mnml/client/src/events.jsx
2019-06-01 17:43:00 +10:00

219 lines
6.8 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, constructs, ws } = store.getState();
if (!game) ws.clearGameStateTimeout();
if (!instance) ws.clearInstanceStateTimeout();
});
function setPing(ping) {
store.dispatch(actions.setPing(ping));
}
function setConstructs(constructs) {
console.log('EVENT ->', 'constructs', constructs);
}
function setConstructList(constructs) {
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);
return eachSeries(newRes, (r, cb) => {
if (['Disable', 'TargetKo'].includes(r.event[0])) return cb();
// Create sub events for combat animations
const sequence = getCombatSequence(r);
return eachSeries(sequence, (stage, sCb) => {
const { skip } = store.getState();
if (skip) return sCb();
const stagedR = Object.create(r);
stagedR.stage = stage;
store.dispatch(actions.setResolution(stagedR));
return setTimeout(sCb, TIMES[stage]);
}, err => {
if (err) return console.error(err);
// Finished this resolution
return cb();
});
}, err => {
if (err) return console.error(err);
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));
store.dispatch(actions.setNav('team'));
}
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 setMenu() {
console.log('EVENT ->', 'menu', true);
}
function setVbox(items) {
console.log('EVENT ->', 'vbox', items);
}
function setScores(scores) {
console.log('EVENT ->', 'scores', scores);
}
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 setZone(zone) {
console.log('EVENT ->', 'zone', zone);
}
function setGameList(gameList) {
console.log('EVENT ->', 'gameList', gameList);
}
function setConstructStatusUpdate(id, skill, target) {
console.log('EVENT ->', 'constructStatusUpdate', { id, skill, target });
}
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,
});
}
return {
errorPrompt,
clearCombiner,
setAccount,
setActiveSkill,
setActiveItem,
setConstructs,
setConstructList,
setGame,
clearInfo,
setMenu,
setInstance,
setInstanceList,
setAccountInstances,
setVbox,
setWs,
setGameList,
setZone,
setPing,
setScores,
setItemInfo,
};
}
module.exports = registerEvents;