Fix bugs relating to [party]

This commit is contained in:
Justin Edmund 2023-07-07 07:00:44 -07:00
parent b2f64f1d78
commit d0535d6031
8 changed files with 165 additions and 153 deletions

View file

@ -46,7 +46,7 @@ const CharacterGrid = (props: Props) => {
const [errorAlertOpen, setErrorAlertOpen] = useState(false)
// Set up state for view management
const { party, grid } = useSnapshot(appState)
const { party } = useSnapshot(appState)
const [modalOpen, setModalOpen] = useState(false)
// Set up state for conflict management
@ -88,7 +88,7 @@ const CharacterGrid = (props: Props) => {
o ? (initialPreviousUncapValues[o.position] = o.uncapLevel) : 0
})
setPreviousUncapValues(initialPreviousUncapValues)
}, [appState.grid.characters])
}, [appState.party.grid.characters])
// Methods: Adding an object from search
function receiveCharacterFromSearch(
@ -146,7 +146,7 @@ const CharacterGrid = (props: Props) => {
}
function storeGridCharacter(gridCharacter: GridCharacter) {
appState.grid.characters[gridCharacter.position] = gridCharacter
appState.party.grid.characters[gridCharacter.position] = gridCharacter
}
async function resolveConflict() {
@ -164,7 +164,7 @@ const CharacterGrid = (props: Props) => {
// Remove conflicting characters from state
conflicts.forEach(
(c) => (appState.grid.characters[c.position] = undefined)
(c) => (appState.party.grid.characters[c.position] = undefined)
)
// Reset conflict
@ -186,7 +186,7 @@ const CharacterGrid = (props: Props) => {
async function removeCharacter(id: string) {
try {
const response = await api.endpoints.grid_characters.destroy({ id: id })
appState.grid.characters[response.data.position] = undefined
appState.party.grid.characters[response.data.position] = undefined
} catch (error) {
console.error(error)
}
@ -378,10 +378,10 @@ const CharacterGrid = (props: Props) => {
position: number,
uncapLevel: number | undefined
) => {
const character = appState.grid.characters[position]
const character = appState.party.grid.characters[position]
if (character && uncapLevel) {
character.uncapLevel = uncapLevel
appState.grid.characters[position] = character
appState.party.grid.characters[position] = character
}
}
@ -389,8 +389,8 @@ const CharacterGrid = (props: Props) => {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (grid.characters[position]) {
newPreviousValues[position] = grid.characters[position]?.uncapLevel
if (party.grid.characters[position]) {
newPreviousValues[position] = party.grid.characters[position]?.uncapLevel
setPreviousUncapValues(newPreviousValues)
}
}
@ -474,10 +474,10 @@ const CharacterGrid = (props: Props) => {
position: number,
stage: number | undefined
) => {
const character = appState.grid.characters[position]
const character = appState.party.grid.characters[position]
if (character && stage !== undefined) {
character.transcendenceStep = stage
appState.grid.characters[position] = character
appState.party.grid.characters[position] = character
}
}
@ -485,8 +485,8 @@ const CharacterGrid = (props: Props) => {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (grid.characters[position]) {
newPreviousValues[position] = grid.characters[position]?.uncapLevel
if (party.grid.characters[position]) {
newPreviousValues[position] = party.grid.characters[position]?.uncapLevel
setPreviousTranscendenceStages(newPreviousValues)
}
}
@ -540,7 +540,7 @@ const CharacterGrid = (props: Props) => {
return (
<li key={`grid_unit_${i}`}>
<CharacterUnit
gridCharacter={grid.characters[i]}
gridCharacter={party.grid.characters[i]}
editable={props.editable}
position={i}
updateObject={receiveCharacterFromSearch}

View file

@ -11,14 +11,14 @@ import SearchModal from '~components/search/SearchModal'
import api from '~utils/api'
import { appState } from '~utils/appState'
import type { JobSkillObject, SearchableObject } from '~types'
import type { SearchableObject } from '~types'
import styles from './index.module.scss'
// Props
interface Props {
job?: Job
jobSkills: JobSkillObject
jobSkills: JobSkillList
jobAccessory?: JobAccessory
editable: boolean
saveJob: (job?: Job) => void

