/* 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