270 lines
7.1 KiB
TypeScript
270 lines
7.1 KiB
TypeScript
import React, { useCallback, useEffect, useMemo, 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 { getCookie } from 'cookies-next'
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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, TeamElement } from '~utils/enums'
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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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pushHistory?: (path: string) => void
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}
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const Party = (props: Props) => {
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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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const headers = useMemo(() => {
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return accountData
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? { headers: { Authorization: `Bearer ${accountData.token}` } }
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: {}
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}, [accountData])
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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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// 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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// Methods: Creating a new party
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async function createParty(extra: boolean = false) {
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let body = {
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party: {
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...(accountData && { user_id: accountData.userId }),
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extra: extra,
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},
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}
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return await api.endpoints.parties.create(body, headers)
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}
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// Methods: Updating the party's details
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function checkboxChanged(event: React.ChangeEvent<HTMLInputElement>) {
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appState.party.extra = event.target.checked
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if (party.id) {
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api.endpoints.parties.update(
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party.id,
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{
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party: { extra: event.target.checked },
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},
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headers
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)
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}
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}
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function updateDetails(name?: string, description?: string, raid?: Raid) {
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if (
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appState.party.name !== name ||
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appState.party.description !== description ||
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appState.party.raid?.id !== raid?.id
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) {
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if (appState.party.id)
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api.endpoints.parties
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.update(
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appState.party.id,
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{
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party: {
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name: name,
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description: description,
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raid_id: raid?.id,
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},
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},
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headers
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)
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.then(() => {
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appState.party.name = name
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appState.party.description = description
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appState.party.raid = raid
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appState.party.updated_at = party.updated_at
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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(event: React.MouseEvent<HTMLButtonElement, MouseEvent>) {
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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, params: headers })
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.then(() => {
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// Push to route
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router.push('/')
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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 (party: Party) {
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// Store the important party and state-keeping values
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appState.party.name = party.name
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appState.party.description = party.description
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appState.party.raid = party.raid
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appState.party.updated_at = party.updated_at
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appState.party.job = party.job
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appState.party.jobSkills = party.job_skills
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appState.party.id = party.id
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appState.party.extra = party.extra
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appState.party.user = party.user
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appState.party.favorited = party.favorited
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appState.party.created_at = party.created_at
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appState.party.updated_at = party.updated_at
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// Populate state
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storeCharacters(party.characters)
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storeWeapons(party.weapons)
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storeSummons(party.summons)
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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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switch (event.target.value) {
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case 'class':
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setCurrentTab(GridType.Class)
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break
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case 'characters':
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setCurrentTab(GridType.Character)
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break
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case 'weapons':
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setCurrentTab(GridType.Weapon)
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break
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case 'summons':
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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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{
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<PartyDetails
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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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}
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</React.Fragment>
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)
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}
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export default Party
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