hensei-web/components/Party/index.tsx
2022-12-23 21:02:16 -08:00

249 lines
6.6 KiB
TypeScript

import React, { useCallback, useEffect, useMemo, useState } from 'react'
import { useRouter } from 'next/router'
import { useSnapshot } from 'valtio'
import { getCookie } from 'cookies-next'
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 './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) {
let body = {
party: {
extra: extra,
},
}
return await api.endpoints.parties.create(body)
}
// 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 },
})
}
}
function updateDetails(name?: string, description?: string, raid?: Raid) {
if (
appState.party.name !== name ||
appState.party.description !== description ||
appState.party.raid?.id !== raid?.id
) {
if (appState.party.id)
api.endpoints.parties
.update(appState.party.id, {
party: {
name: name,
description: description,
raid_id: raid?.id,
},
})
.then(() => {
appState.party.name = name
appState.party.description = description
appState.party.raid = raid
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
editable={party.editable}
updateCallback={updateDetails}
deleteCallback={deleteTeam}
/>
</React.Fragment>
)
}
export default Party