185 lines
7.6 KiB
JavaScript
185 lines
7.6 KiB
JavaScript
const preact = require('preact');
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const reactStringReplace = require('react-string-replace');
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const specThresholds = require('./info.thresholds');
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const { INFO } = require('./../constants');
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const { convertItem, removeTier } = require('../utils');
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const { tutorialStage } = require('../tutorial.utils');
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const shapes = require('./shapes');
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class InfoComponent extends preact.Component {
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shouldComponentUpdate(newProps, newState) {
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if (newProps.tutorial !== this.props.tutorial) return true;
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// We don't care about info during tutorial
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if (newProps.tutorial && this.props.instance.time_control === 'Practice'
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&& this.props.instance.rounds.length === 1) return false;
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if (newProps.info !== this.props.info) return true;
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if (newState.comboItem !== this.state.comboItem) return true;
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return false;
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}
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componentDidUpdate(prevProps) {
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// Catch case where mouse events don't properly clear state and info changed
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if (prevProps.info !== this.props.info && this.state.comboItem) this.setState({ comboItem: null });
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}
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render(args) {
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const {
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// Variables that will change
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info,
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tutorial,
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// Static
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player, // Only used for colour calcs which will be update if info changes
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ws,
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itemInfo,
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instance, // Only used for instance id
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// functions
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setInfo,
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setTutorialNull,
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} = args;
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const { comboItem } = this.state;
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function Info() {
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if (tutorial) {
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const tutorialStageInfo = tutorialStage(tutorial, ws, setTutorialNull, instance);
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if (tutorialStageInfo) return tutorialStageInfo;
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}
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if (!info) return false;
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if (info.includes('constructName')) {
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return (
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<div class='info-item'>
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<h2> {info.replace('constructName ', '')} </h2>
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<p> This is the name of your construct. <br />
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Names are randomly generated and are purely cosmetic. <br />
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You can change change your construct name in the <b>RESHAPE</b> tab outside of games.
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</p>
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</div>
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);
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}
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if (info.includes('constructAvatar')) {
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return (
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<div class='info-item'>
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<h2> {info.replace('constructAvatar ', '')} </h2>
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<p> This is your construct avatar. <br />
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Avatars are randomly generated and are purely cosmetic. <br />
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You can change your construct avatar in the <b>RESHAPE</b> tab outside of games.
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</p>
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</div>
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);
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}
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const fullInfo = comboItem
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? itemInfo.items.find(i => i.item === comboItem) || INFO[comboItem]
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: itemInfo.items.find(i => i.item === info) || INFO[info];
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if (!fullInfo) return false;
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const isSkill = fullInfo.skill;
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const isSpec = fullInfo.spec;
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const itemDescription = () => {
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const regEx = /(RedPower|BluePower|GreenPower|RedLife|BlueLife|GreenLife|SpeedStat|LIFE|SPEED|POWER)/;
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const infoDescription = reactStringReplace(fullInfo.description, regEx, m => shapes[m]());
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return <div>{reactStringReplace(infoDescription, '\n', () => <br />)}</div>;
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};
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if (isSkill || isSpec) {
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let infoName = fullInfo.item;
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while (infoName.includes('Plus')) infoName = infoName.replace('Plus', '+');
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(fullInfo.item));
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let itemSourceInfo = itemSource.length && !isSpec
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? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
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: false;
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let header = null;
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if (!itemSource.length) header = isSkill ? <h3> SKILL </h3> : <h3> SPEC </h3>;
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if (itemSourceInfo) {
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while (itemSourceInfo.includes('Plus')) itemSourceInfo = itemSourceInfo.replace('Plus', '+');
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const itemRegEx = /(Red|Blue|Green)/;
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itemSourceInfo = reactStringReplace(itemSourceInfo, itemRegEx, match => shapes[match]());
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}
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const cooldown = isSkill && fullInfo.cooldown ? <div>{fullInfo.cooldown} Turn delay</div> : null;
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const speed = isSkill
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? <div> Speed {shapes.SpeedStat()} multiplier {fullInfo.speed * 4}% </div>
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: null;
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const thresholds = isSpec ? specThresholds(player, fullInfo, info) : null;
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return (
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<div class={isSkill ? 'info-item' : 'info-item'}>
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<h2>{infoName} {fullInfo.cost}b</h2>
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{header}
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{itemSourceInfo}
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{cooldown}
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{itemDescription()}
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{speed}
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{thresholds}
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</div>
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);
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}
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const cost = fullInfo.cost ? `- ${fullInfo.cost}b` : false;
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return (
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<div class="info-item">
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<h2>{fullInfo.item} {cost}</h2>
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{itemDescription()}
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</div>
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);
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}
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const Combos = () => {
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if (tutorial && instance.time_control === 'Practice' && instance.rounds.length === 1) return false;
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const generalNotes = (
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<div>
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<h2> General </h2>
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<p>
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You can preview combos by clicking the combined item when it appears in this section. <br />
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Click the <b>READY</b> button to start the <b>GAME PHASE</b>.
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</p>
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</div>
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);
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if (!player) return generalNotes;
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if (!info) return generalNotes;
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const vboxCombos = itemInfo.combos.filter(c => c.components.includes(info));
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if (vboxCombos.length > 6 || vboxCombos.length === 0) return generalNotes;
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const comboTable = vboxCombos.map((c, i) => {
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const mouseOver = e => {
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e.stopPropagation();
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this.setState({ comboItem: c.item });
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};
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const componentTable = (c.components.some(ci => ['Red', 'Blue', 'Green'].includes(ci)))
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? [<div key="0">{convertItem(c.components[0])} {convertItem(c.components[1])}</div>,
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<div key="1">{convertItem(c.components[2])}</div>]
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: c.components.map((u, j) => <div key={j} >{convertItem(u)}</div>);
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return (
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<div key={i} onMouseOver={mouseOver} class="table-button" onClick={() => setInfo(c.item)}>
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<div class="item">
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{convertItem(c.item)}
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</div>
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{componentTable}
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</div>
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);
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});
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return (
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<div class="combos">
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{comboTable}
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</div>
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);
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};
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return (
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<div class='info' onMouseOver={() => this.setState({ comboItem: null })}>
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<Info />
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<Combos />
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</div>
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);
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}
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}
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module.exports = InfoComponent;
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