## Component Refactors: - Updated `CharacterHovercard` to improve over mastery and awakening section logic. - Refactored `CharacterModal` to streamline state management (rings, awakening, perpetuity) and object preparation. - Adjusted `CharacterUnit` for consistent over mastery handling. - Simplified `AwakeningSelectWithInput` to use awakening slug values and improve error handling. - Updated `RingSelect` to refine ring value syncing and index logic. - Modified `Party` and `PartyHead` to ensure consistent over mastery processing and proper preview URL construction. - Updated `WeaponModal` to align awakening value handling with the new slug-based approach. ## Styling and Configuration: - Improved grid layout and styling in the `WeaponRep` SCSS module. - Updated `next.config.js` rewrite rules to support new preview and character routes. - Added a new API endpoint (`pages/api/preview/[shortcode].tsx`) for fetching party preview images. ## Type Definitions: - Refined types in `types/GridCharacter.d.ts` and `types/index.d.ts` to reflect updated structures for rings, over mastery, and awakening.
472 lines
14 KiB
TypeScript
472 lines
14 KiB
TypeScript
import React, { useEffect, useState } from 'react'
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import { getCookie } from 'cookies-next'
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import { useRouter } from 'next/router'
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import { subscribe, useSnapshot } from 'valtio'
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import { useTranslation } from 'next-i18next'
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import clonedeep from 'lodash.clonedeep'
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import Alert from '~components/common/Alert'
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import PartySegmentedControl from '~components/party/PartySegmentedControl'
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import PartyFooter from '~components/party/PartyFooter'
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import PartyHeader from '~components/party/PartyHeader'
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import WeaponGrid from '~components/weapon/WeaponGrid'
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import SummonGrid from '~components/summon/SummonGrid'
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import CharacterGrid from '~components/character/CharacterGrid'
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import api from '~utils/api'
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import { accountState } from '~utils/accountState'
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import { appState, initialAppState } from '~utils/appState'
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import { getLocalId } from '~utils/localId'
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import { GridType } from '~utils/enums'
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import { retrieveCookies } from '~utils/retrieveCookies'
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import { setEditKey, storeEditKey, unsetEditKey } from '~utils/userToken'
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import type { CharacterOverMastery, DetailsObject } from '~types'
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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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selectedTab: GridType
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raidGroups: RaidGroup[]
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handleTabChanged: (value: string) => void
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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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// Localization
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const { t } = useTranslation('common')
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// Set up states
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const { party } = useSnapshot(appState)
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const [updatedParty, setUpdatedParty] = useState<Party | undefined>()
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const [editable, setEditable] = useState(false)
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const [refresh, setRefresh] = useState(false)
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const [errorMessage, setErrorMessage] = useState('')
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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) {
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storeParty(props.team)
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setUpdatedParty(props.team)
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}
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}, [])
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// Subscribe to app state to listen for account changes and
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// unsubscribe when component is unmounted
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const unsubscribe = subscribe(accountState, () => {
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setRefresh(true)
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})
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useEffect(() => () => unsubscribe(), [])
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// Set editable on first load
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useEffect(() => {
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// Get cookie
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const cookie = getCookie('account')
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const accountData: AccountCookie = cookie
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? JSON.parse(cookie as string)
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: null
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// Unset edit key and make the party not editable on first load
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let editable = false
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unsetEditKey()
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if (props.new) editable = true
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if (accountData && props.team && !props.new) {
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if (accountData.token) {
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// Authenticated
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if (props.team.user && accountData.userId === props.team.user.id) {
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editable = true
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}
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} else {
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// Not authenticated
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if (!props.team.user && accountData.userId === props.team.local_id) {
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// Set editable
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editable = true
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// Also set edit key header
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setEditKey(props.team.id)
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}
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}
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}
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appState.party.editable = editable
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setEditable(editable)
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}, [refresh])
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// Methods: Creating a new party
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async function createParty(details?: DetailsObject) {
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let payload = formatDetailsObject(details ?? {})
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return await api.endpoints.parties.create(payload).then((response) => {
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storeParty(response.data.party)
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setUpdatedParty(response.data.party)
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return Promise.resolve(response.data.party)
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})
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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 (props.team && props.team.id) {
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return await api.endpoints.parties
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.update(props.team.id, payload)
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.then((response) => {
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storeParty(response.data.party)
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setUpdatedParty(response.data.party)
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return Promise.resolve(response.data.party)
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})
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.catch((error) => {
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const data = error.response.data
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if (data.errors && Object.keys(data.errors).includes('guidebooks')) {
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const message = t('errors.validation.guidebooks')
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setErrorMessage(message)
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}
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})
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}
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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 (!props.team) return await createParty(details)
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else if (party.editable) return await 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 != undefined)
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payload.charge_attack = details.chargeAttack
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if (details.fullAuto != undefined) payload.full_auto = details.fullAuto
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if (details.autoGuard != undefined) payload.auto_guard = details.autoGuard
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if (details.autoSummon != undefined)
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payload.auto_summon = details.autoSummon
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if (details.clearTime) payload.clear_time = details.clearTime
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if (details.buttonCount !== undefined)
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payload.button_count = details.buttonCount
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if (details.chainCount !== undefined)
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payload.chain_count = details.chainCount
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if (details.turnCount !== undefined) payload.turn_count = details.turnCount
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if (details.job) payload.job_id = details.job.id
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if (details.guidebook1_id) payload.guidebook1_id = details.guidebook1_id
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if (details.guidebook2_id) payload.guidebook2_id = details.guidebook2_id
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if (details.guidebook3_id) payload.guidebook3_id = details.guidebook3_id
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if (details.visibility) payload.visibility = details.visibility
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if (getLocalId()) payload.local_id = getLocalId()
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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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function cancelAlert() {
