This commit introduces the `DISCORD_GUILD_ID` environment variable to the configuration files, allowing for better integration with Discord for role synchronization. The event announcement functionality has been updated to include an option for the `@everyone` mention, which can be toggled during event creation. The backend logic has been modified to handle this new option, and corresponding updates have been made to the frontend to allow users to control the mention behavior. Additionally, tests have been added to ensure the correct functionality of these features.
283 lines
8.0 KiB
Go
283 lines
8.0 KiB
Go
package domain
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import (
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"fmt"
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"slices"
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)
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type EventState string
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const (
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RegistrationOpen EventState = "RegistrationOpen"
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RegistrationClosed EventState = "RegistrationClosed"
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Balancing EventState = "Balancing"
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RostersDraft EventState = "RostersDraft"
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RostersConfirmed EventState = "RostersConfirmed"
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BracketDraftState EventState = "BracketDraft"
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Live EventState = "Live"
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Completed EventState = "Completed"
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Cancelled EventState = "Cancelled"
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)
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func (e *Event) Transition(from []EventState, to EventState, expectedVersion int) error {
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if e.Version != expectedVersion {
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return fmt.Errorf("%w: stale event version", ErrConflict)
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}
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if !slices.Contains(from, e.State) {
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return fmt.Errorf("%w: event is %s", ErrConflict, e.State)
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}
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e.State = to
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e.Version++
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return nil
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}
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type RosterDraft struct {
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EventID string `json:"eventId"`
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Teams []Team `json:"teams"`
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Reserve []string `json:"reserve"`
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Version int `json:"version"`
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Confirmed bool `json:"confirmed"`
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}
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func (r RosterDraft) Validate(requireCaptains bool) error {
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if r.EventID == "" || len(r.Teams) < 2 {
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return fmt.Errorf("%w: at least two teams are required", ErrInvalid)
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}
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seen := map[string]bool{}
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for _, team := range r.Teams {
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if len(team.Slots) != 5 {
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return fmt.Errorf("%w: every team must contain five players", ErrInvalid)
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}
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counts := map[Role]int{}
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for _, slot := range team.Slots {
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counts[slot.Role]++
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if slot.PlayerID == "" {
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if requireCaptains {
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return fmt.Errorf("%w: every roster slot must be filled", ErrInvalid)
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}
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continue
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}
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if seen[slot.PlayerID] {
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return fmt.Errorf("%w: roster players must be unique", ErrInvalid)
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}
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seen[slot.PlayerID] = true
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}
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if counts[Tank] != 1 || counts[Damage] != 2 || counts[Support] != 2 {
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return fmt.Errorf("%w: every team must use 1/2/2", ErrInvalid)
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}
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if requireCaptains && !slices.ContainsFunc(team.Slots, func(slot Slot) bool { return slot.PlayerID == team.CaptainPlayerID }) {
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return fmt.Errorf("%w: every team needs a captain", ErrInvalid)
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}
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}
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for _, playerID := range r.Reserve {
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if playerID == "" || seen[playerID] {
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return fmt.Errorf("%w: reserve players must be unique", ErrInvalid)
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}
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seen[playerID] = true
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}
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return nil
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}
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func (r *RosterDraft) Swap(teamAID, playerAID, teamBID, playerBID string) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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var a, b *Slot
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var teamA, teamB *Team
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for teamIndex := range r.Teams {
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for slotIndex := range r.Teams[teamIndex].Slots {
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slot := &r.Teams[teamIndex].Slots[slotIndex]
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if r.Teams[teamIndex].ID == teamAID && slot.PlayerID == playerAID {
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a = slot
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teamA = &r.Teams[teamIndex]
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}
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if r.Teams[teamIndex].ID == teamBID && slot.PlayerID == playerBID {
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b = slot
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teamB = &r.Teams[teamIndex]
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}
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}
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}
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if a == nil || b == nil {
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return ErrNotFound
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}
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if a.Role != b.Role {
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return fmt.Errorf("%w: only equal roles can be swapped", ErrInvalid)
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}
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a.PlayerID, b.PlayerID = b.PlayerID, a.PlayerID
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a.Rating, b.Rating = b.Rating, a.Rating
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clearMovedCaptains(teamA, playerAID, teamB, playerBID)
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r.Version++
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return r.Validate(false)
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}
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func (r *RosterDraft) SwapAcrossRoles(teamAID, playerAID, teamBID, playerBID string, playerBRatingForA, playerARatingForB int) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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var a, b *Slot
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var teamA, teamB *Team
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for teamIndex := range r.Teams {
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for slotIndex := range r.Teams[teamIndex].Slots {
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slot := &r.Teams[teamIndex].Slots[slotIndex]
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if r.Teams[teamIndex].ID == teamAID && slot.PlayerID == playerAID {
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a = slot
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teamA = &r.Teams[teamIndex]
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}
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if r.Teams[teamIndex].ID == teamBID && slot.PlayerID == playerBID {
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b = slot
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teamB = &r.Teams[teamIndex]
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}
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}
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}
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if a == nil || b == nil {
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return ErrNotFound
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}
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a.PlayerID, b.PlayerID = b.PlayerID, a.PlayerID
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a.Rating, b.Rating = playerBRatingForA, playerARatingForB
