State Management, Simplifying Some Components #1
42
src/App.tsx
42
src/App.tsx
@@ -1,51 +1,21 @@
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import { BrowserRouter, Routes, Route } from 'react-router-dom'
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import { useState } from 'react'
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import { BrowserRouter, Routes, Route } from 'react-router-dom'
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import Gameboard from './components/Gameboard/Gameboard'
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import GameConstructor from './util/GameConstructor';
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import { PlayerData, NobleData, CardData, AppState } from './util/types';
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import CardDeck from './data/cards.json';
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import GameConstructor from './components/GameConstructor';
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import { initialState } from './util/stateSetters';
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import './App.css'
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function App() {
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const [state, setState] = useState<AppState>({
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gameboard: {
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nobles: new Array<NobleData>,
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cardRows: {
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tierOne: new Array<CardData>,
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tierTwo: new Array<CardData>,
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tierThree: new Array<CardData>,
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},
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tradingResources: {
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ruby: 7,
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sapphire: 7,
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emerald: 7,
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diamond: 7,
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onyx: 7,
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gold: 5
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},
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deck: CardDeck,
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},
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round: 1,
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players: new Array<PlayerData>,
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actions: {
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getChips: {
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active: false
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},
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buyCard: {
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active: false
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},
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reserveCard: {
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active: false
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}
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}
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})
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const [state, setState] = useState(initialState);
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return (
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<div className="App">
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<h1>SPLENDOR</h1>
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<BrowserRouter>
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<Routes>
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{/* @ts-ignore */}
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<Route path="/" element={<GameConstructor state={state} setState={setState} />} />
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{/* @ts-ignore */}
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<Route path="/game" element={<Gameboard state={state} setState={setState} />} />
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</Routes>
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</BrowserRouter>
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@@ -1,7 +1,6 @@
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import { useEffect, useState } from "react"
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import { useNavigate } from "react-router-dom"
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import { v4 } from "uuid";
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import { CardData, NobleData, PlayerData, StateProps } from "./types";
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import { CardData, NobleData, PlayerData, StateProps } from "../util/types";
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interface InputState {
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playerOne: PlayerInput
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@@ -1,21 +1,71 @@
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// types, data, utils
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import { AppState, PlayerData, ResourceCost, SetActionType, StateProps } from '../../util/types';
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import { setStateBuyCard, setStateGetChips, setStateReserveCard } from '../../util/stateSetters';
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import { useCallback, useEffect, useState } from 'react';
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import { AppState, FullDeck, NobleData, StateProps } from '../../util/types';
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import AllPlayers from '../Player/AllPlayers';
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import AvailableChips from '../Resources/AvailableChips';
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import CardRow from './CardRow';
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import Nobles from './Nobles';
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import NobleStore from '../../data/nobles.json';
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import useActionStatus from '../../util/useActionStatus';
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// components
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import initializeBoard from '../../util/initializeBoard';
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import AvailableChips from '../Resources/AvailableChips';
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import AllPlayers from '../Player/AllPlayers';
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import CardRow from '../Card/CardRow';
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import { validateChips } from '../Player/ActionMethods';
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import SelectionView from '../Resources/SelectionView';
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export default function Gameboard({ state, setState }: StateProps) {
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const [view, setView] = useState(<p>Loading...</p>)
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const [selection, setSelection] = useState<Array<String>>([]);
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const chipSelection = { selection, setSelection };
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const [view, setView] = useState(<p>Loading...</p>);
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// callbacks for lifting state
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const liftSelection = useCallback((value: keyof ResourceCost) => {
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if (!state.actions.getChips.active) return;
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setState((prev: AppState) => {
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let newSelection = prev.actions.getChips.selection;
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newSelection?.push(value);
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let newState = {
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...prev,
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actions: {
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...state.actions,
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getChips: {
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active: true,
