* Update the updates page with new items (#306) * Add Nier and Estarriola uncaps (#308) * Update the updates page with new items (#306) (#307) * Update .gitignore * Add Nier and Estarriola uncaps * Fix uncaps treated as new characters * Redesigned team navigation (#310) * Add ellipsis icon * Reduce size of tokens * Move UpdateToast to toasts folder * Update variables.scss * Add reps for grid objects These reps act like the existing PartyRep except for Characters and Summons, as well as a new component just for Weapons. They only render the grid of objects and nothing else. Eventually PartyRep will use WeaponRep * Added RepSegment This is a Character, Weapon or Summon rep wrapped with an input and label for use in a SegmentedControl * Modify PartySegmentedControl to use RepSegments This will not work on mobile yet, where it should gracefully degrade to a normal SegmentedControl with only text * Extract URL copied and Remixed toasts into files * Extract delete team alert into a file Also, to support this: * Added `Destructive` class to Button * Added `primaryActionClassName` prop to Alert * Added an alert for when remixing teams * Began refactoring PartyDetails into several files * PartyHeader will live at the top, above the new segmented control * PartyDetails stays below, only showing remixed teams and the description * PartyDropdown handles the new ... menu * Remove duplicated code This is description and remix code that is still in `PartyDetails` * Small fixes for weapon grid * Add placeholder image for guidebooks * Add localizations * Add Guidebook type and update other types * Update gitignore Don't commit guidebook images * Indicate if a dialog is scrollable We had broken paging in the infinite scroll component. Turning off "scrolling" at the dialog levels fixes it without adding scrollbars in environments that persistently show them * Add ExtraContainer This is the purple container that will contain additional weapons and sephira guidebooks * Move ExtraWeapons to ExtraWeaponsGrid And put it in ExtraContainer * Added GuidebooksGrid and GuidebookUnit These are the display components for Guidebooks in the WeaponGrid * Visual adjustments to summon grid * Add Empty class to weapons when unit is unfilled * Implement GuidebooksGrid in WeaponGrid * Remove extra switch * Remove old dependencies and props * Implement searching for/adding guidebooks to party * Update styles * Fix dependency * Properly determine when extra container should display * Change to 1-indexing for guidebooks * Add support for removing guidebooks * Display guidebook validation error * Move read only buttons to PartyHeader Also broke up tokens and made them easier to render * Add guidebooks to DetailsObject * Remove preview when on mobile sizes * Implement raid combobox (#311) * Add ellipsis icon * Reduce size of tokens * Move UpdateToast to toasts folder * Update variables.scss * Add reps for grid objects These reps act like the existing PartyRep except for Characters and Summons, as well as a new component just for Weapons. They only render the grid of objects and nothing else. Eventually PartyRep will use WeaponRep * Added RepSegment This is a Character, Weapon or Summon rep wrapped with an input and label for use in a SegmentedControl * Modify PartySegmentedControl to use RepSegments This will not work on mobile yet, where it should gracefully degrade to a normal SegmentedControl with only text * Extract URL copied and Remixed toasts into files * Extract delete team alert into a file Also, to support this: * Added `Destructive` class to Button * Added `primaryActionClassName` prop to Alert * Added an alert for when remixing teams * Began refactoring PartyDetails into several files * PartyHeader will live at the top, above the new segmented control * PartyDetails stays below, only showing remixed teams and the description * PartyDropdown handles the new ... menu * Remove duplicated code This is description and remix code that is still in `PartyDetails` * Small fixes for weapon grid * Add placeholder image for guidebooks * Add localizations * Add Guidebook type and update other types * Update gitignore Don't commit guidebook images * Indicate if a dialog is scrollable We had broken paging in the infinite scroll component. Turning off "scrolling" at the dialog levels fixes it without adding scrollbars in environments that persistently show them * Add ExtraContainer This is the purple container that will contain additional weapons and sephira guidebooks * Move ExtraWeapons to ExtraWeaponsGrid And put it in ExtraContainer * Added GuidebooksGrid and GuidebookUnit These are the display components for Guidebooks in the WeaponGrid * Visual adjustments to summon grid * Add Empty class to weapons when unit is unfilled * Implement GuidebooksGrid in WeaponGrid * Remove extra switch * Remove old dependencies and props * Implement searching for/adding guidebooks to party * Update styles * Fix dependency * Properly determine when extra container should display * Change to 1-indexing for guidebooks * Add support for removing guidebooks * Display guidebook validation error * Move read only buttons to PartyHeader Also broke up tokens and made them easier to render * Add guidebooks to DetailsObject * Add raid placeholder string to locale * Update .gitignore * Update and reorganize localization files * Update types Added RaidGroup and updated Raid, then updated dependent types and objects * Update dependencies * Update react and react-dom to at least 18.0.0 * Install cmdk * Rename Arrow.svg to Chevron.svg Also added a new Arrow.svg with a stem * Add api call for raidGroups and update pages Pages fetch raids and store them in the app state. We needed to update this to pull raid groups instead * Update SegmentedControl component * Add className and blended properties * Segment gets flex-grow * Update Select component * data-placeholder style should match only if true * Adjust corner radius to match cards instead of inputs * Fix classNames call in SelectItem * Remove raid prop from Party * Add Popover component * Popover is a wrapper of Radix's Popover component that we will use to wrap the combobox. * Move styles that were in PopoverContent.scss to Popover.scss * Add Command component The Command component is a wrapper over CMDK's Command component. Pretty much every object in that library is wrapped here. We will use this for the guts of our combobox. * Add RaidCombobox and RaidItem components * RaidCombobox combines Popover and Command to create an experience where users can browse through raids by section, search them and sort them. * RaidItem is effectively a copy-paste of SelectItem using CommandItem, adding some raid-specific styles and elements * Updates themes and variables * Replace RaidDropdown with RaidCombobox * Add small shadow to Tooltip * Update side offset for Popover * Update CharLimitedFieldset class name * Add clear button to Combobox input * It only shows up when there is text in the input * Clicking it clears the text in the input * It uses CharLimitedFieldset's classes * ChatGPT