/* eslint-disable react-hooks/exhaustive-deps */ import React, { useCallback, useEffect, useMemo, useState } from 'react' import { getCookie } from 'cookies-next' import { useSnapshot } from 'valtio' import { useTranslations } from 'next-intl' import { AxiosError, AxiosResponse } from 'axios' import debounce from 'lodash.debounce' import classNames from 'classnames' import Alert from '~components/common/Alert' import WeaponUnit from '~components/weapon/WeaponUnit' import ExtraWeaponsGrid from '~components/extra/ExtraWeaponsGrid' import ExtraContainer from '~components/extra/ExtraContainer' import ExtraContainerItem from '~components/extra/ExtraContainerItem' import GuidebooksGrid from '~components/extra/GuidebooksGrid' import WeaponConflictModal from '~components/weapon/WeaponConflictModal' import api from '~utils/api' import { appState } from '~utils/appState' import type { DetailsObject, SearchableObject } from '~types' import styles from './index.module.scss' // Props interface Props { new: boolean editable: boolean weapons?: GridWeapon[] guidebooks?: GuidebookList createParty: (details: DetailsObject) => Promise pushHistory?: (path: string) => void updateGuidebook: (book: Guidebook | undefined, position: number) => void } const WeaponGrid = (props: Props) => { // Constants const numWeapons: number = 9 // Localization const t = useTranslations('common') // Cookies const cookie = getCookie('account') const accountData: AccountCookie = cookie ? JSON.parse(cookie as string) : null // Set up state for error handling const [axiosError, setAxiosError] = useState() const [errorAlertOpen, setErrorAlertOpen] = useState(false) const [showIncompatibleAlert, setShowIncompatibleAlert] = useState(false) // Set up state for view management const { party, grid } = useSnapshot(appState) const [modalOpen, setModalOpen] = 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 }>({}) const [previousTranscendenceStages, setPreviousTranscendenceStages] = useState<{ [key: number]: number }>({}) // 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) { const payload: DetailsObject = { extra: party.extra } props.createParty(payload).then((team) => { saveWeapon(team.id, weapon, position).then((response) => { if (response && response.data.grid_weapon) { storeGridWeapon(response.data.grid_weapon) } }) }) } else { if (props.editable) saveWeapon(party.id, weapon, position) .then((response) => { console.log(response) if (response) handleWeaponResponse(response.data) }) .catch((error) => { const axiosError = error as AxiosError const response = axiosError.response if (response) { const code = response.status const data = response.data as any if ( code === 422 && data?.code === 'incompatible_weapon_for_position' ) { setShowIncompatibleAlert(true) } else { setErrorAlertOpen(true) setAxiosError(response) } } }) } } function receiveGuidebookFromSearch( object: SearchableObject, position: number ) { props.updateGuidebook(object as Guidebook, position) } 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 { if (data.grid_weapon) { storeGridWeapon(data.grid_weapon) } else { console.error('No grid weapon returned') console.log(data) } // 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 let post = false if ( position === -1 && (!appState.grid.weapons.mainWeapon || (appState.grid.weapons.mainWeapon && appState.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)) ) { post = true } if (post) { 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) => { // Remove conflicting characters from state conflicts.forEach((c) => { if (appState.grid.weapons.mainWeapon?.object.id === c.object.id) { appState.grid.weapons.mainWeapon = undefined appState.party.element = 0 } else { appState.grid.weapons.allWeapons[c.position] = undefined } }) // Store new character in state if (response.data.grid_weapon) storeGridWeapon(response.data.grid_weapon) else { console.error('No grid weapon returned') console.log(response.data) } // Reset conflict resetConflict() // Close modal setModalOpen(false) }) } } function resetConflict() { setPosition(-1) setConflicts([]) setIncoming(undefined) } async function removeWeapon(id: string) { try { const response = await api.endpoints.grid_weapons.destroy({ id: id }) const data = response.data if (data.position === -1) { appState.grid.weapons.mainWeapon = undefined } else { appState.grid.weapons.allWeapons[response.data.position] = undefined } } catch (error) { console.error(error) } } async function removeGuidebook(position: number) { props.updateGuidebook(undefined, position) } // 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 (props.editable) { 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) } // Methods: Updating transcendence stage // Note: Saves, but debouncing is not working properly async function saveTranscendence( id: string, position: number, stage: number ) { storePreviousUncapValue(position) storePreviousTranscendenceStage(position) const payload = { weapon: { uncap_level: stage > 0 ? 6 : 5, transcendence_step: stage, }, } try { if (stage != previousTranscendenceStages[position]) await api.updateTranscendence('weapon', id, stage).then((response) => { storeGridWeapon(response.data.grid_weapon) }) } catch (error) { console.error(error) // Revert optimistic UI updateUncapLevel(position, previousUncapValues[position]) updateTranscendenceStage(position, previousTranscendenceStages[position]) // Remove optimistic key let newPreviousTranscendenceStages = { ...previousTranscendenceStages } let newPreviousUncapValues = { ...previousUncapValues } delete newPreviousTranscendenceStages[position] delete newPreviousUncapValues[position] setPreviousTranscendenceStages(newPreviousTranscendenceStages) setPreviousUncapValues(newPreviousUncapValues) } } function initiateTranscendenceUpdate( id: string, position: number, stage: number ) { if (props.editable) { memoizeTranscendenceAction(id, position, stage) // Optimistically update UI updateTranscendenceStage(position, stage) if (stage > 0) { updateUncapLevel(position, 6) } } } const memoizeTranscendenceAction = useCallback( (id: string, position: number, stage: number) => { debouncedTranscendenceAction(id, position, stage) }, [props, previousTranscendenceStages] ) const debouncedTranscendenceAction = useMemo( () => debounce((id, position, number) => { saveTranscendence(id, position, number) }, 500), [props, saveTranscendence] ) const updateTranscendenceStage = (position: number, stage: number) => { // console.log(`Updating uncap level at position ${position} to ${uncapLevel}`) if (appState.grid.weapons.mainWeapon && position == -1) appState.grid.weapons.mainWeapon.transcendence_step = stage else { const weapon = appState.grid.weapons.allWeapons[position] if (weapon) { weapon.transcendence_step = stage appState.grid.weapons.allWeapons[position] = weapon } } } function storePreviousTranscendenceStage(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) } // Methods: Convenience const displayExtraContainer = props.editable || appState.party.extra || Object.values(appState.party.guidebooks).every((el) => el === undefined) // Render: JSX components const mainhandElement = ( ) const weaponGridElement = Array.from(Array(numWeapons)).map((x, i) => { const itemClasses = classNames({ Empty: appState.grid.weapons.allWeapons[i] === undefined, }) return (
  • ) }) const extraElement = () => { if (appState.party.raid && appState.party.raid.group.extra) { return ( {appState.party.raid && appState.party.raid.group.extra && ( )} {appState.party.raid && appState.party.raid.group.guidebooks && ( )} ) } } const conflictModal = () => { return incoming && conflicts ? ( ) : ( '' ) } const incompatibleAlert = () => { return showIncompatibleAlert ? ( setShowIncompatibleAlert(!showIncompatibleAlert)} cancelActionText={t('buttons.confirm')} message={t('alert.incompatible_weapon')} /> ) : ( '' ) } const errorAlert = () => { return ( setErrorAlertOpen(false)} cancelActionText={t('buttons.confirm')} /> ) } return (
    {conflicts ? conflictModal() : ''} {incompatibleAlert()} {errorAlert()}
    {mainhandElement}
      {weaponGridElement}
    {displayExtraContainer ? extraElement() : ''}
    ) } export default WeaponGrid