hensei-web/components/WeaponGrid/index.tsx

369 lines
10 KiB
TypeScript

/* eslint-disable react-hooks/exhaustive-deps */
import React, { useCallback, useEffect, useMemo, useState } from 'react'
import { getCookie } from 'cookies-next'
import { useSnapshot } from 'valtio'
import { useTranslation } from 'next-i18next'
import { AxiosResponse } from 'axios'
import debounce from 'lodash.debounce'
import WeaponUnit from '~components/WeaponUnit'
import ExtraWeapons from '~components/ExtraWeapons'
import api from '~utils/api'
import { appState } from '~utils/appState'
import type { DetailsObject, SearchableObject } from '~types'
import './index.scss'
import WeaponConflictModal from '~components/WeaponConflictModal'
import Alert from '~components/Alert'
import { accountState } from '~utils/accountState'
// Props
interface Props {
new: boolean
weapons?: GridWeapon[]
createParty: (details: DetailsObject) => Promise<Party>
pushHistory?: (path: string) => void
}
const WeaponGrid = (props: Props) => {
// Constants
const numWeapons: number = 9
// Localization
const { t } = useTranslation('common')
// Cookies
const cookie = getCookie('account')
const accountData: AccountCookie = cookie
? JSON.parse(cookie as string)
: null
// Set up state for view management
const { party, grid } = useSnapshot(appState)
const [slug, setSlug] = useState()
const [modalOpen, setModalOpen] = useState(false)
const [showIncompatibleAlert, setShowIncompatibleAlert] = useState(false)
// Set up state for conflict management
const [incoming, setIncoming] = useState<Weapon>()
const [conflicts, setConflicts] = useState<GridWeapon[]>([])
const [position, setPosition] = useState(0)
// Create a temporary state to store previous weapon uncap values
const [previousUncapValues, setPreviousUncapValues] = useState<{
[key: number]: number
}>({})
// Set the editable flag only on first load
useEffect(() => {
// If user is logged in and matches
if (
(accountData && party.user && accountData.userId === party.user.id) ||
props.new
)
appState.party.editable = true
else appState.party.editable = false
}, [props.new, accountData, party])
// Initialize an array of current uncap values for each weapon
useEffect(() => {
let initialPreviousUncapValues: { [key: number]: number } = {}
if (appState.grid.weapons.mainWeapon)
initialPreviousUncapValues[-1] =
appState.grid.weapons.mainWeapon.uncap_level
Object.values(appState.grid.weapons.allWeapons).map((o) =>
o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0
)
setPreviousUncapValues(initialPreviousUncapValues)
}, [appState.grid.weapons.mainWeapon, appState.grid.weapons.allWeapons])
// Methods: Adding an object from search
function receiveWeaponFromSearch(object: SearchableObject, position: number) {
const weapon = object as Weapon
if (position == 1) appState.party.element = weapon.element
if (!party.id) {
const payload: DetailsObject = { extra: party.extra }
props.createParty(payload).then((team) => {
saveWeapon(team.id, weapon, position).then((response) => {
storeGridWeapon(response.data.grid_weapon)
})
})
} else {
if (party.editable)
saveWeapon(party.id, weapon, position)
.then((response) => handleWeaponResponse(response.data))
.catch((error) => {
const code = error.response.status
const data = error.response.data
if (code === 422) {
if (data.code === 'incompatible_weapon_for_position') {
setShowIncompatibleAlert(true)
}
}
})
}
}
async function handleWeaponResponse(data: any) {
if (data.hasOwnProperty('conflicts')) {
if (data.incoming) setIncoming(data.incoming)
if (data.conflicts) setConflicts(data.conflicts)
if (data.position) setPosition(data.position)
setModalOpen(true)
} else {
storeGridWeapon(data.grid_weapon)
// If we replaced an existing weapon, remove it from the grid
if (data.hasOwnProperty('meta') && data.meta['replaced'] !== undefined) {
const position = data.meta['replaced']
if (position == -1) {
appState.grid.weapons.mainWeapon = undefined
appState.party.element = 0
} else {
appState.grid.weapons.allWeapons[position] = undefined
}
}
}
}
async function saveWeapon(partyId: string, weapon: Weapon, position: number) {
let uncapLevel = 3
if (weapon.uncap.ulb) uncapLevel = 5
else if (weapon.uncap.flb) uncapLevel = 4
return await api.endpoints.weapons.create({
weapon: {
party_id: partyId,
weapon_id: weapon.id,
position: position,
mainhand: position == -1,
uncap_level: uncapLevel,
},
})
}
function storeGridWeapon(gridWeapon: GridWeapon) {
if (gridWeapon.position == -1) {
appState.grid.weapons.mainWeapon = gridWeapon
appState.party.element = gridWeapon.object.element