helped me refactor RaidCombobox * Further refactoring of RaidCombobox * Deploy content update (#309) * Update the updates page with new items (#306) * Add Nier and Estarriola uncaps (#308) * Update the updates page with new items (#306) (#307) * Update .gitignore * Add Nier and Estarriola uncaps * Fix uncaps treated as new characters * Make combobox keyboard accessible * Style updates * Refactor accessibility code * Add translation for "Selected" text * Change selects to be poppers for consistency We can't make the new Raid combobox appear over the input like the macOS behavior, so we change all selects to be normal popper behavior * Set raid groups on teams page * Implement in FilterBar * Fix styles for combobox input * Remove RaidDropdown component * Update index.scss * Remove preview when on mobile sizes * Fix some mobile styles * Add farming raid option * Increase height slightly * Small refactor * Implement Edit team modal (#312) * Small refactor to CharLimitedFieldset Some methods were renamed for clarity. <input> props are actually put on the input properly. * Add tabindex to Popover trigger * Add tabindex to Switch and SwitchTableField * Add tabindex to DurationInput * Add new properties * Added guidebooks to RaidGroup * Added auto_summon to Party * Conditionally render description in TableField * Improve SwitchTableField * Add support for passing in classes * Add support for passing a disabled prop * Pass description to TableField * Right-align switch * Add support for Extra color switch * Align SliderTableField input to right * Align SelectTableField input to right * Update placeholder styles * Fix empty state on DurationInput * Remove tabindex from DurationInput * Update InputTableField Allow for passing down input properties and remove fixed width * Fix dialog footer styles * Update dialog and overlay z-index * Add styles to TableField Added styles for numeric inputs, disabled inputs, and generally cleaning things up * Add guidebooks to RaidCombobox + styles * Added guidebooks to the dummy raid group * Fix background color * Make less tall * Implement EditPartyModal EditPartyModal takes functionality that was in PartyHeader and puts it in a modal dialog. This lets us add fields and reduces the complexity of other components. Translations were also added. * Remove edit functionality * Add darker shadow to Select * Properly send raid ID to server * Show Extra grids based on selected raid * Fix EX badge colors * Use child as value in normal textarea * Remove toggle ability from Extra grids * Remove edit functionality from PartyDetails * Fix type error * Add quick summons (#313) * Delete yarn.lock * Add quick summon endpoint * Add quick summon to GridSummon type * Add icons * Add quick summon to SummonUnit * Quick summon icon is displayed on hover * Updates the server when clicked * Fix spacing on WeaponGrid * Fixes for reactivity and performance (#314) * Remove editable styles * Use snapshot for segment reps Using snapshots lets that data be reactive. Also removed extra dependencies and fixed a bug in how SummonRep displayed sub-summons * Don't display QuickSummon on friends, subaura * Hotfix refreshing when switching tabs * Another hotfix for tab switching * Update awakening (#315) * Add Awakening type and remove old defs We remove the flat list of awakening data, as we will be pulling data from the database * Update types to use new Awakening type * Update WeaponUnit for Grand weapon awakenings * Update object modals We needed to update CharacterModal and WeaponModal to display awakenings from the new data format. However, the component used (`SelectWithInput`) was tied to AX Skills in a way that would take exponentially more time to resolve. Instead, we forked `SelectWithInput` into `AwakeningSelectWithInput` and did our work there. `AwakeningSelect` was found to be redundant, so it was removed. * Update hovercards * Add order to NO_AWAKENING * Add ability to remove job skills (#317) * Add Awakening type and remove old defs We remove the flat list of awakening data, as we will be pulling data from the database * Update types to use new Awakening type * Update WeaponUnit for Grand weapon awakenings * Update object modals We needed to update CharacterModal and WeaponModal to display awakenings from the new data format. However, the component used (`SelectWithInput`) was tied to AX Skills in a way that would take exponentially more time to resolve. Instead, we forked `SelectWithInput` into `AwakeningSelectWithInput` and did our work there. `AwakeningSelect` was found to be redundant, so it was removed. * Update hovercards * Add max-height to Select * Allow styling of Select modal with className prop * Add Job class to Job select * Add localizations for removing job skills * Add endpoint for removing job skills * Implement removing job skills We added a (...) button next to each editable job skill that opens a context menu that will allow the user to remove the job skill. An alert is presented to make sure the user is sure before proceeding. As part of this change, some minor restyling of JobSkillItem was necessary
560 lines
16 KiB
TypeScript
560 lines
16 KiB
TypeScript
/* eslint-disable react-hooks/exhaustive-deps */
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import React, { useCallback, useEffect, useMemo, useState } from 'react'
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import { getCookie } from 'cookies-next'
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import { useSnapshot } from 'valtio'
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import { useTranslation } from 'next-i18next'
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import { AxiosError, AxiosResponse } from 'axios'
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import debounce from 'lodash.debounce'
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import Alert from '~components/common/Alert'
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import JobSection from '~components/job/JobSection'
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import CharacterUnit from '~components/character/CharacterUnit'
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import CharacterConflictModal from '~components/character/CharacterConflictModal'
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import type { DetailsObject, JobSkillObject, SearchableObject } from '~types'
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import api from '~utils/api'
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import { appState } from '~utils/appState'
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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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editable: boolean
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characters?: GridCharacter[]
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createParty: (details?: DetailsObject) => Promise<Party>
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pushHistory?: (path: string) => void
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}
