/* eslint-disable react-hooks/exhaustive-deps */ import React, { useCallback, useEffect, useMemo, useState } from "react"; import { getCookie } from "cookies-next"; import { useSnapshot } from "valtio"; 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"; // Props interface Props { new: boolean; weapons?: GridWeapon[]; createParty: (extra: boolean) => Promise>; pushHistory?: (path: string) => void; } const WeaponGrid = (props: Props) => { // Constants const numWeapons: number = 9; // Cookies const cookie = getCookie("account"); const accountData: AccountCookie = cookie ? JSON.parse(cookie as string) : null; const headers = accountData ? { headers: { Authorization: `Bearer ${accountData.token}` } } : {}; // Set up state for view management const { party, grid } = useSnapshot(appState); const [slug, setSlug] = useState(); // Create a temporary state to store previous weapon uncap values const [previousUncapValues, setPreviousUncapValues] = useState<{ [key: number]: number; }>({}); // Set the editable flag only on first load useEffect(() => { // If user is logged in and matches if ( (accountData && party.user && accountData.userId === party.user.id) || props.new ) appState.party.editable = true; else appState.party.editable = false; }, [props.new, accountData, party]); // Initialize an array of current uncap values for each weapon useEffect(() => { let initialPreviousUncapValues: { [key: number]: number } = {}; if (appState.grid.weapons.mainWeapon) initialPreviousUncapValues[-1] = appState.grid.weapons.mainWeapon.uncap_level; Object.values(appState.grid.weapons.allWeapons).map((o) => o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0 ); setPreviousUncapValues(initialPreviousUncapValues); }, [appState.grid.weapons.mainWeapon, appState.grid.weapons.allWeapons]); // Methods: Adding an object from search function receiveWeaponFromSearch(object: SearchableObject, position: number) { const weapon = object as Weapon; if (position == 1) appState.party.element = weapon.element; if (!party.id) { props.createParty(party.extra).then((response) => { const party = response.data.party; appState.party.id = party.id; setSlug(party.shortcode); if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`); saveWeapon(party.id, weapon, position).then((response) => storeGridWeapon(response.data.grid_weapon) ); }); } else { saveWeapon(party.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) { 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; } } // 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 (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 = ( ); return (
    {mainhandElement}
      {weaponGridElement}
    {(() => { return party.extra ? extraGridElement : ""; })()}
    ); }; export default WeaponGrid;