SessionCompanion.Services.Interfaces
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{
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using SessionCompanion.Extensions.EitherType;
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using SessionCompanion.ViewModels.ApiResponses;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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public interface ICharacterWeaponService : IServiceBase<CharacterWeaponViewModel, CharacterWeapon>
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{
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Task<List<CharacterWeaponWithWeaponDetailsViewModel>> GetCharacterWeaponsList(int characterId);
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Task<Either<SuccessResponse, ErrorResponse>> ChangeCharacterWeapon(CharacterWeaponViewModel model);
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}
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}
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@ -15,7 +15,9 @@ namespace SessionCompanion.Services.Services
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using SessionCompanion.Database.Tables;
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using SessionCompanion.Services.Base;
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using SessionCompanion.Services.Interfaces;
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using SessionCompanion.ViewModels.ApiResponses;
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using SessionCompanion.ViewModels.CharacterArmorViewModels;
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using SessionCompanion.Extensions.EitherType;
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using SessionCompanion.ViewModels.CharacterOtherEquipmentViewModels;
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public class CharacterArmorService : ServiceBase<CharacterArmorViewModel, CharacterArmor>, ICharacterArmorService
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@ -23,6 +25,53 @@ namespace SessionCompanion.Services.Services
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public CharacterArmorService(IMapper mapper, IRepository<CharacterArmor> repository) : base(mapper, repository)
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{ }
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public async Task<Either<SuccessResponse, ErrorResponse>> ChangeCharacterArmor(int characterId, int newArmorId)
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{
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CharacterArmor armorInUse = new CharacterArmor();
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CharacterArmor armorToUse = new CharacterArmor();
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try
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{
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armorInUse = await Repository.Get(c => c.CharacterId.Equals(characterId))
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.Include(a => a.Armor).Where(x => x.InUse == true).SingleAsync();
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armorToUse = await Repository.Get(c => c.ArmorId.Equals(newArmorId) && c.CharacterId.Equals(characterId)).SingleAsync();
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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if (armorToUse is null)
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return new ErrorResponse() { StatusCode = 204, Message = "No armor to change to" };
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if (armorInUse is null)
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{
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armorToUse.InUse = true;
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try
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{
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await Repository.Update(armorToUse);
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await Repository.Save();
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return new SuccessResponse("Character armor updated") { SuccessCode = 200 };
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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}
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armorInUse.InUse = false;
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armorToUse.InUse = true;
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try
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{
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await Repository.Update(armorInUse);
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await Repository.Update(armorToUse);
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await Repository.Save();
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return new SuccessResponse("Character armor updated") { SuccessCode = 204 };
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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}
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/// <summary>
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/// Metoda pobiera listę pancerzy konkretnej postaci
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/// </summary>
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@ -12,6 +12,8 @@ namespace SessionCompanion.Services.Services
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using System.Threading.Tasks;
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using Microsoft.EntityFrameworkCore;
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using SessionCompanion.Extensions.EitherType;
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using SessionCompanion.ViewModels.ApiResponses;
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public class CharacterWeaponService : ServiceBase<CharacterWeaponViewModel, CharacterWeapon>, ICharacterWeaponService
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{
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@ -30,5 +32,63 @@ namespace SessionCompanion.Services.Services
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var result = Mapper.Map<List<CharacterWeaponWithWeaponDetailsViewModel>>(characterWeapons);
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return result;
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}
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public async Task<Either<SuccessResponse,ErrorResponse>> ChangeCharacterWeapon(CharacterWeaponViewModel model)
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{
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// Dodaj optional rozbro postac
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var allWeapons = await Repository.Get(c => c.CharacterId.Equals(model.CharacterId)).AsNoTracking().ToListAsync();
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var weaponsInUse = allWeapons.Where(w => w.InUse.Equals(true)).ToList();
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s426135 marked this conversation as resolved
s426134
commented
to chyba juz można wywalić :P to chyba juz można wywalić :P
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var weapon = Mapper.Map<CharacterWeapon>(model);
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weapon.Id = allWeapons.Where(w => w.WeaponId.Equals(model.WeaponId)).Select(x => x.Id).FirstOrDefault();
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if (weaponsInUse.Count() == 0)