} else {
// Store the grid unit at the correct position
appState.grid.weapons.allWeapons[gridWeapon.position] = gridWeapon
}
}
async function resolveConflict() {
if (incoming && conflicts.length > 0) {
await api
.resolveConflict({
object: 'weapons',
incoming: incoming.id,
conflicting: conflicts.map((c) => c.id),
position: position,
})
.then((response) => {
// Store new character in state
storeGridWeapon(response.data)
// Remove conflicting characters from state
conflicts.forEach((c) => {
if (appState.grid.weapons.mainWeapon?.object.id === c.id) {
appState.grid.weapons.mainWeapon = undefined
appState.party.element = 0
} else {
appState.grid.weapons.allWeapons[c.position] = undefined
}
})
// Reset conflict
resetConflict()
// Close modal
setModalOpen(false)
})
}
}
function resetConflict() {
setPosition(-1)
setConflicts([])
setIncoming(undefined)
}
// Methods: Updating uncap level
// Note: Saves, but debouncing is not working properly
async function saveUncap(id: string, position: number, uncapLevel: number) {
storePreviousUncapValue(position)
try {
if (uncapLevel != previousUncapValues[position])
await api.updateUncap('weapon', id, uncapLevel).then((response) => {
storeGridWeapon(response.data.grid_weapon)
})
} catch (error) {
console.error(error)
// Revert optimistic UI
updateUncapLevel(position, previousUncapValues[position])
// Remove optimistic key
let newPreviousValues = { ...previousUncapValues }
delete newPreviousValues[position]
setPreviousUncapValues(newPreviousValues)
}
}
function initiateUncapUpdate(
id: string,
position: number,
uncapLevel: number
) {
if (
party.user &&
accountState.account.user &&
party.user.id === accountState.account.user.id
) {
memoizeAction(id, position, uncapLevel)
// Optimistically update UI
updateUncapLevel(position, uncapLevel)
}
}
const memoizeAction = useCallback(
(id: string, position: number, uncapLevel: number) => {
debouncedAction(id, position, uncapLevel)
},
[props, previousUncapValues]
)
const debouncedAction = useMemo(
() =>
debounce((id, position, number) => {
saveUncap(id, position, number)
}, 500),
[props, saveUncap]
)
const updateUncapLevel = (position: number, uncapLevel: number) => {
console.log(`Updating uncap level at position ${position} to ${uncapLevel}`)
if (appState.grid.weapons.mainWeapon && position == -1)
appState.grid.weapons.mainWeapon.uncap_level = uncapLevel
else {
const weapon = appState.grid.weapons.allWeapons[position]
if (weapon) {
weapon.uncap_level = uncapLevel
appState.grid.weapons.allWeapons[position] = weapon
}
}
}
function storePreviousUncapValue(position: number) {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (appState.grid.weapons.mainWeapon && position == -1) {
newPreviousValues[position] = appState.grid.weapons.mainWeapon.uncap_level
} else {
const weapon = appState.grid.weapons.allWeapons[position]
if (weapon) {
newPreviousValues[position] = weapon.uncap_level
} else {
newPreviousValues[position] = 0
}
}
setPreviousUncapValues(newPreviousValues)
}
// Render: JSX components
const mainhandElement = (
<WeaponUnit
gridWeapon={appState.grid.weapons.mainWeapon}
editable={party.editable}
key="grid_mainhand"
position={-1}
unitType={0}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)
const weaponGridElement = Array.from(Array(numWeapons)).map((x, i) => {
return (
<li key={`grid_unit_${i}`}>
<WeaponUnit
gridWeapon={appState.grid.weapons.allWeapons[i]}
editable={party.editable}
position={i}
unitType={1}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
</li>
)
})
const extraGridElement = (
<ExtraWeapons
grid={appState.grid.weapons.allWeapons}
editable={party.editable}
offset={numWeapons}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)
const conflictModal = () => {
return incoming && conflicts ? (
<WeaponConflictModal
open={modalOpen}
incomingWeapon={incoming}
conflictingWeapons={conflicts}
desiredPosition={position}
resolveConflict={resolveConflict}
resetConflict={resetConflict}
/>
) : (
''
)
}
const incompatibleAlert = () => {
return showIncompatibleAlert ? (
<Alert
open={showIncompatibleAlert}
cancelAction={() => setShowIncompatibleAlert(!showIncompatibleAlert)}
cancelActionText={t('buttons.confirm')}
message={t('alert.incompatible_weapon')}
></Alert>
) : (
''
)
}
return (
<div id="WeaponGrid">
{conflicts ? conflictModal() : ''}
{incompatibleAlert()}
<div id="MainGrid">
{mainhandElement}
<ul id="Weapons">{weaponGridElement}</ul>
</div>
{(() => {
return party.extra ? extraGridElement : ''
})()}
</div>
)
}
export default WeaponGrid