View file

@ -58,7 +58,7 @@ const Party = (props: Props) => {
// Reset state on first load
useEffect(() => {
const resetState = clonedeep(initialAppState)
appState.grid = resetState.grid
appState.party.grid = resetState.party.grid
if (props.party) {
storeParty(props.party)
setUpdatedParty(props.party)
@ -268,10 +268,12 @@ const Party = (props: Props) => {
appState.party.name = team.name
appState.party.description = team.description ? team.description : ''
appState.party.raid = team.raid
appState.party.protagonist.job = team.job
appState.party.protagonist.skills = team.job_skills
appState.party.protagonist.accessory = team.accessory
appState.party.protagonist.job = team.protagonist.job
appState.party.protagonist.skills = team.protagonist.skills
appState.party.protagonist.accessory = team.protagonist.accessory
appState.party.protagonist.masterLevel = team.protagonist.master_level
appState.party.protagonist.ultimateMastery =
team.protagonist.ultimate_mastery
appState.party.details.chargeAttack = team.charge_attack
appState.party.details.fullAuto = team.full_auto
appState.party.details.autoGuard = team.auto_guard
@ -296,17 +298,14 @@ const Party = (props: Props) => {
appState.party.timestamps.createdAt = team.created_at
appState.party.timestamps.updatedAt = team.updated_at
appState.party.grid = team.grid
// Store the edit key in local storage
if (team.edit_key) {
storeEditKey(team.id, team.edit_key)
setEditKey(team.id, team.user)
}
// Populate state
storeCharacters(team.characters)
storeWeapons(team.weapons)
storeSummons(team.summons)
// Create a string to send the user back to the tab they're currently on
let tab = ''
if (props.selectedTab === GridType.Character) {
@ -324,56 +323,56 @@ const Party = (props: Props) => {
}
const storeCharacters = (list: Array<GridCharacter>) => {
list.forEach((object: GridCharacter) => {
let character = clonedeep(object)
if (character.mastery.overMastery) {
const overMastery: CharacterOverMastery = {
1: object.mastery.overMastery[0],
2: object.mastery.overMastery[1],
3: object.mastery.overMastery[2],
4: object.mastery.overMastery[3],
}
character.mastery.overMastery = overMastery
}
if (character.position != null) {
appState.grid.characters[object.position] = character
}
})
// list.forEach((object: GridCharacter) => {
// let character = clonedeep(object)
// if (character.mastery.overMastery) {
// const overMastery: CharacterOverMastery = {
// 1: object.mastery.overMastery[0],
// 2: object.mastery.overMastery[1],
// 3: object.mastery.overMastery[2],
// 4: object.mastery.overMastery[3],
// }
// character.mastery.overMastery = overMastery
// }
// if (character.position != null) {
// appState.grid.characters[object.position] = character
// }
// })
}
const storeWeapons = (list: Array<GridWeapon>) => {
list.forEach((gridObject: GridWeapon) => {
if (gridObject.mainhand) {
appState.grid.weapons.mainWeapon = gridObject
appState.party.element = gridObject.object.element
} else if (!gridObject.mainhand && gridObject.position !== null) {
let weapon = clonedeep(gridObject)
if (
weapon.object.element === ElementMap.null &&
weapon.element === ElementMap.null
)
weapon.element = gridObject.object.element
appState.grid.weapons.allWeapons[gridObject.position] = weapon
}
})
const storeWeapons = (
allWeapons: Array<GridWeapon>,
mainWeapon?: GridWeapon
) => {
// appState.grid.weapons.mainWeapon = mainWeapon
// list.forEach((gridObject: GridWeapon) => {
// if (gridObject.mainhand) {
// appState.grid.weapons.mainWeapon = gridObject
// appState.party.element = gridObject.object.element
// } else if (!gridObject.mainhand && gridObject.position !== null) {
// let weapon = clonedeep(gridObject)
// if (
// weapon.object.element === ElementMap.null &&
// weapon.element === ElementMap.null
// )
// weapon.element = gridObject.object.element
// appState.grid.weapons.allWeapons[gridObject.position] = weapon
// }
// })
}
const storeSummons = (list: Array<GridSummon>) => {
list.forEach((gridObject: GridSummon) => {
if (gridObject.main) appState.grid.summons.mainSummon = gridObject
else if (gridObject.friend)
appState.grid.summons.friendSummon = gridObject
else if (
!gridObject.main &&
!gridObject.friend &&
gridObject.position != null
)
appState.grid.summons.allSummons[gridObject.position] = gridObject
})
// list.forEach((gridObject: GridSummon) => {
// if (gridObject.main) appState.grid.summons.mainSummon = gridObject
// else if (gridObject.friend)
// appState.grid.summons.friendSummon = gridObject
// else if (
// !gridObject.main &&
// !gridObject.friend &&
// gridObject.position != null
// )
// appState.grid.summons.allSummons[gridObject.position] = gridObject
// })
}
// Methods: Navigating with segmented control