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{
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// no weapon in use
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// just use new one
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await Repository.Update(weapon);
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await Repository.Save();
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return new SuccessResponse("Weapon changed") { SuccessCode = 200 };
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}
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var weaponInBothHands = weaponsInUse.Where(w => w.HoldInLeftHand.Equals(true) && w.HoldInRightHand.Equals(true));
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if ((model.HoldInLeftHand && model.HoldInRightHand) || (weaponInBothHands.Count() > 0))
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{
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// our model weapon uses both hands
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// or there is weapon already in both hands
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foreach (var w in weaponsInUse)
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{
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w.InUse = false;
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w.HoldInLeftHand = false;
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w.HoldInRightHand = false;
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await Repository.Update(w);
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}
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await Repository.Update(weapon);
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await Repository.Save();
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return new SuccessResponse("Weapon changed") { SuccessCode = 200 };
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}
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var weaponsToChange = weaponsInUse.Where(w => w.HoldInLeftHand.Equals(model.HoldInLeftHand) && w.HoldInRightHand.Equals(model.HoldInRightHand));
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if (weaponsToChange.Count() == 1)
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{
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// there is weapon in the same hand set as our
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// we update it
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var weaponToChange = weaponsToChange.Single();
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weaponToChange.InUse = false;
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weaponToChange.HoldInLeftHand = false;
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weaponToChange.HoldInRightHand = false;
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await Repository.Update(weaponToChange);
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await Repository.Update(weapon);
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await Repository.Save();
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return new SuccessResponse("Weapon changed") { SuccessCode = 200 };
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}
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// weapon is armed in empty hand
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await Repository.Update(weapon);
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await Repository.Save();
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return new SuccessResponse("Weapon changed") { SuccessCode = 200 };
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}
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}
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}
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@ -10,6 +10,7 @@
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<ItemGroup>
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<ProjectReference Include="..\SessionCompanion.Database\SessionCompanion.Database.csproj" />
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<ProjectReference Include="..\SessionCompanion.Extensions\SessionCompanion.Extensions.csproj" />
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<ProjectReference Include="..\SessionCompanion.ViewModels\SessionCompanion.ViewModels.csproj" />
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</ItemGroup>
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@ -10,10 +10,13 @@ EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SessionCompanion.ViewModels", "SessionCompanion.ViewModels\SessionCompanion.ViewModels.csproj", "{7762AA75-7B60-4F28-B80A-B03E39140F89}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SessionCompanion.Services", "SessionCompanion.Services\SessionCompanion.Services.csproj", "{C0A172ED-0F4C-4E78-8B64-28E2A756F62F}"
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ProjectSection(ProjectDependencies) = postProject
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{1EE35EB3-C703-407C-B390-5605A0A46884} = {1EE35EB3-C703-407C-B390-5605A0A46884}
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EndProjectSection
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SessionCompanion.Extensions", "SessionCompanion.Extensions\SessionCompanion.Extensions.csproj", "{1EE35EB3-C703-407C-B390-5605A0A46884}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SessionCompanion.XUnitTests", "SessionCompanion.XUnitTests\SessionCompanion.XUnitTests.csproj", "{B8A4DAF6-DD33-4B35-99B8-A1D060EE1869}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SessionCompanion.XUnitTests", "SessionCompanion.XUnitTests\SessionCompanion.XUnitTests.csproj", "{B8A4DAF6-DD33-4B35-99B8-A1D060EE1869}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -17,7 +17,7 @@ namespace SessionCompanion.Controllers
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[ApiController]
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public class EquipmentController : Controller
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{
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private readonly ICharacterArmorService _characterArmorServic;
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private readonly ICharacterArmorService _characterArmorService;
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private readonly ICharacterOtherEquipmentService _characterOtherEquipmentService;
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@ -27,7 +27,7 @@ namespace SessionCompanion.Controllers
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ICharacterOtherEquipmentService characterOtherEquipmentService,
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ICharacterWeaponService characterWeaponService)
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{
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this._characterArmorServic = characterArmorService;
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this._characterArmorService = characterArmorService;
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this._characterOtherEquipmentService = characterOtherEquipmentService;
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this._characterWeaponService = characterWeaponService;
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}
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@ -51,7 +51,7 @@ namespace SessionCompanion.Controllers