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const CharacterGrid = (props: Props) => {
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// Constants
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const numCharacters: number = 5
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// Localization
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const { t } = useTranslation('common')
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// Cookies
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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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// Set up state for error handling
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const [axiosError, setAxiosError] = useState<AxiosResponse>()
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const [errorAlertOpen, setErrorAlertOpen] = useState(false)
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// Set up state for view management
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const { party, grid } = useSnapshot(appState)
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const [modalOpen, setModalOpen] = useState(false)
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// Set up state for conflict management
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const [incoming, setIncoming] = useState<Character>()
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const [conflicts, setConflicts] = useState<GridCharacter[]>([])
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const [position, setPosition] = useState(0)
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// Set up state for data
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const [job, setJob] = useState<Job | undefined>()
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const [jobSkills, setJobSkills] = useState<JobSkillObject>({
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0: undefined,
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1: undefined,
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2: undefined,
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3: undefined,
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})
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const [jobAccessory, setJobAccessory] = useState<JobAccessory>()
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const [errorMessage, setErrorMessage] = useState('')
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// Create a temporary state to store previous weapon uncap values and transcendence stages
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const [previousUncapValues, setPreviousUncapValues] = useState<{
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[key: number]: number | undefined
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}>({})
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const [previousTranscendenceStages, setPreviousTranscendenceStages] =
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useState<{
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[key: number]: number | undefined
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}>({})
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useEffect(() => {
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setJob(appState.party.job)
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setJobSkills(appState.party.jobSkills)
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setJobAccessory(appState.party.accessory)
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}, [appState])
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// Initialize an array of current uncap values for each characters
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useEffect(() => {
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let initialPreviousUncapValues: { [key: number]: number } = {}
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Object.values(appState.grid.characters).map((o) => {
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o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0
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})
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setPreviousUncapValues(initialPreviousUncapValues)
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}, [appState.grid.characters])
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// Methods: Adding an object from search
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function receiveCharacterFromSearch(
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object: SearchableObject,
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position: number
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) {
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const character = object as Character
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if (!party.id) {
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props.createParty().then((team) => {
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saveCharacter(team.id, character, position)
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.then((response) => storeGridCharacter(response.data))
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.catch((error) => console.error(error))
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})
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} else {
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if (props.editable)
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saveCharacter(party.id, character, position)
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.then((response) => handleCharacterResponse(response.data))
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.catch((error) => {
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const axiosError = error as AxiosError
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const response = axiosError.response
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if (response) {
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setErrorAlertOpen(true)
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setAxiosError(response)
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}
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})
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}
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}
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async function handleCharacterResponse(data: any) {
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if (data.hasOwnProperty('conflicts')) {
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setIncoming(data.incoming)
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setConflicts(data.conflicts)
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setPosition(data.position)
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setModalOpen(true)
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} else {
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storeGridCharacter(data)
