We changed the method in the New route to use the Next.js Router, which is causing us to navigate to the Party route and causing issues. This change makes it so that users stay on the same tab when they reach their destination.
307 lines
8.7 KiB
TypeScript
307 lines
8.7 KiB
TypeScript
import React, { useEffect, useState } from 'react'
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import { useRouter } from 'next/router'
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import { useSnapshot } from 'valtio'
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import clonedeep from 'lodash.clonedeep'
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import PartySegmentedControl from '~components/PartySegmentedControl'
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import PartyDetails from '~components/PartyDetails'
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import WeaponGrid from '~components/WeaponGrid'
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import SummonGrid from '~components/SummonGrid'
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import CharacterGrid from '~components/CharacterGrid'
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import api from '~utils/api'
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import { appState, initialAppState } from '~utils/appState'
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import { GridType } from '~utils/enums'
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import { retrieveCookies } from '~utils/retrieveCookies'
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import type { DetailsObject } from '~types'
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import './index.scss'
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// Props
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interface Props {
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new?: boolean
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team?: Party
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raids: Raid[][]
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selectedTab: GridType
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pushHistory?: (path: string) => void
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}
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const defaultProps = {
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selectedTab: GridType.Weapon,
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}
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const Party = (props: Props) => {
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// Set up router
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const router = useRouter()
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// Set up states
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const { party } = useSnapshot(appState)
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const [currentTab, setCurrentTab] = useState<GridType>(GridType.Weapon)
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// Retrieve cookies
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const cookies = retrieveCookies()
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// Reset state on first load
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useEffect(() => {
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const resetState = clonedeep(initialAppState)
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appState.grid = resetState.grid
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if (props.team) storeParty(props.team)
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}, [])
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// Set selected tab from props
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useEffect(() => {
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setCurrentTab(props.selectedTab)
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}, [props.selectedTab])
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// Methods: Creating a new party
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async function createParty(details?: DetailsObject) {
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let payload = {}
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if (details) payload = formatDetailsObject(details)
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return await api.endpoints.parties
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.create(payload)
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.then((response) => storeParty(response.data.party))
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}
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// Methods: Updating the party's details
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async function updateDetails(details: DetailsObject) {
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if (!appState.party.id) return await createParty(details)
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else updateParty(details)
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}
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function formatDetailsObject(details: DetailsObject) {
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const payload: { [key: string]: any } = {}
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if (details.name) payload.name = details.name
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if (details.description) payload.description = details.description
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if (details.raid) payload.raid_id = details.raid.id
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if (details.chargeAttack) payload.charge_attack = details.chargeAttack
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if (details.fullAuto) payload.full_auto = details.fullAuto
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if (details.autoGuard) payload.auto_guard = details.autoGuard
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if (details.clearTime) payload.clear_time = details.clearTime
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if (details.buttonCount) payload.button_count = details.buttonCount
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if (details.chainCount) payload.chain_count = details.chainCount
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if (details.turnCount) payload.turn_count = details.turnCount
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if (details.extra) payload.extra = details.extra
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if (details.job) payload.job_id = details.job.id
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if (Object.keys(payload).length > 1) return { party: payload }
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else return {}
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}
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async function updateParty(details: DetailsObject) {
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const payload = formatDetailsObject(details)
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if (appState.party.id) {
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return await api.endpoints.parties
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.update(appState.party.id, payload)
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.then((response) => storeParty(response.data.party))
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}
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}
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function checkboxChanged(event: React.ChangeEvent<HTMLInputElement>) {
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appState.party.extra = event.target.checked
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// Only save if this is a saved party
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if (appState.party.id) {
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api.endpoints.parties.update(appState.party.id, {
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party: { extra: event.target.checked },
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})
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}
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}
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// Deleting the party
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function deleteTeam() {
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if (appState.party.editable && appState.party.id) {
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api.endpoints.parties
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.destroy({ id: appState.party.id })
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.then(() => {
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// Push to route
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if (cookies && cookies.account.username) {
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router.push(`/${cookies.account.username}`)
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} else {
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router.push('/')
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}
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// Clean state
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const resetState = clonedeep(initialAppState)
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Object.keys(resetState).forEach((key) => {
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appState[key] = resetState[key]
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})
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// Set party to be editable
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appState.party.editable = true
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})
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.catch((error) => {
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console.error(error)
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})
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}
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}
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// Methods: Storing party data
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const storeParty = function (team: Party) {
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// Store the important party and state-keeping values in global state
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appState.party.name = team.name
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appState.party.description = team.description
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appState.party.raid = team.raid
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appState.party.updated_at = team.updated_at
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appState.party.job = team.job