View file

@ -31,12 +31,12 @@ const PartySegmentedControl = (props: Props) => {
// Set up translations
const { t } = useTranslation('common')
const { party, grid } = useSnapshot(appState)
const { party } = useSnapshot(appState)
const getElement = () => {
let element: GranblueElement
if (party.element === ElementMap.null && grid.weapons.mainWeapon)
element = grid.weapons.mainWeapon.element
if (party.element === ElementMap.null && party.grid.weapons.mainWeapon)
element = party.grid.weapons.mainWeapon?.element
else if (party.element) element = party.element
else element = ElementMap.null
@ -71,7 +71,7 @@ const PartySegmentedControl = (props: Props) => {
gender={
accountState.account.user ? accountState.account.user.gender : 0
}
grid={grid.characters}
grid={party.grid.characters}
/>
</RepSegment>
)
@ -87,7 +87,7 @@ const PartySegmentedControl = (props: Props) => {
selected={props.selectedTab === GridType.Weapon}
onClick={props.onClick}
>
<WeaponRep grid={grid.weapons} />
<WeaponRep grid={party.grid.weapons} />
</RepSegment>
)
}
@ -102,7 +102,7 @@ const PartySegmentedControl = (props: Props) => {
selected={props.selectedTab === GridType.Summon}
onClick={props.onClick}
>
<SummonRep grid={grid.summons} />
<SummonRep grid={party.grid.summons} />
</RepSegment>
)
}

View file

@ -5,8 +5,8 @@ import styles from './index.module.scss'
interface Props {
grid: {
mainSummon: GridSummon | undefined
friendSummon: GridSummon | undefined
mainSummon?: GridSummon | undefined
friendSummon?: GridSummon | undefined
allSummons: GridArray<GridSummon>
}
}

View file

@ -5,7 +5,7 @@ import styles from './index.module.scss'
interface Props {
grid: {
mainWeapon: GridWeapon | undefined
mainWeapon?: GridWeapon | undefined
allWeapons: GridArray<GridWeapon>
}
}

