hensei-web/components/weapon/WeaponGrid/index.tsx
Justin Edmund 835cdfff6f
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
2023-06-18 01:29:53 -07:00

456 lines
13 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 { AxiosError, AxiosResponse } from 'axios'
import debounce from 'lodash.debounce'
import classNames from 'classnames'
import Alert from '~components/common/Alert'
import WeaponUnit from '~components/weapon/WeaponUnit'
import ExtraWeaponsGrid from '~components/extra/ExtraWeaponsGrid'
import ExtraContainer from '~components/extra/ExtraContainer'
import GuidebooksGrid from '~components/extra/GuidebooksGrid'
import WeaponConflictModal from '~components/weapon/WeaponConflictModal'
import api from '~utils/api'
import { appState } from '~utils/appState'
import type { DetailsObject, SearchableObject } from '~types'
import './index.scss'
// Props
interface Props {
new: boolean
editable: boolean
weapons?: GridWeapon[]
guidebooks?: GuidebookList
createParty: (details: DetailsObject) => Promise<Party>
pushHistory?: (path: string) => void
updateExtra: (enabled: boolean) => void
updateGuidebook: (book: Guidebook | undefined, position: number) => 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 error handling
const [axiosError, setAxiosError] = useState<AxiosResponse>()
const [errorAlertOpen, setErrorAlertOpen] = useState(false)
const [showIncompatibleAlert, setShowIncompatibleAlert] = useState(false)
// Set up state for view management
const { party, grid } = useSnapshot(appState)
const [modalOpen, setModalOpen] = 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
}>({})
// 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) => {
if (response) storeGridWeapon(response.data.grid_weapon)
})
})
} else {
if (props.editable)
saveWeapon(party.id, weapon, position)
.then((response) => {
if (response) handleWeaponResponse(response.data)
})
.catch((error) => {
const axiosError = error as AxiosError
const response = axiosError.response
if (response) {
const code = response.status
const data = response.data
if (
code === 422 &&
data.code === 'incompatible_weapon_for_position'
) {
setShowIncompatibleAlert(true)
} else {
setErrorAlertOpen(true)
setAxiosError(response)
}
}
})
}
}
function receiveGuidebookFromSearch(
object: SearchableObject,
position: number
) {
props.updateGuidebook(object as Guidebook, position)
}
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
let post = false
if (
position === -1 &&
(!appState.grid.weapons.mainWeapon ||
(appState.grid.weapons.mainWeapon &&
appState.grid.weapons.mainWeapon.object.id !== weapon.id))
) {
post = true
} else if (
position !== -1 &&
(!appState.grid.weapons.allWeapons[position] ||
(appState.grid.weapons.allWeapons[position] &&
appState.grid.weapons.allWeapons[position]?.object.id !== weapon.id))
) {
post = true
}
if (post) {
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) => {
// Remove conflicting characters from state
conflicts.forEach((c) => {
if (appState.grid.weapons.mainWeapon?.object.id === c.object.id) {
appState.grid.weapons.mainWeapon = undefined
appState.party.element = 0
} else {
appState.grid.weapons.allWeapons[c.position] = undefined
}
})
// Store new character in state
storeGridWeapon(response.data.grid_weapon)
// Reset conflict
resetConflict()
// Close modal
setModalOpen(false)
})
}
}
function resetConflict() {
setPosition(-1)
setConflicts([])
setIncoming(undefined)
}
async function removeWeapon(id: string) {
try {
const response = await api.endpoints.grid_weapons.destroy({ id: id })
const data = response.data
if (data.position === -1) {
appState.grid.weapons.mainWeapon = undefined
} else {
appState.grid.weapons.allWeapons[response.data.position] = undefined
}
} catch (error) {
console.error(error)
}
}
async function removeGuidebook(position: number) {
props.updateGuidebook(undefined, position)
}
// 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 (props.editable) {
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 ${uncapLevel}`)
if (appState.grid.weapons.mainWeapon && position == -1)
appState.grid.weapons.mainWeapon.uncap_level = uncapLevel
else {
const weapon = appState.grid.weapons.allWeapons[position]
if (weapon) {
weapon.uncap_level = uncapLevel
appState.grid.weapons.allWeapons[position] = weapon
}
}
}
function storePreviousUncapValue(position: number) {
// Save the current value in case of an unexpected result
let newPreviousValues = { ...previousUncapValues }
if (appState.grid.weapons.mainWeapon && position == -1) {
newPreviousValues[position] = appState.grid.weapons.mainWeapon.uncap_level
} else {
const weapon = appState.grid.weapons.allWeapons[position]
if (weapon) {
newPreviousValues[position] = weapon.uncap_level
} else {
newPreviousValues[position] = 0
}
}
setPreviousUncapValues(newPreviousValues)
}
// Methods: Convenience
const displayExtraContainer =
props.editable ||
appState.party.extra ||
Object.values(appState.party.guidebooks).every((el) => el === undefined)
// Render: JSX components
const mainhandElement = (
<WeaponUnit
gridWeapon={appState.grid.weapons.mainWeapon}
editable={props.editable}
key="grid_mainhand"
position={-1}
unitType={0}
removeWeapon={removeWeapon}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)
const weaponGridElement = Array.from(Array(numWeapons)).map((x, i) => {
const itemClasses = classNames({
Empty: appState.grid.weapons.allWeapons[i] === undefined,
})
return (
<li className={itemClasses} key={`grid_unit_${i}`}>
<WeaponUnit
gridWeapon={appState.grid.weapons.allWeapons[i]}
editable={props.editable}
position={i}
unitType={1}
removeWeapon={removeWeapon}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
</li>
)
})
const extraElement = (
<ExtraContainer>
{appState.party.raid && appState.party.raid.group.extra && (
<ExtraWeaponsGrid
grid={appState.grid.weapons.allWeapons}
editable={props.editable}
offset={numWeapons}
removeWeapon={removeWeapon}
updateObject={receiveWeaponFromSearch}
updateUncap={initiateUncapUpdate}
/>
)}
{appState.party.raid && appState.party.raid.group.guidebooks && (
<GuidebooksGrid
grid={appState.party.guidebooks}
editable={props.editable}
removeGuidebook={removeGuidebook}
updateObject={receiveGuidebookFromSearch}
/>
)}
</ExtraContainer>
)
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')}
/>
) : (
''
)
}
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 id="WeaponGrid">
{conflicts ? conflictModal() : ''}
{incompatibleAlert()}
{errorAlert()}
<div id="MainGrid">
{mainhandElement}
<ul id="Weapons">{weaponGridElement}</ul>
</div>
{displayExtraContainer ? extraElement : ''}
</div>
)
}
export default WeaponGrid