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}
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}
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async function saveCharacter(
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partyId: string,
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character: Character,
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position: number
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) {
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return await api.endpoints.characters.create({
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character: {
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party_id: partyId,
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character_id: character.id,
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position: position,
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uncap_level: characterUncapLevel(character),
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},
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})
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}
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function storeGridCharacter(gridCharacter: GridCharacter) {
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appState.grid.characters[gridCharacter.position] = gridCharacter
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}
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async function resolveConflict() {
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if (incoming && conflicts.length > 0) {
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await api
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.resolveConflict({
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object: 'characters',
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incoming: incoming.id,
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conflicting: conflicts.map((c) => c.id),
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position: position,
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})
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.then((response) => {
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// Store new character in state
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storeGridCharacter(response.data)
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// Remove conflicting characters from state
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conflicts.forEach(
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(c) => (appState.grid.characters[c.position] = undefined)
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)
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// Reset conflict
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resetConflict()
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// Close modal
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setModalOpen(false)
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})
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}
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}
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function resetConflict() {
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setPosition(-1)
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setConflicts([])
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setIncoming(undefined)
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}
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async function removeCharacter(id: string) {
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try {
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const response = await api.endpoints.grid_characters.destroy({ id: id })
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appState.grid.characters[response.data.position] = undefined
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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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// Methods: Saving job and job skills
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async function saveJob(job?: Job) {
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const payload = {
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party: {
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job_id: job ? job.id : -1,
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},
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}
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if (!party.id) {
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// If the party has no ID, create a new party
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await props.createParty()
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}
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if (appState.party.id) {
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const response = await api.updateJob({
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partyId: appState.party.id,
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params: payload,
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})
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const team = response.data
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setJob(team.job)
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appState.party.job = team.job
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setJobSkills(team.job_skills)
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appState.party.jobSkills = team.job_skills
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}
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}
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function saveJobSkill(skill: JobSkill, position: number) {
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if (party.id && props.editable) {
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const positionedKey = `skill${position}_id`
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let skillObject: {
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[key: string]: string | undefined
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skill0_id?: string
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skill1_id?: string
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skill2_id?: string
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skill3_id?: string
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} = {}
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const payload = {
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party: skillObject,
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}
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skillObject[positionedKey] = skill.id
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api
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.updateJobSkills({ partyId: party.id, params: payload })
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.then((response) => {
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// Update the current skills