View file

@ -49,7 +49,7 @@ const SummonGrid = (props: Props) => {
const [errorAlertOpen, setErrorAlertOpen] = useState(false)
// Set up state for view management
const { party, grid } = useSnapshot(appState)
const { party } = useSnapshot(appState)
// Create a temporary state to store previous weapon uncap values and transcendence stages
const [previousUncapValues, setPreviousUncapValues] = useState<{
@ -64,13 +64,13 @@ const SummonGrid = (props: Props) => {
useEffect(() => {
let initialPreviousUncapValues: { [key: number]: number } = {}
if (appState.grid.summons.mainSummon)
if (appState.party.grid.summons.mainSummon)
initialPreviousUncapValues[-1] =
appState.grid.summons.mainSummon.uncapLevel
appState.party.grid.summons.mainSummon.uncapLevel
if (appState.grid.summons.friendSummon)
if (appState.party.grid.summons.friendSummon)
initialPreviousUncapValues[6] =
appState.grid.summons.friendSummon.uncapLevel
appState.party.grid.summons.friendSummon.uncapLevel
Object.values(appState.party.grid.summons.allSummons).map((o) =>
o ? (initialPreviousUncapValues[o.position] = o.uncapLevel) : 0
@ -78,9 +78,9 @@ const SummonGrid = (props: Props) => {
setPreviousUncapValues(initialPreviousUncapValues)
}, [
appState.grid.summons.mainSummon,
appState.grid.summons.friendSummon,
appState.grid.summons.allSummons,
appState.party.grid.summons.mainSummon,
appState.party.grid.summons.friendSummon,
appState.party.grid.summons.allSummons,
])
// Methods: Adding an object from search
@ -119,11 +119,11 @@ const SummonGrid = (props: Props) => {
const position = data.meta['replaced']
if (position == -1) {
appState.grid.summons.mainSummon = undefined
appState.party.grid.summons.mainSummon = undefined
} else if (position == 6) {
appState.grid.summons.friendSummon = undefined
appState.party.grid.summons.friendSummon = undefined
} else {
appState.grid.summons.allSummons[position] = undefined
appState.party.grid.summons.allSummons[position] = undefined
}
}
}
@ -147,10 +147,12 @@ const SummonGrid = (props: Props) => {
}
function storeGridSummon(gridSummon: GridSummon) {
if (gridSummon.position == -1) appState.grid.summons.mainSummon = gridSummon
if (gridSummon.position == -1)
appState.party.grid.summons.mainSummon = gridSummon
else if (gridSummon.position == 6)
appState.grid.summons.friendSummon = gridSummon
else appState.grid.summons.allSummons[gridSummon.position] = gridSummon
appState.party.grid.summons.friendSummon = gridSummon
else
appState.party.grid.summons.allSummons[gridSummon.position] = gridSummon
}
// Methods: Updating uncap level
@ -216,15 +218,15 @@ const SummonGrid = (props: Props) => {
)
const updateUncapLevel = (position: number, uncapLevel: number) => {
if (appState.grid.summons.mainSummon && position == -1)
appState.grid.summons.mainSummon.uncapLevel = uncapLevel
else if (appState.grid.summons.friendSummon && position == 6)
appState.grid.summons.friendSummon.uncapLevel = uncapLevel
if (appState.party.grid.summons.mainSummon && position == -1)
appState.party.grid.summons.mainSummon.uncapLevel = uncapLevel
else if (appState.party.grid.summons.friendSummon && position == 6)
appState.party.grid.summons.friendSummon.uncapLevel = uncapLevel
else {
const summon = appState.grid.summons.allSummons[position]
const summon = appState.party.grid.summons.allSummons[position]
if (summon) {
summon.uncapLevel = uncapLevel
appState.grid.summons.allSummons[position] = summon
appState.party.grid.summons.allSummons[position] = summon
}
}
}
@ -233,13 +235,14 @@ const SummonGrid = (props: Props) => {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (appState.grid.summons.mainSummon && position == -1)
newPreviousValues[position] = appState.grid.summons.mainSummon.uncapLevel
else if (appState.grid.summons.friendSummon && position == 6)
if (appState.party.grid.summons.mainSummon && position == -1)
