/* 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 Alert from '~components/Alert' import JobSection from '~components/JobSection' import CharacterUnit from '~components/CharacterUnit' import CharacterConflictModal from '~components/CharacterConflictModal' import type { JobSkillObject, SearchableObject } from '~types' import api from '~utils/api' import { appState } from '~utils/appState' import './index.scss' // Props interface Props { new: boolean characters?: GridCharacter[] createParty: () => Promise> pushHistory?: (path: string) => void } const CharacterGrid = (props: Props) => { // Constants const numCharacters: number = 5 // Cookies const cookie = getCookie('account') const accountData: AccountCookie = cookie ? JSON.parse(cookie as string) : null const headers = accountData ? { headers: { Authorization: `Bearer ${accountData.token}` } } : {} // Set up state for view management const { party, grid } = useSnapshot(appState) const [slug, setSlug] = useState() const [modalOpen, setModalOpen] = useState(false) // Set up state for conflict management const [incoming, setIncoming] = useState() const [conflicts, setConflicts] = useState([]) const [position, setPosition] = useState(0) // Set up state for data const [job, setJob] = useState() const [jobSkills, setJobSkills] = useState({ 0: undefined, 1: undefined, 2: undefined, 3: undefined, }) const [errorMessage, setErrorMessage] = useState('') // Create a temporary state to store previous character uncap values const [previousUncapValues, setPreviousUncapValues] = useState<{ [key: number]: number | undefined }>({}) // Set the editable flag only on first load useEffect(() => { // If user is logged in and matches if ( (accountData && party.user && accountData.userId === party.user.id) || props.new ) appState.party.editable = true else appState.party.editable = false }, [props.new, accountData, party]) useEffect(() => { setJob(appState.party.job) setJobSkills(appState.party.jobSkills) }, [appState]) // Initialize an array of current uncap values for each characters useEffect(() => { let initialPreviousUncapValues: { [key: number]: number } = {} Object.values(appState.grid.characters).map((o) => { o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0 }) setPreviousUncapValues(initialPreviousUncapValues) }, [appState.grid.characters]) // Methods: Adding an object from search function receiveCharacterFromSearch( object: SearchableObject, position: number ) { const character = object as Character if (!party.id) { props.createParty().then((response) => { const party = response.data.party appState.party.id = party.id setSlug(party.shortcode) if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`) saveCharacter(party.id, character, position) .then((response) => storeGridCharacter(response.data.grid_character)) .catch((error) => console.error(error)) }) } else { if (party.editable) saveCharacter(party.id, character, position) .then((response) => handleCharacterResponse(response.data)) .catch((error) => console.error(error)) } } async function handleCharacterResponse(data: any) { if (data.hasOwnProperty('conflicts')) { setIncoming(data.incoming) setConflicts(data.conflicts) setPosition(data.position) setModalOpen(true) } else { storeGridCharacter(data.grid_character) } } async function saveCharacter( partyId: string, character: Character, position: number ) { return await api.endpoints.characters.create( { character: { party_id: partyId, character_id: character.id, position: position, uncap_level: characterUncapLevel(character), }, }, headers ) } function storeGridCharacter(gridCharacter: GridCharacter) { appState.grid.characters[gridCharacter.position] = gridCharacter } async function resolveConflict() { if (incoming && conflicts.length > 0) { await api .resolveCharacterConflict({ incoming: incoming.id, conflicting: conflicts.map((c) => c.id), position: position, params: headers, }) .then((response) => { // Store new character in state storeGridCharacter(response.data.grid_character) // Remove conflicting characters from state conflicts.forEach( (c) => (appState.grid.characters[c.position] = undefined) ) // Reset conflict resetConflict() // Close modal setModalOpen(false) }) } } function resetConflict() { setPosition(-1) setConflicts([]) setIncoming(undefined) } // Methods: Saving job and job skills const saveJob = function (job: Job) { const payload = { party: { job_id: job ? job.id : '', }, ...headers, } if (party.id && appState.party.editable) { api.updateJob({ partyId: party.id, params: payload }).then((response) => { const newParty = response.data.party setJob(newParty.job) appState.party.job = newParty.job setJobSkills(newParty.job_skills) appState.party.jobSkills = newParty.job_skills }) } } const saveJobSkill = function (skill: JobSkill, position: number) { if (party.id && appState.party.editable) { const positionedKey = `skill${position}_id` let skillObject: { [key: string]: string | undefined skill0_id?: string skill1_id?: string skill2_id?: string skill3_id?: string } = {} const payload = { party: skillObject, ...headers, } skillObject[positionedKey] = skill.id api .updateJobSkills({ partyId: party.id, params: payload }) .then((response) => { // Update the current skills const newSkills = response.data.party.job_skills setJobSkills(newSkills) appState.party.jobSkills = newSkills }) .catch((error) => { const data = error.response.data if (data.code == 'too_many_skills_of_type') { const message = `You can only add up to 2 ${ data.skill_type === 'emp' ? data.skill_type.toUpperCase() : data.skill_type } skills to your party at once.` setErrorMessage(message) } console.log(error.response.data) }) } } // Methods: Helpers function characterUncapLevel(character: Character) { let uncapLevel if (character.special) { uncapLevel = 3 if (character.uncap.ulb) uncapLevel = 5 else if (character.uncap.flb) uncapLevel = 4 } else { uncapLevel = 4 if (character.uncap.ulb) uncapLevel = 6 else if (character.uncap.flb) uncapLevel = 5 } return uncapLevel } // 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('character', id, uncapLevel).then((response) => { storeGridCharacter(response.data.grid_character) }) } 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 | undefined ) => { const character = appState.grid.characters[position] if (character && uncapLevel) { character.uncap_level = uncapLevel appState.grid.characters[position] = character } } function storePreviousUncapValue(position: number) { // Save the current value in case of an unexpected result let newPreviousValues = { ...previousUncapValues } if (grid.characters[position]) { newPreviousValues[position] = grid.characters[position]?.uncap_level setPreviousUncapValues(newPreviousValues) } } function cancelAlert() { setErrorMessage('') } // Render: JSX components return (
0} message={errorMessage} cancelAction={cancelAlert} cancelActionText={'Got it'} />
    {Array.from(Array(numCharacters)).map((x, i) => { return (
  • ) })}
) } export default CharacterGrid