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const newSkills = response.data.job_skills
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setJobSkills(newSkills)
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appState.party.jobSkills = newSkills
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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.code == 'too_many_skills_of_type') {
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const message = `You can only add up to 2 ${
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data.skill_type === 'emp'
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? data.skill_type.toUpperCase()
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: data.skill_type
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} skills to your party at once.`
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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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function removeJobSkill(position: number) {
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if (party.id && props.editable) {
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api
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.removeJobSkill({ partyId: party.id, position: position })
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.then((response) => {
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// Update the current skills
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const newSkills = response.data.job_skills
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setJobSkills(newSkills)
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appState.party.jobSkills = newSkills
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})
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.catch((error) => {
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const data = error.response.data
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console.log(data)
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})
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}
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}
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async function saveAccessory(accessory: JobAccessory) {
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const payload = {
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party: {
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accessory_id: accessory.id,
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},
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}
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if (appState.party.id) {
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const response = await api.endpoints.parties.update(
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appState.party.id,
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payload
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)
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const team = response.data.party
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setJobAccessory(team.accessory)
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appState.party.accessory = team.accessory
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}
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}
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// Methods: Helpers
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function characterUncapLevel(character: Character) {
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let uncapLevel
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if (character.special) {
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uncapLevel = 3
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if (character.uncap.ulb) uncapLevel = 5
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else if (character.uncap.flb) uncapLevel = 4
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} else {
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uncapLevel = 4
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if (character.uncap.ulb) uncapLevel = 6
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else if (character.uncap.flb) uncapLevel = 5
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}
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return uncapLevel
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}
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// Methods: Updating uncap level
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// Note: Saves, but debouncing is not working properly
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async function saveUncap(id: string, position: number, uncapLevel: number) {
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storePreviousUncapValue(position)
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storePreviousTranscendenceStage(position)
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try {
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if (uncapLevel != previousUncapValues[position])
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await api.updateUncap('character', id, uncapLevel).then((response) => {
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storeGridCharacter(response.data)
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})
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} catch (error) {
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console.error(error)
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// Revert optimistic UI
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updateUncapLevel(position, previousUncapValues[position])
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updateTranscendenceStage(position, previousTranscendenceStages[position])
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// Remove optimistic key
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let newPreviousTranscendenceStages = { ...previousTranscendenceStages }
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let newPreviousUncapValues = { ...previousUncapValues }
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delete newPreviousTranscendenceStages[position]
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delete newPreviousUncapValues[position]
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setPreviousTranscendenceStages(newPreviousTranscendenceStages)
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setPreviousUncapValues(newPreviousUncapValues)
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}
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}
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function initiateUncapUpdate(
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id: string,
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position: number,
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uncapLevel: number
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) {
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if (props.editable) {
