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Let's build /blueprint as a view onto the player's ship #110

Description

@utricularian

I want the /blueprint endpoint to eventually serve as the mechanism for a player to both view and edit the schematics and capabilities of various non-natural entities in the game. As a first deliverable, this will serve as the view/edit of the player's current ship. This will require persistence and some extra modeling.

Requirements:

  • All Profiles in ATLAS has 1-M Ships
  • A Ship has a non-null name
  • A Ship has many HullParts
  • A HullPart has integer value position which can be positive or negative
  • A Ship requires at least one HullPart and that HullPart must have position = 0
  • A HullPart has a positive integer, non-null num_slots
  • A HullPart has a positive integer, non-null hitpoints
  • A Ship has an aggregate hitpoints which is the sum of all of the Ship's HullParts' hitpoints

When a Profile is created it starts with a ship with 5 HullParts going from [-2, 2]. Each HullPart has 2 num_slots and 10 hitpoints

The first draft of /blueprint will be a table depicting the ship and its hullparts. Each row of the table will be a HullPart, ordered positive-to-negative, top-down. The number of columns will be the max of the num_slots of all the ship's Hullparts + 1 more column showing hitpoints.

Above the table should be a label for the name of the ship and a Hitpoint: <hitpoints>

As of right now, /blueprint always defaults to the logged in user's ship. If no one is logged in, /blueprint redirects to the login/signup page.

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