hensei-web/components/WeaponGrid/index.tsx

275 lines
9.3 KiB
TypeScript

/* eslint-disable react-hooks/exhaustive-deps */
import React, { useCallback, useContext, useEffect, useMemo, useState } from 'react'
import { useCookies } from 'react-cookie'
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 state from '~utils/state'
import './index.scss'
// Props
interface Props {
slug?: string
createParty: (extra: boolean) => Promise<AxiosResponse<any, any>>
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 { party, grid } = useSnapshot(state)
const [slug, setSlug] = useState()
const [found, setFound] = useState(false)
const [loading, setLoading] = useState(true)
// Create a temporary state to store previous weapon uncap values
const [previousUncapValues, setPreviousUncapValues] = useState<{[key: number]: number}>({})
// Fetch data from the server
useEffect(() => {
const shortcode = (props.slug) ? props.slug : slug
if (shortcode) fetchGrid(shortcode)
else state.party.editable = true
}, [slug, props.slug])
// Initialize an array of current uncap values for each weapon
useEffect(() => {
let initialPreviousUncapValues: {[key: number]: number} = {}
if (state.grid.weapons.mainWeapon)
initialPreviousUncapValues[-1] = state.grid.weapons.mainWeapon.uncap_level
Object.values(state.grid.weapons.allWeapons).map(o => initialPreviousUncapValues[o.position] = o.uncap_level)
setPreviousUncapValues(initialPreviousUncapValues)
}, [state.grid.weapons.mainWeapon, state.grid.weapons.allWeapons])
// 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) {
state.party.editable = true
}
// Store the important party and state-keeping values
state.party.id = party.id
state.party.extra = 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]) {
list.forEach((gridObject: GridWeapon) => {
if (gridObject.mainhand) {
state.grid.weapons.mainWeapon = gridObject
state.party.element = gridObject.object.element
} else if (!gridObject.mainhand && gridObject.position != null) {
state.grid.weapons.allWeapons[gridObject.position] = gridObject
}
})
}
// Methods: Adding an object from search
function receiveWeaponFromSearch(object: Character | Weapon | Summon, position: number) {
const weapon = object as Weapon
if (position == 1)
state.party.element = weapon.element
if (!party.id) {
props.createParty(party.extra)
.then(response => {
const party = response.data.party
state.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) {
state.grid.weapons.mainWeapon = gridWeapon
state.party.element = gridWeapon.object.element
} else {
// Store the grid unit at the correct position
state.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 (state.grid.weapons.mainWeapon && position == -1)
state.grid.weapons.mainWeapon.uncap_level = uncapLevel
else
state.grid.weapons.allWeapons[position].uncap_level = uncapLevel
}
function storePreviousUncapValue(position: number) {
// Save the current value in case of an unexpected result
let newPreviousValues = {...previousUncapValues}
newPreviousValues[position] = (state.grid.weapons.mainWeapon && position == -1) ?
state.grid.weapons.mainWeapon.uncap_level : state.grid.weapons.allWeapons[position].uncap_level
setPreviousUncapValues(newPreviousValues)
}
// Render: JSX components
const mainhandElement = (
<WeaponUnit
gridWeapon={grid.weapons.mainWeapon}
editable={party.editable}
key="grid_mainhand"
position={-1}
unitType={0}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)
const weaponGridElement = (
Array.from(Array(numWeapons)).map((x, i) => {
return (
<li key={`grid_unit_${i}`} >
<WeaponUnit
gridWeapon={grid.weapons.allWeapons[i]}
editable={party.editable}
position={i}
unitType={1}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
</li>
)
})
)
const extraGridElement = (
<ExtraWeapons
grid={state.grid.weapons.allWeapons}
editable={party.editable}
offset={numWeapons}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)
return (
<div id="WeaponGrid">
<div id="MainGrid">
{ mainhandElement }
<ul className="grid_weapons">{ weaponGridElement }</ul>
</div>
{ (() => { return (party.extra) ? extraGridElement : '' })() }
</div>
)
}
export default WeaponGrid