hensei-web/components/WeaponGrid/index.tsx

260 lines
7.3 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 { 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 { SearchableObject } from "~types";
import "./index.scss";
// Props
interface Props {
new: boolean;
weapons?: GridWeapon[];
createParty: (extra: boolean) => Promise<AxiosResponse<any, any>>;
pushHistory?: (path: string) => void;
}
const WeaponGrid = (props: Props) => {
// Constants
const numWeapons: number = 9;
// Cookies
const cookie = getCookie("account");
const accountData: AccountCookie = cookie
? JSON.parse(cookie as string)
: null;
const headers = accountData
? { headers: { Authorization: `Bearer ${accountData.token}` } }
: {};
// Set up state for view management
const { party, grid } = useSnapshot(appState);
const [slug, setSlug] = useState();
// Create a temporary state to store previous weapon uncap values
const [previousUncapValues, setPreviousUncapValues] = useState<{
[key: number]: number;
}>({});
// Set the editable flag only on first load
useEffect(() => {
// If user is logged in and matches
if (
(accountData && party.user && accountData.userId === party.user.id) ||
props.new
)
appState.party.editable = true;
else appState.party.editable = false;
}, [props.new, accountData, party]);
// Initialize an array of current uncap values for each weapon
useEffect(() => {
let initialPreviousUncapValues: { [key: number]: number } = {};
if (appState.grid.weapons.mainWeapon)
initialPreviousUncapValues[-1] =
appState.grid.weapons.mainWeapon.uncap_level;
Object.values(appState.grid.weapons.allWeapons).map((o) =>
o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0
);
setPreviousUncapValues(initialPreviousUncapValues);
}, [appState.grid.weapons.mainWeapon, appState.grid.weapons.allWeapons]);
// Methods: Adding an object from search
function receiveWeaponFromSearch(object: SearchableObject, position: number) {
const weapon = object as Weapon;
if (position == 1) appState.party.element = weapon.element;
if (!party.id) {
props.createParty(party.extra).then((response) => {
const party = response.data.party;
appState.party.id = party.id;
setSlug(party.shortcode);
if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`);
saveWeapon(party.id, weapon, position).then((response) =>
storeGridWeapon(response.data.grid_weapon)
);
});
} else {
saveWeapon(party.id, weapon, position).then((response) =>
storeGridWeapon(response.data.grid_weapon)
);
}
}
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,
},
},
headers
);
}
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;
}
}
// 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
) {
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) => {
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}
/>
);
return (
<div id="WeaponGrid">
<div id="MainGrid">
{mainhandElement}
<ul className="grid_weapons">{weaponGridElement}</ul>
</div>
{(() => {
return party.extra ? extraGridElement : "";
})()}
</div>
);
};
export default WeaponGrid;