newPreviousValues[position] =
appState.grid.summons.friendSummon.uncapLevel
appState.party.grid.summons.mainSummon.uncapLevel
else if (appState.party.grid.summons.friendSummon && position == 6)
newPreviousValues[position] =
appState.party.grid.summons.friendSummon.uncapLevel
else {
const summon = appState.grid.summons.allSummons[position]
const summon = appState.party.grid.summons.allSummons[position]
newPreviousValues[position] = summon ? summon.uncapLevel : 0
}
@ -320,15 +323,15 @@ const SummonGrid = (props: Props) => {
)
const updateTranscendenceStage = (position: number, stage: number) => {
if (appState.grid.summons.mainSummon && position == -1)
appState.grid.summons.mainSummon.transcendenceStep = stage
else if (appState.grid.summons.friendSummon && position == 6)
appState.grid.summons.friendSummon.transcendenceStep = stage
if (appState.party.grid.summons.mainSummon && position == -1)
appState.party.grid.summons.mainSummon.transcendenceStep = stage
else if (appState.party.grid.summons.friendSummon && position == 6)
appState.party.grid.summons.friendSummon.transcendenceStep = stage
else {
const summon = appState.grid.summons.allSummons[position]
const summon = appState.party.grid.summons.allSummons[position]
if (summon) {
summon.transcendenceStep = stage
appState.grid.summons.allSummons[position] = summon
appState.party.grid.summons.allSummons[position] = summon
}
}
}
@ -337,13 +340,14 @@ const SummonGrid = (props: Props) => {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (appState.grid.summons.mainSummon && position == -1)
newPreviousValues[position] = appState.grid.summons.mainSummon.uncapLevel
else if (appState.grid.summons.friendSummon && position == 6)
if (appState.party.grid.summons.mainSummon && position == -1)
newPreviousValues[position] =
appState.grid.summons.friendSummon.uncapLevel
appState.party.grid.summons.mainSummon.uncapLevel
else if (appState.party.grid.summons.friendSummon && position == 6)
newPreviousValues[position] =
appState.party.grid.summons.friendSummon.uncapLevel
else {
const summon = appState.grid.summons.allSummons[position]
const summon = appState.party.grid.summons.allSummons[position]
newPreviousValues[position] = summon ? summon.uncapLevel : 0
}
@ -356,11 +360,12 @@ const SummonGrid = (props: Props) => {
const data = response.data
if (data.position === -1) {
appState.grid.summons.mainSummon = undefined
appState.party.grid.summons.mainSummon = undefined
} else if (data.position === 6) {
appState.grid.summons.friendSummon = undefined
appState.party.grid.summons.friendSummon = undefined
} else {
appState.grid.summons.allSummons[response.data.position] = undefined
appState.party.grid.summons.allSummons[response.data.position] =
undefined
}
} catch (error) {
console.error(error)
@ -384,7 +389,7 @@ const SummonGrid = (props: Props) => {
<div className="LabeledUnit">
<div className={styles.label}>{t('summons.main')}</div>
<SummonUnit
gridSummon={grid.summons.mainSummon}
gridSummon={party.grid.summons.mainSummon}
editable={props.editable}
key="grid_main_summon"
position={-1}
@ -408,7 +413,7 @@ const SummonGrid = (props: Props) => {
{t('summons.friend')}
</div>
<SummonUnit
gridSummon={grid.summons.friendSummon}
gridSummon={party.grid.summons.friendSummon}
editable={props.editable}
key="grid_friend_summon"
position={6}
@ -429,7 +434,7 @@ const SummonGrid = (props: Props) => {
return (
<li key={`grid_unit_${i}`}>
<SummonUnit
gridSummon={grid.summons.allSummons[i]}
gridSummon={party.grid.summons.allSummons[i]}
editable={props.editable}
position={i}
unitType={1}
@ -447,7 +452,7 @@ const SummonGrid = (props: Props) => {
const subAuraSummonElement = (
<ExtraSummonsGrid
grid={grid.summons.allSummons}
grid={party.grid.summons.allSummons}
editable={props.editable}
exists={false}
offset={numSummons}

