Add WeaponConflictModal and hook up to WeaponGrid

This commit is contained in:
Justin Edmund 2022-12-24 23:33:43 -08:00
parent d6622a8fad
commit 4a4773b9b9
2 changed files with 196 additions and 3 deletions

View file

@ -0,0 +1,108 @@
import React, { useEffect, useState } from 'react'
import { useRouter } from 'next/router'
import { Trans, useTranslation } from 'react-i18next'
import * as Dialog from '@radix-ui/react-dialog'
import Button from '~components/Button'
import mapWeaponSeries from '~utils/mapWeaponSeries'
import './index.scss'
interface Props {
open: boolean
incomingWeapon: Weapon
conflictingWeapons: GridWeapon[]
desiredPosition: number
resolveConflict: () => void
resetConflict: () => void
}
const WeaponConflictModal = (props: Props) => {
// Localization
const router = useRouter()
const { t } = useTranslation('common')
const locale =
router.locale && ['en', 'ja'].includes(router.locale) ? router.locale : 'en'
// States
const [open, setOpen] = useState(false)
useEffect(() => {
setOpen(props.open)
}, [setOpen, props.open])
function imageUrl(weapon?: Weapon) {
return `${process.env.NEXT_PUBLIC_SIERO_IMG_URL}/weapon-square/${weapon?.granblue_id}.jpg`
}
function openChange(open: boolean) {
setOpen(open)
props.resetConflict()
}
function close() {
setOpen(false)
}
const infoString = () => {
const series = props.incomingWeapon.series
const seriesSlug = t(`series.${mapWeaponSeries(series)}`)
return [2, 3].includes(series) ? (
<Trans i18nKey="modals.conflict.weapon.opus-draconic"></Trans>
) : (
<Trans i18nKey="modals.conflict.weapon.generic">
Only one weapon from the
<strong>{{ series: seriesSlug }} Series</strong> can be included in each
party. Do you want to change your weapons?
</Trans>
)
}
return (
<Dialog.Root open={open} onOpenChange={openChange}>
<Dialog.Portal>
<Dialog.Content
className="Conflict Dialog"
onOpenAutoFocus={(event) => event.preventDefault()}
>
<p>{infoString()}</p>
<div className="WeaponDiagram Diagram">
<ul>
{props.conflictingWeapons?.map((weapon, i) => (
<li className="weapon" key={`conflict-${i}`}>
<img
alt={weapon.object.name[locale]}
src={imageUrl(weapon.object)}
/>
<span>{weapon.object.name[locale]}</span>
</li>
))}
</ul>
<span className="arrow">&rarr;</span>
<div className="wrapper">
<div className="weapon">
<img
alt={props.incomingWeapon?.name[locale]}
src={imageUrl(props.incomingWeapon)}
/>
{props.incomingWeapon?.name[locale]}
</div>
</div>
</div>
<footer>
<Button onClick={close} text={t('buttons.cancel')} />
<Button
onClick={props.resolveConflict}
text={t('modals.conflict.buttons.confirm')}
/>
</footer>
</Dialog.Content>
<Dialog.Overlay className="Overlay" />
</Dialog.Portal>
</Dialog.Root>
)
}
export default WeaponConflictModal

View file

@ -15,6 +15,7 @@ import { appState } from '~utils/appState'
import type { SearchableObject } from '~types'
import './index.scss'
import WeaponConflictModal from '~components/WeaponConflictModal'
// Props
interface Props {
@ -40,6 +41,12 @@ const WeaponGrid = (props: Props) => {
// Set up state for view management
const { party, grid } = useSnapshot(appState)
const [slug, setSlug] = useState()
const [modalOpen, setModalOpen] = useState(false)
// Set up state for conflict management
const [incoming, setIncoming] = useState<Weapon>()
const [conflicts, setConflicts] = useState<GridWeapon[]>([])
const [position, setPosition] = useState(0)
// Create a temporary state to store previous weapon uncap values
const [previousUncapValues, setPreviousUncapValues] = useState<{
@ -90,9 +97,33 @@ const WeaponGrid = (props: Props) => {
)
})
} else {
saveWeapon(party.id, weapon, position).then((response) =>
storeGridWeapon(response.data)
)
if (party.editable)
saveWeapon(party.id, weapon, position)
.then((response) => handleWeaponResponse(response.data))
.catch((error) => console.error(error))
}
}
async function handleWeaponResponse(data: any) {
if (data.hasOwnProperty('conflicts')) {
if (data.incoming) setIncoming(data.incoming)
if (data.conflicts) setConflicts(data.conflicts)
if (data.position) setPosition(data.position)
setModalOpen(true)
} else {
storeGridWeapon(data.grid_weapon)
// If we replaced an existing weapon, remove it from the grid
if (data.hasOwnProperty('meta') && data.meta['replaced'] !== undefined) {
const position = data.meta['replaced']
if (position == -1) {
appState.grid.weapons.mainWeapon = undefined
appState.party.element = 0
} else {
appState.grid.weapons.allWeapons[position] = undefined
}
}
}
}
@ -125,6 +156,44 @@ const WeaponGrid = (props: Props) => {
}
}
async function resolveConflict() {
if (incoming && conflicts.length > 0) {
await api
.resolveConflict({
object: 'weapons',
incoming: incoming.id,
conflicting: conflicts.map((c) => c.id),
position: position,
})
.then((response) => {
// Store new character in state
storeGridWeapon(response.data)
// Remove conflicting characters from state
conflicts.forEach((c) => {
if (appState.grid.weapons.mainWeapon?.object.id === c.id) {
appState.grid.weapons.mainWeapon = undefined
appState.party.element = 0
} else {
appState.grid.weapons.allWeapons[c.position] = undefined
}
})
// Reset conflict
resetConflict()
// Close modal
setModalOpen(false)
})
}
}
function resetConflict() {
setPosition(-1)
setConflicts([])
setIncoming(undefined)
}
// Methods: Updating uncap level
// Note: Saves, but debouncing is not working properly
async function saveUncap(id: string, position: number, uncapLevel: number) {
@ -242,8 +311,24 @@ const WeaponGrid = (props: Props) => {
/>
)
const conflictModal = () => {
return incoming && conflicts ? (
<WeaponConflictModal
open={modalOpen}
incomingWeapon={incoming}
conflictingWeapons={conflicts}
desiredPosition={position}
resolveConflict={resolveConflict}
resetConflict={resetConflict}
/>
) : (
''
)
}
return (
<div id="WeaponGrid">
{conflicts ? conflictModal() : ''}
<div id="MainGrid">
{mainhandElement}
<ul className="grid_weapons">{weaponGridElement}</ul>