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selection: newSelection,
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valid: false
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}
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}
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}
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const result = validateChips(newState);
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newState.actions.getChips.valid = result;
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return newState;
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})
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}, [state]);
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const setActionState = useCallback((value: SetActionType, player: PlayerData) => {
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if (!player?.turnActive) return;
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switch (value) {
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case 0:
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if (!state.actions.getChips.active) setState((prev) => setStateGetChips(prev));
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break;
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case 1:
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if (!state.actions.buyCard.active) setState((prev) => setStateBuyCard(prev));
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break;
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case 2:
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if (!state.actions.reserveCard.active) setState((prev) => setStateReserveCard(prev));
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break;
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default:
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break;
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}
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}, []);
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// util functions, setup on mount
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useEffect(() => {
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initializeBoard();
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initializeBoard(state, setState);
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}, [])
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// displays state of board if data is populated
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useEffect(() => {
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if (!state.players.length) {
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setView(
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@@ -32,61 +82,15 @@ export default function Gameboard({ state, setState }: StateProps) {
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<CardRow tier={3} cards={state.gameboard.cardRows.tierThree} />
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<CardRow tier={2} cards={state.gameboard.cardRows.tierTwo} />
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<CardRow tier={1} cards={state.gameboard.cardRows.tierOne} />
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<AvailableChips liftFromChildren={liftFromChildren} chipSelection={chipSelection} state={state} setState={setState} />
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<AllPlayers liftFromChildren={liftFromChildren} chipSelection={chipSelection} state={state} setState={setState} />
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<SelectionView state={state} setState={setState} />
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<AvailableChips state={state} setState={setState} liftSelection={liftSelection} />
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{/* @ts-ignore */}
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<AllPlayers state={state} setState={setState} setActionState={setActionState} />
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</div>
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)
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}
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}, [state]);
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const shuffleDeck = () => {
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if (!state.gameboard.deck) return;
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let newDeck: FullDeck = state.gameboard.deck;
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for (const [key, value] of Object.entries(newDeck)) {
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for (let i = value.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1))
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const temp = value[i];
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value[i] = value[j];
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value[j] = temp;
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}
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}
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setState({ ...state, gameboard: { ...state.gameboard, deck: newDeck }})
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}
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const setNobles = () => {
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let newNobles = NobleStore.nobles;
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let shuffledNobles = new Array<NobleData>;
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while (shuffledNobles.length < 4) {
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const rand = Math.floor(Math.random() * newNobles.length);
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const randNoble = newNobles.splice(rand,1)[0];
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shuffledNobles.push(randNoble);
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}
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setState({ ...state, gameboard: { ...state.gameboard, nobles: shuffledNobles }})
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}
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const initializeBoard = () => {
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shuffleDeck();
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let newDeck = state.gameboard.cardRows;
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for (const [key, value] of Object.entries(state.gameboard.deck)) {
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while (newDeck[key as keyof FullDeck].length < 4) {
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// @ts-ignore
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const nextCard = value.shift();
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newDeck[key as keyof FullDeck].push(nextCard);
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}
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}
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setState({ ...state, gameboard: { ...state.gameboard, cardRows: newDeck } })
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setNobles();
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}
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const liftFromChildren = useCallback((childState: AppState) => {
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setState(childState);
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}, [state]);
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// render
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return view
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}
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103
src/components/Player/ActionMethods.ts
Normal file
103
src/components/Player/ActionMethods.ts
Normal file
@@ -0,0 +1,103 @@
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import { AppState, PlayerData, ResourceCost, setStateType } from "../../util/types";
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import { turnOrderUtil } from "../../util/TurnOrderUtil";
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import { initialActions } from "../../util/stateSetters";
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export const _getChips = (resource: string | Array<keyof ResourceCost>, dynamic: PlayerData | undefined, setState: setStateType) => {
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if (!dynamic || !dynamic?.turnActive) return;
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setState((prev: AppState) => {
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const { newPlayers, roundIncrement } = turnOrderUtil(prev, dynamic);