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setErrorMessage('')
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}
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function updateGuidebook(book: Guidebook | undefined, position: number) {
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let id: string | undefined = ''
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if (book) id = book.id
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else if (!book) id = 'undefined'
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else id = undefined
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const details: DetailsObject = {
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guidebook1_id: position === 1 ? id : undefined,
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guidebook2_id: position === 2 ? id : undefined,
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guidebook3_id: position === 3 ? id : undefined,
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}
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if (props.team && props.team.id) {
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updateParty(details)
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} else {
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createParty(details)
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}
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}
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// Remixing the party
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function remixTeam() {
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// setOriginalName(partySnapshot.name ? partySnapshot.name : t('no_title'))
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if (props.team && props.team.shortcode) {
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const body = { local_id: getLocalId() }
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api
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.remix({ shortcode: props.team.shortcode, body: body })
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.then((response) => {
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const remix = response.data.party
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// Store the edit key in local storage
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if (remix.edit_key) {
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storeEditKey(remix.id, remix.edit_key)
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setEditKey(remix.id)
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}
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router.push(`/p/${remix.shortcode}`)
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// setRemixToastOpen(true)
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})
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}
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}
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// Deleting the party
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function deleteTeam() {
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if (props.team && editable) {
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api.endpoints.parties
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.destroy({ id: props.team.id })
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.then(() => {
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// Push to route
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if (cookies && cookies.account.username) {
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router.push(`/${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: any) {
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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 ? 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.chargeAttack = team.charge_attack
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appState.party.fullAuto = team.full_auto
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appState.party.autoGuard = team.auto_guard
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appState.party.autoSummon = team.auto_summon
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appState.party.clearTime = team.clear_time
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appState.party.buttonCount =
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team.button_count !== null ? team.button_count : undefined
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appState.party.chainCount =
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team.chain_count !== null ? team.chain_count : undefined
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appState.party.turnCount =
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team.turn_count !== null ? team.turn_count : undefined
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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.guidebooks = team.guidebooks
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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.visibility = team.visibility
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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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// Handle the state of the edit key
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if (!team.user) {
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if (team.edit_key) {
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storeEditKey(team.id, team.edit_key)
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} else if (team.local_id) {
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setEditKey(team.local_id)
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}
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} else {
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unsetEditKey()
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}
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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 (props.selectedTab === GridType.Character) {
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tab = 'characters'
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} else if (props.selectedTab === 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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let character = clonedeep(object)
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if (character.over_mastery && character.over_mastery) {
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const overMastery: CharacterOverMastery = [
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object.over_mastery[0],
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object.over_mastery[1],
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object.over_mastery[2],
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object.over_mastery[3],
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]
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character.over_mastery = overMastery
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}
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if (character.position != null) {
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appState.grid.characters[object.position] = character
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}
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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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let weapon = clonedeep(gridObject)
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if (weapon.object.element === 0 && weapon.element < 1)
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weapon.element = gridObject.object.element
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appState.grid.weapons.allWeapons[gridObject.position] = weapon
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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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props.handleTabChanged(event.target.value)
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}
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// Render: JSX components
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const errorAlert = () => {
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return (
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<Alert
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open={errorMessage.length > 0}
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message={errorMessage}
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cancelAction={cancelAlert}
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cancelActionText={t('buttons.confirm')}
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/>
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)
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}
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const navigation = (
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<PartySegmentedControl
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selectedTab={props.selectedTab}
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onClick={segmentClicked}
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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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editable={editable}
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weapons={props.team?.weapons}
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guidebooks={props.team?.guidebooks}
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createParty={createParty}
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pushHistory={props.pushHistory}
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updateGuidebook={updateGuidebook}
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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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editable={editable}
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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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editable={editable}
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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 (props.selectedTab) {
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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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{errorAlert()}
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<PartyHeader
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party={updatedParty}
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new={props.new || false}
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editable={props.new ? true : party.editable}
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raidGroups={props.raidGroups}
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deleteCallback={deleteTeam}
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remixCallback={remixTeam}
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updateCallback={updateDetails}
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/>
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{navigation}
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<section id="Party">{currentGrid()}</section>
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<PartyFooter
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party={updatedParty}
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new={props.new || false}
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editable={party.editable}
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raidGroups={props.raidGroups}
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remixCallback={remixTeam}
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updateCallback={updateDetails}
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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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