/* eslint-disable react-hooks/exhaustive-deps */ import React, { useCallback, useEffect, useMemo, useState } from 'react' import { getCookie } from 'cookies-next' import { useSnapshot } from 'valtio' import { useTranslation } from 'next-i18next' import { AxiosResponse } from 'axios' import debounce from 'lodash.debounce' import WeaponUnit from '~components/WeaponUnit' import ExtraWeapons from '~components/ExtraWeapons' import api from '~utils/api' import { appState } from '~utils/appState' import type { SearchableObject } from '~types' import './index.scss' import WeaponConflictModal from '~components/WeaponConflictModal' import Alert from '~components/Alert' import { accountState } from '~utils/accountState' // Props interface Props { new: boolean weapons?: GridWeapon[] createParty: (extra: boolean) => Promise> pushHistory?: (path: string) => void } const WeaponGrid = (props: Props) => { // Constants const numWeapons: number = 9 // Localization const { t } = useTranslation('common') // Cookies const cookie = getCookie('account') const accountData: AccountCookie = cookie ? JSON.parse(cookie as string) : null // Set up state for view management const { party, grid } = useSnapshot(appState) const [slug, setSlug] = useState() const [modalOpen, setModalOpen] = useState(false) const [showIncompatibleAlert, setShowIncompatibleAlert] = useState(false) // Set up state for conflict management const [incoming, setIncoming] = useState() const [conflicts, setConflicts] = useState([]) const [position, setPosition] = useState(0) // Create a temporary state to store previous weapon uncap values const [previousUncapValues, setPreviousUncapValues] = useState<{ [key: number]: number }>({}) // Set the editable flag only on first load useEffect(() => { // If user is logged in and matches if ( (accountData && party.user && accountData.userId === party.user.id) || props.new ) appState.party.editable = true else appState.party.editable = false }, [props.new, accountData, party]) // Initialize an array of current uncap values for each weapon useEffect(() => { let initialPreviousUncapValues: { [key: number]: number } = {} if (appState.grid.weapons.mainWeapon) initialPreviousUncapValues[-1] = appState.grid.weapons.mainWeapon.uncap_level Object.values(appState.grid.weapons.allWeapons).map((o) => o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0 ) setPreviousUncapValues(initialPreviousUncapValues) }, [appState.grid.weapons.mainWeapon, appState.grid.weapons.allWeapons]) // Methods: Adding an object from search function receiveWeaponFromSearch(object: SearchableObject, position: number) { const weapon = object as Weapon if (position == 1) appState.party.element = weapon.element if (!party.id) { props.createParty(party.extra).then((response) => { const party = response.data.party appState.party.id = party.id setSlug(party.shortcode) if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`) saveWeapon(party.id, weapon, position).then((response) => storeGridWeapon(response.data.grid_weapon) ) }) } else { if (party.editable) saveWeapon(party.id, weapon, position) .then((response) => handleWeaponResponse(response.data)) .catch((error) => { const code = error.response.status const data = error.response.data if (code === 422) { if (data.code === 'incompatible_weapon_for_position') { setShowIncompatibleAlert(true) } } }) } } 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 } } } } async function saveWeapon(partyId: string, weapon: Weapon, position: number) { let uncapLevel = 3 if (weapon.uncap.ulb) uncapLevel = 5 else if (weapon.uncap.flb) uncapLevel = 4 return await api.endpoints.weapons.create({ weapon: { party_id: partyId, weapon_id: weapon.id, position: position, mainhand: position == -1, uncap_level: uncapLevel, }, }) } function storeGridWeapon(gridWeapon: GridWeapon) { if (gridWeapon.position == -1) { appState.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 } } 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) { storePreviousUncapValue(position) try { if (uncapLevel != previousUncapValues[position]) await api.updateUncap('weapon', id, uncapLevel).then((response) => { storeGridWeapon(response.data.grid_weapon) }) } catch (error) { console.error(error) // Revert optimistic UI updateUncapLevel(position, previousUncapValues[position]) // Remove optimistic key let newPreviousValues = { ...previousUncapValues } delete newPreviousValues[position] setPreviousUncapValues(newPreviousValues) } } function initiateUncapUpdate( id: string, position: number, uncapLevel: number ) { if ( party.user && accountState.account.user && party.user.id === accountState.account.user.id ) { memoizeAction(id, position, uncapLevel) // Optimistically update UI updateUncapLevel(position, uncapLevel) } } const memoizeAction = useCallback( (id: string, position: number, uncapLevel: number) => { debouncedAction(id, position, uncapLevel) }, [props, previousUncapValues] ) const debouncedAction = useMemo( () => debounce((id, position, number) => { saveUncap(id, position, number) }, 500), [props, saveUncap] ) 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.uncap_level = uncapLevel else { const weapon = appState.grid.weapons.allWeapons[position] if (weapon) { weapon.uncap_level = uncapLevel appState.grid.weapons.allWeapons[position] = weapon } } } function storePreviousUncapValue(position: number) { // 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.uncap_level } else { const weapon = appState.grid.weapons.allWeapons[position] if (weapon) { newPreviousValues[position] = weapon.uncap_level } else { newPreviousValues[position] = 0 } } setPreviousUncapValues(newPreviousValues) } // Render: JSX components const mainhandElement = ( ) const weaponGridElement = Array.from(Array(numWeapons)).map((x, i) => { return (
  • ) }) const extraGridElement = ( ) const conflictModal = () => { return incoming && conflicts ? ( ) : ( '' ) } const incompatibleAlert = () => { return showIncompatibleAlert ? ( setShowIncompatibleAlert(!showIncompatibleAlert)} cancelActionText={t('buttons.confirm')} message={t('alert.incompatible_weapon')} > ) : ( '' ) } return (
    {conflicts ? conflictModal() : ''} {incompatibleAlert()}
    {mainhandElement}
      {weaponGridElement}
    {(() => { return party.extra ? extraGridElement : '' })()}
    ) } export default WeaponGrid