mnml/client/src/events.jsx

235 lines
8.1 KiB
JavaScript

const toast = require('izitoast');
const eachSeries = require('async/eachSeries');
const actions = require('./actions');
const { TIMES } = require('./constants');
const { getCombatSequence } = require('./utils');
function registerEvents(store) {
// timeout handlers
store.subscribe(() => {
const { game, instance, ws } = store.getState();
if (!ws) return true;
if (!game) ws.clearGameStateTimeout();
if (!instance) ws.clearInstanceStateTimeout();
});
function setPing(ping) {
store.dispatch(actions.setPing(ping));
}
function setTeam(team) {
localStorage.setItem('team', JSON.stringify(team));
store.dispatch(actions.setTeam(team));
}
function setNav(v) {
store.dispatch(actions.setNav(v));
}
function setConstructList(constructs) {
// check team is in list
const { team } = store.getState();
const ids = constructs.map(c => c.id);
// team is fucked up, or just registered
// reset to the first 3 constructs
if (!team.every(t => t && ids.includes(t))) {
store.dispatch(actions.setTeam([ids[0], ids[1], ids[2]]));
}
store.dispatch(actions.setConstructs(constructs));
}
function setInstanceList(list) {
store.dispatch(actions.setInstanceList(list));
}
function setWs(ws) {
store.dispatch(actions.setWs(ws));
}
function setGame(game) {
const { game: currentGame, ws } = store.getState();
if (game) ws.startGameStateTimeout(game.id);
if (game && currentGame) {
if (game.resolved.length !== currentGame.resolved.length) {
// stop fetching the game state til animations are done
ws.clearGameStateTimeout();
const newRes = game.resolved.slice(currentGame.resolved.length);
let id = game.resolved.length - currentGame.resolved.length;
return eachSeries(newRes, (r, cb) => {
if (['Disable', 'TargetKo'].includes(r.event[0])) return cb();
// Create sub events for combat animations
const sequence = getCombatSequence(r);
id += 1;
return eachSeries(sequence, (stages, sCb) => {
const stagedR = Object.create(r);
stagedR.sequence = sequence;
stagedR.stages = stages;
stagedR.id = id;
let timeout = 0;
if (stages.includes('START_SKILL') && stages.includes('END_SKILL')) {
timeout = TIMES.SOURCE_AND_TARGET_TOTAL_DURATION;
} else if (stages.includes('START_SKILL')) timeout = TIMES.SOURCE_DURATION_MS;
else if (stages.includes('END_SKILL')) timeout = TIMES.TARGET_DURATION_MS;
else if (stages.includes('POST_SKILL')) timeout = TIMES.POST_SKILL_DURATION_MS;
store.dispatch(actions.setResolution(stagedR));
return setTimeout(sCb, timeout);
}, err => {
if (err) console.error(err);
// Clear the anim classes
store.dispatch(actions.setResolution('clear'));
// Finished this resolution small delay for reset
return setTimeout(cb, 5);
});
}, err => {
if (err) return console.error(err);
store.dispatch(actions.setAvatarAnimation({ id: -1 }));
store.dispatch(actions.setResolution(null));
// stop skipping resolutions
store.dispatch(actions.setSkip(false));
// update the game
store.dispatch(actions.setGame(game));
// get the latest state and restart polling
ws.sendGameState(currentGame.id);
return true;
});
}
}
return store.dispatch(actions.setGame(game));
return console.log('EVENT ->', 'game', game);
}
function setAccount(account) {
store.dispatch(actions.setAccount(account));
}
function clearCombiner() {
store.dispatch(actions.setInfo([]));
store.dispatch(actions.setCombiner([null, null, null]));
}
function setActiveSkill(skill) {
store.dispatch(actions.setActiveSkill(skill));
}
function setActiveItem(v) {
store.dispatch(actions.setActiveItem(v));
}
function clearInfo() {
store.dispatch(actions.setInfo(null));
store.dispatch(actions.setActiveConstruct(null));
console.log('event clear item');
}
function clearInstance() {
store.dispatch(actions.setCombiner([null, null, null]));
store.dispatch(actions.setReclaiming(false));
store.dispatch(actions.setActiveSkill(null));
store.dispatch(actions.setActiveConstruct(null));
store.dispatch(actions.setInfo(null));
store.dispatch(actions.setItemEquip(null));
store.dispatch(actions.setItemUnequip(null));
store.dispatch(actions.setVboxHighlight([]));
store.dispatch(actions.setConstructDeleteId(null));
}
function setAccountInstances(v) {
return store.dispatch(actions.setInstances(v));
}
function setInstance(v) {
const { account, ws, instance } = store.getState();
if (v) {
ws.startInstanceStateTimeout(v.id);
const player = v.players.find(p => p.id === account.id);
store.dispatch(actions.setPlayer(player));
if (!instance || v.id !== instance.id) {
store.dispatch(actions.setNav('vbox'));
const first = player.constructs[0];
store.dispatch(actions.setActiveConstruct(first));
}
}
return store.dispatch(actions.setInstance(v));
}
function setItemInfo(v) {
return store.dispatch(actions.setItemInfo(v));
}
// events.on('SET_PLAYER', setInstance);
// events.on('SEND_SKILL', function skillActive(gameId, constructId, targetConstructId, skill) {
// ws.sendGameSkill(gameId, constructId, targetConstructId, skill);
// setConstructStatusUpdate(constructId, skill, targetConstructId);
// });
// events.on('CONSTRUCT_ACTIVE', function constructActiveCb(construct) {
// for (let i = 0; i < constructs.length; i += 1) {
// if (constructs[i].id === construct.id) constructs[i].active = !constructs[i].active;
// }
// return setConstructs(constructs);
// });
const errMessages = {
select_constructs: 'Select your constructs before battle using the numbered buttons next to the construct avatar',
complete_nodes: 'You need to complete the previously connected nodes first',
max_skills: 'Your construct can only learn a maximum of 4 skills',
};
function errorPrompt(type) {
const message = errMessages[type];
const OK_BUTTON = '<button type="submit">OK</button>';
toast.info({
theme: 'dark',
color: 'black',
timeout: false,
drag: false,
position: 'center',
maxWidth: window.innerWidth / 2,
close: false,
buttons: [
[OK_BUTTON, (instance, thisToast) => instance.hide({ transitionOut: 'fadeOut' }, thisToast)],
],
message,
});
}
// setup / localstorage
const team = JSON.parse(localStorage.getItem('team'));
if (team && team.every(t => t)) {
setTeam(team);
setNav('list');
}
return {
errorPrompt,
clearCombiner,
clearInstance,
setAccount,
setActiveSkill,
setActiveItem,
setConstructList,
setGame,
clearInfo,
setInstance,
setInstanceList,
setAccountInstances,
setWs,
setPing,
setItemInfo,
};
}
module.exports = registerEvents;