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[HttpGet("getArmors")]
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public async Task<Either<List<CharacterArmorViewModelDetails>, ErrorResponse>> GetCharacterArmors(int characterId)
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{
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return await this._characterArmorServic.GetCharacterArmorsTaskList(characterId);
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return await this._characterArmorService.GetCharacterArmorsTaskList(characterId);
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}
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/// <summary>
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@ -65,5 +65,81 @@ namespace SessionCompanion.Controllers
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return await this._characterWeaponService.GetCharacterWeaponsList(characterId);
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}
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/// <summary>
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/// Metoda zmienia uzywaną zbroję danej postaci na taki jaki jest wybrany
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/// </summary>
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/// <param name="characterId"> Id postaci </param>
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/// <param name="newArmorId"> Id nowej zbroi </param>
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/// <returns>SuccessResponse/ErrorResponse</returns>
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[HttpPut("changeArmor")]
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public async Task<Either<SuccessResponse, ErrorResponse>> ChangeCharacterArmor(int characterId, int newArmorId)
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{
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var response = await _characterArmorService.ChangeCharacterArmor(characterId, newArmorId);
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return response;
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}
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/// <summary>
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/// Metoda dodaje nową zbroje do danej postaci
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/// </summary>
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/// <param name="characterArmorViewModel"> View model z odpowiednimi parameterami </param>
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/// <returns>SuccessResponse/ErrorResponse</returns>
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[HttpPut("addArmor")]
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public async Task<Either<SuccessResponse, ErrorResponse>> AddCharacterArmor(CharacterArmorViewModel characterArmorViewModel)
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{
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if (!ModelState.IsValid)
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return new ErrorResponse() { StatusCode = 500, Message = "Invalid model!" };
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try
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{
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await _characterArmorService.Create(characterArmorViewModel);
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await _characterArmorService.SaveAsync();
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return new SuccessResponse("Armor added to character") { SuccessCode = 200 };
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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}
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/// <summary>
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/// Metoda dodaje broń do danej postaci
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/// </summary>
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/// <param name="characterWeaponViewModel"> View model z odpowiednimi parameterami </param>
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/// <returns>SuccessResponse/ErrorResponse</returns>
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[HttpPut("addWeapon")]
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public async Task<Either<SuccessResponse, ErrorResponse>> AddCharacterWeapon(CharacterWeaponViewModel characterWeaponViewModel)
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{
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if (!ModelState.IsValid)
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return new ErrorResponse() { StatusCode = 500, Message = "Invalid model!" };
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try
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{
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await _characterWeaponService.Create(characterWeaponViewModel);
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await _characterWeaponService.SaveAsync();
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return new SuccessResponse("Weapon added to character") { SuccessCode = 200 };
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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}
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/// <summary>
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/// Metoda zmienia broń do danej postaci
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/// </summary>
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/// <param name=characterWeaponViewModel> View model z odpowiednimi parameterami </param>
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/// <returns>SuccessResponse/ErrorResponse</returns>
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[HttpPut("changeWeapon")]
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public async Task<Either<SuccessResponse, ErrorResponse>> ChangeCharacterWeapon(CharacterWeaponViewModel characterWeaponViewModel)
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{
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if (!ModelState.IsValid)
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return new ErrorResponse() { StatusCode = 500, Message = "Invalid model!" };
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try
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{
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var response = await _characterWeaponService.ChangeCharacterWeapon(characterWeaponViewModel);
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return response;
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}
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catch (Exception e)
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{
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return new ErrorResponse() { StatusCode = 500, Message = e.Message };
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}
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}
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}
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}
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Loading…
Reference in New Issue
Block a user
można to wszystko skrócić dodając lub, czyli c.CharacterId.Equals(model.CharacterId) && ( jestWLewej || jestWPrawej || jest równa weapon id z modelu )
Neh, tego potrzeba tak jak jest, musze miec wszystkie bronie jakie są, aby mieć dostęp do Id