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return {
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...prev,
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round: (roundIncrement ? prev.round + 1 : prev.round),
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gameboard: {
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...prev.gameboard,
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tradingResources: {
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...prev.gameboard.tradingResources,
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[resource as keyof ResourceCost]: prev.gameboard.tradingResources[resource as keyof ResourceCost] -= 1
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}
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},
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players: newPlayers
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}
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})
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}
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export const validateChips = (state: AppState): boolean => {
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if (!state.actions.getChips.active || !state.actions.getChips.selection) return false;
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const selection = state.actions.getChips.selection;
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if (selection.length === 0 || selection.length > 3) return false;
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const unique = new Set(selection);
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if (selection.length === 3 && selection.length > unique.size) return false;
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return true;
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}
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export const getChips = (state: AppState, setState: setStateType): boolean => {
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/**
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* features:
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* update their inventory state
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* update the total available resources
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*/
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let targetPlayer: PlayerData;
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for (let each in state.players) {
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if (state.players[each].turnActive) {
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targetPlayer = state.players[each];
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}
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}
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setState((prev) => {
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const { newPlayers, roundIncrement } = turnOrderUtil(state, targetPlayer);
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const idx = newPlayers.indexOf(targetPlayer);
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const resources = state.actions.getChips.selection;
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let newResources = prev.gameboard.tradingResources;
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if (resources) {
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for (let value of resources) {
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// update player inventory
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for (let each in newPlayers[idx].inventory) {
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if (value === each) {
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newPlayers[idx].inventory[value] += 1;
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}
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}
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// update globally available resources
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for (let each in newResources) {
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if (value === each) {
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newResources[value] -= 1;
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}
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}
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}
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}
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return {
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...prev,
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round: (roundIncrement ? prev.round + 1 : prev.round),
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gameboard: {
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...prev.gameboard,
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tradingResources: newResources
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},
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players: newPlayers,
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actions: initialActions
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}
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})
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console.log(state.players);
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return true;
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}
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export const buyCard = () => {
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return;
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}
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export const reserveCard = () => {
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return;
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}
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@@ -1,26 +1,17 @@
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import Player from "./Player";
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import { v4 } from "uuid";
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import { PlayerData, StateProps } from "../../util/types";
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import { Dispatch, SetStateAction, useEffect } from "react";
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import "./AllPlayers.css"
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import { PlayerData, SetActionType, StateProps } from "../../util/types";
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interface AllPlayersProps extends StateProps {
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liftFromChildren?: any,
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chipSelection: {
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selection: String[],
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setSelection: Dispatch<SetStateAction<Array<String>>>
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}
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setActionState: (value: SetActionType, player?: PlayerData) => void
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}
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export default function AllPlayers({ state, setState, chipSelection, liftFromChildren }: AllPlayersProps) {
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useEffect(() => {
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return;
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}, [state])
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export default function AllPlayers({ state, setState, setActionState }: AllPlayersProps) {
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return (
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<div className="all-players">
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{
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state.players?.map((player: PlayerData) => <Player key={v4()} liftFromChildren={liftFromChildren} chipSelection={chipSelection} player={player} state={state} setState={setState} />)
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state.players?.map((player: PlayerData) => <Player key={v4()} player={player} state={state} setState={setState} setActionState={setActionState} />)
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}
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</div>
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)
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@@ -1,85 +1,32 @@