View file

@ -75,16 +75,19 @@ const WeaponGrid = (props: Props) => {
useEffect(() => {
let initialPreviousUncapValues: { [key: number]: number } = {}
if (appState.grid.weapons.mainWeapon)
if (appState.party.grid.weapons.mainWeapon)
initialPreviousUncapValues[-1] =
appState.grid.weapons.mainWeapon.uncapLevel
appState.party.grid.weapons.mainWeapon.uncapLevel
Object.values(appState.party.grid.weapons.allWeapons).map((o) =>
o ? (initialPreviousUncapValues[o.position] = o.uncapLevel) : 0
)
setPreviousUncapValues(initialPreviousUncapValues)
}, [appState.grid.weapons.mainWeapon, appState.grid.weapons.allWeapons])
}, [
appState.party.grid.weapons.mainWeapon,
appState.party.grid.weapons.allWeapons,
])
// Methods: Adding an object from search
function receiveWeaponFromSearch(object: SearchableObject, position: number) {
@ -147,10 +150,10 @@ const WeaponGrid = (props: Props) => {
const position = data.meta['replaced']
if (position == -1) {
appState.grid.weapons.mainWeapon = undefined
appState.party.grid.weapons.mainWeapon = undefined
appState.party.element = ElementMap.null
} else {
appState.grid.weapons.allWeapons[position] = undefined
appState.party.grid.weapons.allWeapons[position] = undefined
}
}
}
@ -164,16 +167,17 @@ const WeaponGrid = (props: Props) => {
let post = false
if (
position === -1 &&
(!appState.grid.weapons.mainWeapon ||
(appState.grid.weapons.mainWeapon &&
appState.grid.weapons.mainWeapon.object.id !== weapon.id))
(!appState.party.grid.weapons.mainWeapon ||
(appState.party.grid.weapons.mainWeapon &&
appState.party.grid.weapons.mainWeapon.object.id !== weapon.id))
) {
post = true
} else if (
position !== -1 &&
(!appState.grid.weapons.allWeapons[position] ||
(appState.grid.weapons.allWeapons[position] &&
appState.grid.weapons.allWeapons[position]?.object.id !== weapon.id))
(!appState.party.grid.weapons.allWeapons[position] ||
(appState.party.grid.weapons.allWeapons[position] &&
appState.party.grid.weapons.allWeapons[position]?.object.id !==
weapon.id))
) {
post = true
}
@ -193,11 +197,11 @@ const WeaponGrid = (props: Props) => {
function storeGridWeapon(gridWeapon: GridWeapon) {
if (gridWeapon.position === -1) {
appState.grid.weapons.mainWeapon = gridWeapon
appState.party.grid.weapons.mainWeapon = gridWeapon
appState.party.element = gridWeapon.object.element
} else {
// Store the grid unit at the correct position
appState.grid.weapons.allWeapons[gridWeapon.position] = gridWeapon
appState.party.grid.weapons.allWeapons[gridWeapon.position] = gridWeapon
}
}
@ -213,11 +217,13 @@ const WeaponGrid = (props: Props) => {
.then((response) => {
// Remove conflicting characters from state
conflicts.forEach((c) => {
if (appState.grid.weapons.mainWeapon?.object.id === c.object.id) {
appState.grid.weapons.mainWeapon = undefined
if (
appState.party.grid.weapons.mainWeapon?.object.id === c.object.id
) {
appState.party.grid.weapons.mainWeapon = undefined
appState.party.element = ElementMap.null
} else {
appState.grid.weapons.allWeapons[c.position] = undefined
appState.party.grid.weapons.allWeapons[c.position] = undefined
}
})
@ -245,9 +251,10 @@ const WeaponGrid = (props: Props) => {
const data = response.data
if (data.position === -1) {
appState.grid.weapons.mainWeapon = undefined
appState.party.grid.weapons.mainWeapon = undefined
} else {
appState.grid.weapons.allWeapons[response.data.position] = undefined
appState.party.grid.weapons.allWeapons[response.data.position] =
undefined
}
} catch (error) {
console.error(error)
@ -311,13 +318,13 @@ const WeaponGrid = (props: Props) => {
const updateUncapLevel = (position: number, uncapLevel: number) => {
// console.log(`Updating uncap level at position ${position} to ${uncapLevel}`)
if (appState.grid.weapons.mainWeapon && position == -1)
appState.grid.weapons.mainWeapon.uncapLevel = uncapLevel
if (appState.party.grid.weapons.mainWeapon && position == -1)
appState.party.grid.weapons.mainWeapon.uncapLevel = uncapLevel
else {
const weapon = appState.grid.weapons.allWeapons[position]
const weapon = appState.party.grid.weapons.allWeapons[position]
if (weapon) {
weapon.uncapLevel = uncapLevel
appState.grid.weapons.allWeapons[position] = weapon
appState.party.grid.weapons.allWeapons[position] = weapon
}
}
}
@ -326,10 +333,11 @@ const WeaponGrid = (props: Props) => {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (appState.grid.weapons.mainWeapon && position == -1) {
newPreviousValues[position] = appState.grid.weapons.mainWeapon.uncapLevel
if (appState.party.grid.weapons.mainWeapon && position == -1) {
newPreviousValues[position] =
appState.party.grid.weapons.mainWeapon.uncapLevel
} else {
const weapon = appState.grid.weapons.allWeapons[position]
const weapon = appState.party.grid.weapons.allWeapons[position]
if (weapon) {
newPreviousValues[position] = weapon.uncapLevel
} else {
@ -349,7 +357,7 @@ const WeaponGrid = (props: Props) => {
// Render: JSX components
const mainhandElement = (
<WeaponUnit
gridWeapon={appState.grid.weapons.mainWeapon}
gridWeapon={appState.party.grid.weapons.mainWeapon}
editable={props.editable}
key="grid_mainhand"
position={-1}
@ -362,13 +370,13 @@ const WeaponGrid = (props: Props) => {
const weaponGridElement = Array.from(Array(numWeapons)).map((x, i) => {
const itemClasses = classNames({
Empty: appState.grid.weapons.allWeapons[i] === undefined,
Empty: appState.party.grid.weapons.allWeapons[i] === undefined,
})
return (
<li className={itemClasses} key={`grid_unit_${i}`}>
<WeaponUnit
gridWeapon={appState.grid.weapons.allWeapons[i]}
gridWeapon={appState.party.grid.weapons.allWeapons[i]}
editable={props.editable}
position={i}
unitType={1}
@ -381,13 +389,13 @@ const WeaponGrid = (props: Props) => {
})
const extraElement = () => {
if (appState.party.raid && appState.party.raid.group.extra) {
if (appState.party.raid && appState.party.raid.group?.extra) {
return (
<ExtraContainer>
<ExtraContainerItem title={t('extra_weapons')} className="weapons">
{appState.party.raid && appState.party.raid.group.extra && (
<ExtraWeaponsGrid
grid={appState.grid.weapons.allWeapons}
grid={appState.party.grid.weapons.allWeapons}
editable={props.editable}
offset={numWeapons}
removeWeapon={removeWeapon}