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memoizeUncapAction(id, position, uncapLevel)
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// Optimistically update UI
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updateUncapLevel(position, uncapLevel)
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if (uncapLevel < 6) {
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updateTranscendenceStage(position, 0)
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}
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}
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}
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const memoizeUncapAction = useCallback(
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(id: string, position: number, uncapLevel: number) => {
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debouncedUncapAction(id, position, uncapLevel)
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},
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[props, previousUncapValues]
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)
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const debouncedUncapAction = useMemo(
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() =>
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debounce((id, position, number) => {
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saveUncap(id, position, number)
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}, 500),
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[props, saveUncap]
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)
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const updateUncapLevel = (
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position: number,
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uncapLevel: number | undefined
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) => {
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const character = appState.grid.characters[position]
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if (character && uncapLevel) {
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character.uncap_level = uncapLevel
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appState.grid.characters[position] = character
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}
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}
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|
|
|
function storePreviousUncapValue(position: number) {
|
|
// Save the current value in case of an unexpected result
|
|
let newPreviousValues = { ...previousUncapValues }
|
|
|
|
if (grid.characters[position]) {
|
|
newPreviousValues[position] = grid.characters[position]?.uncap_level
|
|
setPreviousUncapValues(newPreviousValues)
|
|
}
|
|
}
|
|
|
|
// Methods: Updating transcendence stage
|
|
// Note: Saves, but debouncing is not working properly
|
|
async function saveTranscendence(
|
|
id: string,
|
|
position: number,
|
|
stage: number
|
|
) {
|
|
storePreviousUncapValue(position)
|
|
storePreviousTranscendenceStage(position)
|
|
|
|
const payload = {
|
|
character: {
|
|
uncap_level: stage > 0 ? 6 : 5,
|
|
transcendence_step: stage,
|
|
},
|
|
}
|
|
|
|
try {
|
|
if (stage != previousTranscendenceStages[position])
|
|
await api.endpoints.grid_characters
|
|
.update(id, payload)
|
|
.then((response) => {
|
|
storeGridCharacter(response.data)
|
|
})
|
|
} catch (error) {
|
|
console.error(error)
|
|
|
|
// Revert optimistic UI
|
|
updateUncapLevel(position, previousUncapValues[position])
|
|
updateTranscendenceStage(position, previousTranscendenceStages[position])
|
|
|
|
// Remove optimistic key
|
|
let newPreviousTranscendenceStages = { ...previousTranscendenceStages }
|
|
let newPreviousUncapValues = { ...previousUncapValues }
|
|
|
|
delete newPreviousTranscendenceStages[position]
|
|
delete newPreviousUncapValues[position]
|
|
|
|
setPreviousTranscendenceStages(newPreviousTranscendenceStages)
|
|
setPreviousUncapValues(newPreviousUncapValues)
|
|
}
|
|
}
|
|
|
|
function initiateTranscendenceUpdate(
|
|
id: string,
|
|
position: number,
|
|
stage: number
|
|
) {
|
|
if (props.editable) {
|
|
memoizeTranscendenceAction(id, position, stage)
|
|
|
|
// Optimistically update UI
|
|
updateTranscendenceStage(position, stage)
|
|
|
|
if (stage > 0) {
|
|
updateUncapLevel(position, 6)
|
|
}
|
|
}
|
|
}
|
|
|
|
const memoizeTranscendenceAction = useCallback(
|
|
(id: string, position: number, stage: number) => {
|
|
debouncedTranscendenceAction(id, position, stage)
|
|
},
|
|
[props, previousTranscendenceStages]
|
|
)
|
|
|
|
const debouncedTranscendenceAction = useMemo(
|
|
() =>
|
|
debounce((id, position, number) => {
|
|
saveTranscendence(id, position, number)
|
|
}, 500),
|
|
[props, saveTranscendence]
|
|
)
|
|
|
|
const updateTranscendenceStage = (
|
|
position: number,
|
|
stage: number | undefined
|
|
) => {
|
|
const character = appState.grid.characters[position]
|
|
if (character && stage !== undefined) {
|
|
character.transcendence_step = stage
|
|
appState.grid.characters[position] = character
|
|
}
|
|
}
|
|
|
|
function storePreviousTranscendenceStage(position: number) {
|
|
// Save the current value in case of an unexpected result
|
|
let newPreviousValues = { ...previousUncapValues }
|
|
|
|
if (grid.characters[position]) {
|
|
newPreviousValues[position] = grid.characters[position]?.uncap_level
|
|
setPreviousTranscendenceStages(newPreviousValues)
|
|
}
|
|
}
|
|
|
|
function cancelAlert() {
|
|
setErrorMessage('')
|
|
}
|
|
|
|
// Render: JSX components
|
|
const errorAlert = () => {
|
|
return (
|
|
<Alert
|
|
open={errorAlertOpen}
|
|
title={axiosError ? `${axiosError.status}` : 'Error'}
|
|
message={t(`errors.${axiosError?.statusText.toLowerCase()}`)}
|
|
cancelAction={() => setErrorAlertOpen(false)}
|
|
cancelActionText={t('buttons.confirm')}
|
|
/>
|
|
)
|
|
}
|
|
|
|
return (
|
|
<div>
|
|
<Alert
|
|
open={errorMessage.length > 0}
|
|
message={errorMessage}
|
|
cancelAction={cancelAlert}
|
|
cancelActionText={'Got it'}
|
|
/>
|
|
<div id="CharacterGrid">
|
|
<JobSection
|
|
job={job}
|
|
jobSkills={jobSkills}
|
|
jobAccessory={jobAccessory}
|
|
editable={props.editable}
|
|
saveJob={saveJob}
|
|
saveSkill={saveJobSkill}
|
|
removeSkill={removeJobSkill}
|
|
saveAccessory={saveAccessory}
|
|
/>
|
|
<CharacterConflictModal
|
|
open={modalOpen}
|
|
incomingCharacter={incoming}
|
|
conflictingCharacters={conflicts}
|
|
desiredPosition={position}
|
|
resolveConflict={resolveConflict}
|
|
resetConflict={resetConflict}
|
|
/>
|
|
<ul id="Characters">
|
|
{Array.from(Array(numCharacters)).map((x, i) => {
|
|
return (
|
|
<li key={`grid_unit_${i}`}>
|
|
<CharacterUnit
|
|
gridCharacter={grid.characters[i]}
|
|
editable={props.editable}
|
|
position={i}
|
|
updateObject={receiveCharacterFromSearch}
|
|
updateUncap={initiateUncapUpdate}
|
|
updateTranscendence={initiateTranscendenceUpdate}
|
|
removeCharacter={removeCharacter}
|
|
/>
|
|
</li>
|
|
)
|
|
})}
|
|
</ul>
|
|
</div>
|
|
{errorAlert()}
|
|
</div>
|
|
)
|
|
}
|
|
|
|
export default CharacterGrid
|