hensei-web/components/Party/index.tsx
Justin Edmund 5de556b367 Create teams when arbitrary details are changed
These teams have no weapons and won't show up anywhere but the user's profile. We should probably clean out completely empty teams every once in a while with a CRON job.
2023-01-07 23:25:55 -08:00

282 lines
7.9 KiB
TypeScript

import React, { useEffect, useState } from 'react'
import { useRouter } from 'next/router'
import { useSnapshot } from 'valtio'
import clonedeep from 'lodash.clonedeep'
import PartySegmentedControl from '~components/PartySegmentedControl'
import PartyDetails from '~components/PartyDetails'
import WeaponGrid from '~components/WeaponGrid'
import SummonGrid from '~components/SummonGrid'
import CharacterGrid from '~components/CharacterGrid'
import api from '~utils/api'
import { appState, initialAppState } from '~utils/appState'
import { GridType, TeamElement } from '~utils/enums'
import type { DetailsObject } from '~types'
import './index.scss'
// Props
interface Props {
new?: boolean
team?: Party
raids: Raid[][]
pushHistory?: (path: string) => void
}
const Party = (props: Props) => {
// Set up router
const router = useRouter()
// Set up states
const { party } = useSnapshot(appState)
const [currentTab, setCurrentTab] = useState<GridType>(GridType.Weapon)
// Reset state on first load
useEffect(() => {
const resetState = clonedeep(initialAppState)
appState.grid = resetState.grid
if (props.team) storeParty(props.team)
}, [])
// Methods: Creating a new party
async function createParty(extra: boolean = false) {
return await api.endpoints.parties.create({
party: {
extra: extra,
},
})
}
// Methods: Updating the party's details
function checkboxChanged(event: React.ChangeEvent<HTMLInputElement>) {
appState.party.extra = event.target.checked
if (party.id) {
api.endpoints.parties.update(party.id, {
party: { extra: event.target.checked },
})
}
}
async function updateDetails(details: DetailsObject) {
if (
appState.party.name !== details.name ||
appState.party.description !== details.description ||
appState.party.raid?.id !== details.raid?.id
) {
if (!appState.party.id)
await createParty().then((response) => {
// If the party has no ID, create a new party
const party = response.data.party
storeParty(party)
// Then, push the browser history to the new party's URL
if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`)
})
// Update the party
await sendUpdate(details)
}
}
async function sendUpdate(details: DetailsObject) {
if (appState.party.id) {
return await api.endpoints.parties
.update(appState.party.id, {
party: {
name: details.name,
description: details.description,
raid_id: details.raid?.id,
charge_attack: details.chargeAttack,
full_auto: details.fullAuto,
auto_guard: details.autoGuard,
clear_time: details.clearTime,
button_count: details.buttonCount,
chain_count: details.chainCount,
turn_count: details.turnCount,
},
})
.then(() => {
appState.party.name = details.name
appState.party.description = details.description
appState.party.raid = details.raid
appState.party.chargeAttack = details.chargeAttack
appState.party.fullAuto = details.fullAuto
appState.party.autoGuard = details.autoGuard
appState.party.clearTime = details.clearTime
appState.party.buttonCount = details.buttonCount
appState.party.chainCount = details.chainCount
appState.party.turnCount = details.turnCount
appState.party.updated_at = party.updated_at
})
}
}
// Deleting the party
function deleteTeam(event: React.MouseEvent<HTMLButtonElement, MouseEvent>) {
if (appState.party.editable && appState.party.id) {
api.endpoints.parties
.destroy({ id: appState.party.id })
.then(() => {
// Push to route
router.push('/')
// Clean state
const resetState = clonedeep(initialAppState)
Object.keys(resetState).forEach((key) => {
appState[key] = resetState[key]
})
// Set party to be editable
appState.party.editable = true
})
.catch((error) => {
console.error(error)
})
}
}
// Methods: Storing party data
const storeParty = function (team: Party) {
// Store the important party and state-keeping values
appState.party.name = team.name
appState.party.description = team.description
appState.party.raid = team.raid
appState.party.updated_at = team.updated_at
appState.party.job = team.job
appState.party.jobSkills = team.job_skills
appState.party.id = team.id
appState.party.extra = team.extra
appState.party.user = team.user
appState.party.favorited = team.favorited
appState.party.created_at = team.created_at
appState.party.updated_at = team.updated_at
appState.party.detailsVisible = false
// Populate state
storeCharacters(team.characters)
storeWeapons(team.weapons)
storeSummons(team.summons)
}
const storeCharacters = (list: Array<GridCharacter>) => {
list.forEach((object: GridCharacter) => {
if (object.position != null)
appState.grid.characters[object.position] = object
})
}
const storeWeapons = (list: Array<GridWeapon>) => {
list.forEach((gridObject: GridWeapon) => {
if (gridObject.mainhand) {
appState.grid.weapons.mainWeapon = gridObject
appState.party.element = gridObject.object.element
} else if (!gridObject.mainhand && gridObject.position != null) {
appState.grid.weapons.allWeapons[gridObject.position] = gridObject
}
})
}
const storeSummons = (list: Array<GridSummon>) => {
list.forEach((gridObject: GridSummon) => {
if (gridObject.main) appState.grid.summons.mainSummon = gridObject
else if (gridObject.friend)
appState.grid.summons.friendSummon = gridObject
else if (
!gridObject.main &&
!gridObject.friend &&
gridObject.position != null
)
appState.grid.summons.allSummons[gridObject.position] = gridObject
})
}
// Methods: Navigating with segmented control
function segmentClicked(event: React.ChangeEvent<HTMLInputElement>) {
switch (event.target.value) {
case 'class':
setCurrentTab(GridType.Class)
break
case 'characters':
setCurrentTab(GridType.Character)
break
case 'weapons':
setCurrentTab(GridType.Weapon)
break
case 'summons':
setCurrentTab(GridType.Summon)
break
default:
break
}
}
// Render: JSX components
const navigation = (
<PartySegmentedControl
selectedTab={currentTab}
onClick={segmentClicked}
onCheckboxChange={checkboxChanged}
/>
)
const weaponGrid = (
<WeaponGrid
new={props.new || false}
weapons={props.team?.weapons}
createParty={createParty}
pushHistory={props.pushHistory}
/>
)
const summonGrid = (
<SummonGrid
new={props.new || false}
summons={props.team?.summons}
createParty={createParty}
pushHistory={props.pushHistory}
/>
)
const characterGrid = (
<CharacterGrid
new={props.new || false}
characters={props.team?.characters}
createParty={createParty}
pushHistory={props.pushHistory}
/>
)
const currentGrid = () => {
switch (currentTab) {
case GridType.Character:
return characterGrid
case GridType.Weapon:
return weaponGrid
case GridType.Summon:
return summonGrid
}
}
return (
<React.Fragment>
{navigation}
<section id="Party">{currentGrid()}</section>
<PartyDetails
party={props.team}
new={props.new || false}
editable={party.editable}
updateCallback={updateDetails}
deleteCallback={deleteTeam}
/>
</React.Fragment>
)
}
export default Party