/* eslint-disable react-hooks/exhaustive-deps */ import React, { useCallback, useContext, useEffect, useMemo, useState } from 'react' import { useCookies } from 'react-cookie' import { useModal as useModal } from '~utils/useModal' import { AxiosResponse } from 'axios' import debounce from 'lodash.debounce' import AppContext from '~context/AppContext' import PartyContext from '~context/PartyContext' import SearchModal from '~components/SearchModal' import WeaponUnit from '~components/WeaponUnit' import ExtraWeapons from '~components/ExtraWeapons' import api from '~utils/api' import './index.scss' import Party from '~components/Party' // Props interface Props { slug?: string createParty: (extra: boolean) => Promise> pushHistory?: (path: string) => void } const WeaponGrid = (props: Props) => { // Constants const numWeapons: number = 9 // Cookies const [cookies, _] = useCookies(['user']) const headers = (cookies.user != null) ? { headers: { 'Authorization': `Bearer ${cookies.user.access_token}` } } : {} // Set up state for view management const [found, setFound] = useState(false) const [loading, setLoading] = useState(true) // Set up the party context const { setEditable: setAppEditable } = useContext(AppContext) const { id, setId } = useContext(PartyContext) const { slug, setSlug } = useContext(PartyContext) const { editable, setEditable } = useContext(PartyContext) const { hasExtra, setHasExtra } = useContext(PartyContext) const { setElement } = useContext(PartyContext) // Set up states for Grid data const [weapons, setWeapons] = useState>({}) const [mainWeapon, setMainWeapon] = useState() // Set up states for Search const { open, openModal, closeModal } = useModal() const [itemPositionForSearch, setItemPositionForSearch] = useState(0) // Create a temporary state to store previous weapon uncap values const [previousUncapValues, setPreviousUncapValues] = useState<{[key: number]: number}>({}) // Create a state dictionary to store pure objects for Search const [searchGrid, setSearchGrid] = useState>({}) // Fetch data from the server useEffect(() => { const shortcode = (props.slug) ? props.slug : slug if (shortcode) fetchGrid(shortcode) else { setEditable(true) setAppEditable(true) } }, [slug, props.slug]) // Initialize an array of current uncap values for each weapon useEffect(() => { let initialPreviousUncapValues: {[key: number]: number} = {} if (mainWeapon) initialPreviousUncapValues[-1] = mainWeapon.uncap_level Object.values(weapons).map(o => initialPreviousUncapValues[o.position] = o.uncap_level) setPreviousUncapValues(initialPreviousUncapValues) }, [mainWeapon, weapons]) // Update search grid whenever weapons or the mainhand are updated useEffect(() => { let newSearchGrid = Object.values(weapons).map((o) => o.weapon) if (mainWeapon) newSearchGrid.unshift(mainWeapon.weapon) setSearchGrid(newSearchGrid) }, [weapons, mainWeapon]) // Methods: Fetching an object from the server async function fetchGrid(shortcode: string) { return api.endpoints.parties.getOneWithObject({ id: shortcode, object: 'weapons' }) .then(response => processResult(response)) .catch(error => processError(error)) } function processResult(response: AxiosResponse) { // Store the response const party = response.data.party // Get the party user and logged in user, if possible, to compare const partyUser = (party.user_id) ? party.user_id : undefined const loggedInUser = (cookies.user) ? cookies.user.user_id : '' if (partyUser != undefined && loggedInUser != undefined && partyUser === loggedInUser) { setEditable(true) setAppEditable(true) } // Store the important party and state-keeping values setId(party.id) setHasExtra(party.is_extra) setFound(true) setLoading(false) // Populate the weapons in state populateWeapons(party.weapons) } function processError(error: any) { if (error.response != null) { if (error.response.status == 404) { setFound(false) setLoading(false) } } else { console.error(error) } } function populateWeapons(list: [GridWeapon]) { let weapons: GridArray = {} list.forEach((object: GridWeapon) => { if (object.mainhand) { setMainWeapon(object) setElement(object.weapon.element) } else if (!object.mainhand && object.position != null) { weapons[object.position] = object } }) setWeapons(weapons) } // Methods: Adding an object from search function openSearchModal(position: number) { setItemPositionForSearch(position) openModal() } function receiveWeaponFromSearch(object: Character | Weapon | Summon, position: number) { const weapon = object as Weapon setElement(weapon.element) if (!id) { props.createParty(hasExtra) .then(response => { const party = response.data.party setId(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 { saveWeapon(id, weapon, position) .then(response => storeGridWeapon(response.data.grid_weapon)) } } 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 } }, headers) } function storeGridWeapon(gridWeapon: GridWeapon) { if (gridWeapon.position == -1) { setMainWeapon(gridWeapon) } else { // Store the grid unit at the correct position let newWeapons = Object.assign({}, weapons) newWeapons[gridWeapon.position] = gridWeapon setWeapons(newWeapons) } } // 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) { 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) => { if (mainWeapon && position == -1) { mainWeapon.uncap_level = uncapLevel setMainWeapon(mainWeapon) } else { let newWeapons = Object.assign({}, weapons) newWeapons[position].uncap_level = uncapLevel setWeapons(newWeapons) } } function storePreviousUncapValue(position: number) { // Save the current value in case of an unexpected result let newPreviousValues = {...previousUncapValues} newPreviousValues[position] = (mainWeapon && position == -1) ? mainWeapon.uncap_level : weapons[position].uncap_level setPreviousUncapValues(newPreviousValues) } // Render: JSX components const mainhandElement = ( { openSearchModal(-1) }} updateUncap={initiateUncapUpdate} /> ) const weaponGridElement = ( Array.from(Array(numWeapons)).map((x, i) => { return (
  • { openSearchModal(i) }} updateUncap={initiateUncapUpdate} />
  • ) }) ) const extraGridElement = ( ) return (
    { mainhandElement }
      { weaponGridElement }
    { (() => { return (hasExtra) ? extraGridElement : '' })() } {open ? ( ) : null}
    ) } export default WeaponGrid