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appState.party.jobSkills = team.job_skills
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appState.party.accessory = team.accessory
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appState.party.id = team.id
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appState.party.shortcode = team.shortcode
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appState.party.extra = team.extra
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appState.party.user = team.user
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appState.party.favorited = team.favorited
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appState.party.remix = team.remix
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appState.party.remixes = team.remixes
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appState.party.sourceParty = team.source_party
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appState.party.created_at = team.created_at
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appState.party.updated_at = team.updated_at
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appState.party.detailsVisible = false
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// Populate state
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storeCharacters(team.characters)
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storeWeapons(team.weapons)
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storeSummons(team.summons)
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// Create a string to send the user back to the tab they're currently on
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let tab = ''
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if (currentTab === GridType.Character) {
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tab = 'characters'
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} else if (currentTab === GridType.Summon) {
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tab = 'summons'
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}
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// Then, push the browser history to the new party's URL
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if (props.pushHistory) {
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props.pushHistory(`/p/${team.shortcode}/${tab}`)
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}
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return team
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}
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const storeCharacters = (list: Array<GridCharacter>) => {
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list.forEach((object: GridCharacter) => {
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if (object.position != null)
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appState.grid.characters[object.position] = object
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})
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}
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const storeWeapons = (list: Array<GridWeapon>) => {
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list.forEach((gridObject: GridWeapon) => {
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if (gridObject.mainhand) {
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appState.grid.weapons.mainWeapon = gridObject
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appState.party.element = gridObject.object.element
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} else if (!gridObject.mainhand && gridObject.position != null) {
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appState.grid.weapons.allWeapons[gridObject.position] = gridObject
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}
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})
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}
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const storeSummons = (list: Array<GridSummon>) => {
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list.forEach((gridObject: GridSummon) => {
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if (gridObject.main) appState.grid.summons.mainSummon = gridObject
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else if (gridObject.friend)
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appState.grid.summons.friendSummon = gridObject
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else if (
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!gridObject.main &&
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!gridObject.friend &&
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gridObject.position != null
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)
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appState.grid.summons.allSummons[gridObject.position] = gridObject
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})
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}
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// Methods: Navigating with segmented control
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function segmentClicked(event: React.ChangeEvent<HTMLInputElement>) {
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const path = [
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router.asPath.split('/').filter((el) => el != '')[1],
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event.target.value,
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].join('/')
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switch (event.target.value) {
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case 'characters':
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router.replace(path)
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setCurrentTab(GridType.Character)
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break
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case 'weapons':
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router.replace(path)
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setCurrentTab(GridType.Weapon)
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break
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case 'summons':
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router.replace(path)
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setCurrentTab(GridType.Summon)
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break
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default:
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break
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}
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}
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// Render: JSX components
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const navigation = (
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<PartySegmentedControl
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selectedTab={currentTab}
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onClick={segmentClicked}
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onCheckboxChange={checkboxChanged}
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/>
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)
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const weaponGrid = (
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<WeaponGrid
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new={props.new || false}
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weapons={props.team?.weapons}
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createParty={createParty}
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pushHistory={props.pushHistory}
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/>
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)
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const summonGrid = (
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<SummonGrid
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new={props.new || false}
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summons={props.team?.summons}
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createParty={createParty}
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pushHistory={props.pushHistory}
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/>
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)
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const characterGrid = (
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<CharacterGrid
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new={props.new || false}
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characters={props.team?.characters}
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createParty={createParty}
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pushHistory={props.pushHistory}
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/>
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)
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const currentGrid = () => {
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switch (currentTab) {
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case GridType.Character:
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return characterGrid
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case GridType.Weapon:
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return weaponGrid
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case GridType.Summon:
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return summonGrid
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}
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}
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return (
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<React.Fragment>
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{navigation}
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<section id="Party">{currentGrid()}</section>
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<PartyDetails
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party={props.team}
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new={props.new || false}
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editable={party.editable}
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updateCallback={updateDetails}
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deleteCallback={deleteTeam}
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/>
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</React.Fragment>
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)
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}
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Party.defaultProps = defaultProps
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export default Party
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