neon-sprawl/server/NeonSprawl.Server/Game/Quests/QuestAcceptApi.cs

62 lines
2.0 KiB
C#

using NeonSprawl.Server.Game.Items;
using NeonSprawl.Server.Game.PositionState;
namespace NeonSprawl.Server.Game.Quests;
/// <summary>Maps <c>POST /game/players/{{id}}/quests/{{questId}}/accept</c> (NEO-120).</summary>
public static class QuestAcceptApi
{
public static WebApplication MapQuestAcceptApi(this WebApplication app)
{
app.MapPost(
"/game/players/{id}/quests/{questId}/accept",
(string id, string questId, QuestAcceptRequest? body, IPositionStateStore positions,
IQuestDefinitionRegistry questRegistry, IPlayerQuestStateStore progressStore,
IPlayerInventoryStore inventoryStore, IItemDefinitionRegistry itemRegistry,
TimeProvider timeProvider) =>
{
if (body is not null &&
body.SchemaVersion != 0 &&
body.SchemaVersion != QuestAcceptRequest.CurrentSchemaVersion)
{
return Results.BadRequest();
}
var trimmedId = id.Trim();
if (trimmedId.Length == 0 || !positions.TryGetPosition(trimmedId, out _))
{
return Results.NotFound();
}
var result = QuestStateOperations.TryAccept(
trimmedId,
questId,
questRegistry,
progressStore,
inventoryStore,
itemRegistry,
timeProvider);
return Results.Json(MapResponse(result));
});
return app;
}
internal static QuestAcceptResponse MapResponse(QuestStateOperationResult result)
{
QuestProgressRowJson? quest = null;
if (result.Snapshot is { } snapshot)
{
quest = QuestProgressApi.MapQuestProgressRow(snapshot);
}
return new QuestAcceptResponse
{
Accepted = result.Success,
ReasonCode = result.ReasonCode,
Quest = quest,
};
}
}