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clearMovedCaptains(teamA, playerAID, teamB, playerBID)
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r.Version++
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return r.Validate(false)
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}
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func clearMovedCaptains(teamA *Team, playerAID string, teamB *Team, playerBID string) {
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if teamA == nil || teamB == nil || teamA.ID == teamB.ID {
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return
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}
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if teamA.CaptainPlayerID == playerAID {
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teamA.CaptainPlayerID = ""
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}
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if teamB.CaptainPlayerID == playerBID {
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teamB.CaptainPlayerID = ""
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}
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}
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func (r *RosterDraft) Substitute(teamID, outgoingID, reserveID string, rating int) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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reserveIndex := slices.Index(r.Reserve, reserveID)
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if reserveIndex < 0 {
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return fmt.Errorf("%w: player is not in reserve", ErrInvalid)
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}
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for teamIndex := range r.Teams {
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if r.Teams[teamIndex].ID != teamID {
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continue
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}
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for slotIndex := range r.Teams[teamIndex].Slots {
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slot := &r.Teams[teamIndex].Slots[slotIndex]
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if slot.PlayerID == outgoingID {
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slot.PlayerID, slot.Rating = reserveID, rating
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r.Reserve[reserveIndex] = outgoingID
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if r.Teams[teamIndex].CaptainPlayerID == outgoingID {
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r.Teams[teamIndex].CaptainPlayerID = ""
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}
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r.Version++
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return r.Validate(false)
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}
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}
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}
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return ErrNotFound
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}
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func (r *RosterDraft) PlaceReserve(teamID string, role Role, reserveID string, rating int) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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reserveIndex := slices.Index(r.Reserve, reserveID)
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if reserveIndex < 0 {
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return fmt.Errorf("%w: player is not in reserve", ErrInvalid)
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}
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for teamIndex := range r.Teams {
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if r.Teams[teamIndex].ID != teamID {
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continue
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}
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for slotIndex := range r.Teams[teamIndex].Slots {
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slot := &r.Teams[teamIndex].Slots[slotIndex]
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if slot.Role == role && slot.PlayerID == "" {
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slot.PlayerID, slot.Rating = reserveID, rating
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r.Reserve = slices.Delete(r.Reserve, reserveIndex, reserveIndex+1)
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r.Version++
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return r.Validate(false)
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}
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}
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}
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return fmt.Errorf("%w: empty role slot not found", ErrNotFound)
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}
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func (r *RosterDraft) MoveToEmpty(fromTeamID, playerID, toTeamID string, role Role, targetRating int) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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var source, target *Slot
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var sourceTeam *Team
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for teamIndex := range r.Teams {
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team := &r.Teams[teamIndex]
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for slotIndex := range team.Slots {
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slot := &team.Slots[slotIndex]
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if team.ID == fromTeamID && slot.PlayerID == playerID {
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source, sourceTeam = slot, team
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}
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if team.ID == toTeamID && slot.Role == role && slot.PlayerID == "" {
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target = slot
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}
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}
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}
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if source == nil || target == nil {
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return ErrNotFound
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}
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target.PlayerID, target.Rating = source.PlayerID, targetRating
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source.PlayerID, source.Rating = "", 0
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if sourceTeam.CaptainPlayerID == playerID {
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sourceTeam.CaptainPlayerID = ""
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}
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r.Version++
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return r.Validate(false)
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}
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func (r *RosterDraft) MoveToReserve(teamID, playerID string) error {
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if r.Confirmed {
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return fmt.Errorf("%w: rosters are locked", ErrConflict)
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}
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for teamIndex := range r.Teams {
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if r.Teams[teamIndex].ID != teamID {
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continue
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}
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for slotIndex := range r.Teams[teamIndex].Slots {
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slot := &r.Teams[teamIndex].Slots[slotIndex]
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if slot.PlayerID == playerID {
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slot.PlayerID, slot.Rating = "", 0
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r.Reserve = append(r.Reserve, playerID)
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if r.Teams[teamIndex].CaptainPlayerID == playerID {
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r.Teams[teamIndex].CaptainPlayerID = ""
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}
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r.Version++
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return r.Validate(false)
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}
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}
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}
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return ErrNotFound
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}
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func (r *RosterDraft) EmergencySubstitute(teamID, outgoingID, reserveID string, rating int) error {
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replaceCaptain := false
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for _, team := range r.Teams {
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if team.ID == teamID && team.CaptainPlayerID == outgoingID {
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replaceCaptain = true
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break
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}
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}
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confirmed := r.Confirmed
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r.Confirmed = false
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err := r.Substitute(teamID, outgoingID, reserveID, rating)
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r.Confirmed = confirmed
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if err == nil && replaceCaptain {
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for index := range r.Teams {
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if r.Teams[index].ID == teamID {
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r.Teams[index].CaptainPlayerID = reserveID
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break
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}
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}
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}
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return err
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}
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