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import { AppState, ActionPrompts, GameActions, PlayerData, ResourceCost, StateProps } from "../../util/types";
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import { Dispatch, SetStateAction, useEffect, useState } from "react";
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import { TurnOrderUtil } from "../../util/TurnOrderUtil";
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import useActionType from "../../util/useActionType";
|
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import { PlayerData, SetActionType, StateProps } from "../../util/types"
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import { useEffect, useState } from "react";
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import { v4 } from "uuid";
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interface PlayerProps extends StateProps {
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player: PlayerData
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chipSelection: {
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selection: String[],
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setSelection: Dispatch<SetStateAction<Array<String>>>
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},
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liftFromChildren: any
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player: PlayerData,
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setActionState: (value: SetActionType, player?: PlayerData) => void
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}
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export default function Player({ player, state, setState, chipSelection, liftFromChildren }: PlayerProps) {
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const [actionPrompt, setActionPrompt] = useState(ActionPrompts[0]);
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const [actionType, setActionType] = useState<GameActions>(GameActions.AWAIT);
|
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const [dynamic, setDynamic] = useState<PlayerData | undefined>();
|
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const { selection, setSelection } = chipSelection;
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export default function Player({ player, state, setState, setActionState }: PlayerProps) {
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const [dynamic, setDynamic] = useState<PlayerData>();
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const [prompt, setPrompt] = useState("Your turn! Select an action type below.");
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const [actionSelection, setActionSelection] = useState(-1);
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useEffect(() => setDynamic(state.players.find((element: PlayerData) => element.id === player.id)), [state]);
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useEffect(() => {
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return;
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}, [selection, setSelection])
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setActionState(actionSelection, dynamic);
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useEffect(() => {
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setDynamic(state.players.find((element: PlayerData) => element.id === player.id));
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}, [state, setState]);
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useEffect(() => {
|
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const newState = useActionType(state, actionType);
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|
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switch (actionType) {
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case GameActions.GETCHIPS:
|
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setActionPrompt(ActionPrompts[1]);
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getChips(newState);
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setSelection([]);
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break;
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case GameActions.BUYCARD:
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setActionPrompt(ActionPrompts[2]);
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break;
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||||
case GameActions.RESERVECARD:
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setActionPrompt(ActionPrompts[3]);
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break;
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default:
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break;
|
||||
if (state.actions.getChips.active) {
|
||||
setPrompt('Make your selection of up to three chips.');
|
||||
} else if (state.actions.buyCard.active) {
|
||||
setPrompt('Choose a card above to purchase.');
|
||||
} else if (state.actions.reserveCard.active) {
|
||||
setPrompt('Choose a card above to reserve.');
|
||||
} else {
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setPrompt("Your turn! Select an action type below.");
|
||||
}
|
||||
}, [actionType]);
|
||||
|
||||
const getChips = (newState: AppState) => {
|
||||
if (!dynamic?.turnActive) return;
|
||||
setActionPrompt(ActionPrompts[1]);
|
||||
|
||||
if (selection.length < 3) return;
|
||||
|
||||
setState(() => {
|
||||
const { newPlayers, roundIncrement } = TurnOrderUtil(newState, dynamic);
|
||||
console.log(newPlayers)
|
||||
let newResources = newState.gameboard.tradingResources;
|
||||
|
||||
for (let item of selection) {
|
||||
for (let [key, value] of Object.entries(newResources)) {
|
||||
if (key === item) {
|
||||
newResources[key as keyof ResourceCost] = value - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
...newState,
|
||||
round: (roundIncrement ? newState.round + 1 : newState.round),
|
||||
players: newPlayers,
|
||||
gameboard: {
|
||||
...newState.gameboard,
|
||||
tradingResources: newResources
|
||||
},
|
||||
}
|
||||
})
|
||||
|
||||
liftFromChildren(state);
|
||||
}
|
||||
}, [actionSelection])
|
||||
|
||||
return (
|
||||
<div className="player-ui" key={v4()}>
|
||||
@@ -89,11 +36,10 @@ export default function Player({ player, state, setState, chipSelection, liftFro
|
||||
<p>Is {player.starter || "not"} round starter</p>
|
||||
|
||||
{/* Dynamic data from state */}
|
||||
<p>{dynamic?.turnActive ? actionPrompt : "..."}</p>
|
||||
|
||||
<button onClick={() => setActionType(GameActions.GETCHIPS)}>Get Chips</button>
|
||||
<button onClick={()=> setActionType(GameActions.BUYCARD)}>Buy a Card</button>
|
||||
<button onClick={()=> setActionType(GameActions.RESERVECARD)}>Reserve a Card</button>
|
||||
<p>{dynamic?.turnActive ? prompt : '...'}</p>
|
||||
<button onClick={() => setActionSelection(0)}>Get Chips</button>
|
||||
<button onClick={() => setActionSelection(1)}>Buy Card</button>
|
||||
<button onClick={() => setActionSelection(2)}>Reserve Card</button>
|
||||
<div className="player-cards"></div>
|
||||
<div className="player-resources"></div>
|
||||
</div>
|
||||
|
||||
@@ -1,59 +1,31 @@
|
||||
import { GameActions, ResourceCost, StateProps } from "../../util/types";
|
||||
import { ResourceCost, StateProps } from "../../util/types";
|
||||
import { useEffect } from "react";
|
||||
import { v4 } from "uuid";
|
||||
import "./AvailableChips.css"
|
||||
import { Dispatch, SetStateAction, useEffect, useState } from "react";
|
||||
import useActionStatus from "../../util/useActionStatus";
|
||||
import { setStateGetChips } from "../../util/stateSetters";
|
||||
|
||||
interface AvailableChipsProps extends StateProps {
|
||||
liftFromChildren: any,
|
||||
chipSelection: {
|
||||
selection: String[],
|
||||
setSelection: Dispatch<SetStateAction<Array<String>>>
|
||||
}
|
||||
interface ResourceProps extends StateProps {
|
||||
liftSelection: (value: keyof ResourceCost) => void
|
||||
}
|
||||
|
||||
export default function AvailableChips({ state, chipSelection, liftFromChildren }: AvailableChipsProps) {
|
||||
const { selection, setSelection } = chipSelection;
|
||||
|
||||
const handleSelection = (key: string) => {
|
||||
console.log(key)
|
||||
console.log(state);
|
||||
|
||||
if (selection.length > 3) return;
|
||||
|
||||
setSelection((prev) => {
|
||||
let newValue = prev;
|
||||
newValue.push(key);
|
||||
return newValue;
|
||||
})
|
||||
}
|
||||
|
||||
export default function AvailableChips({ state, setState, liftSelection }: ResourceProps) {
|
||||
useEffect(() => {
|
||||
useActionStatus(state);
|
||||
return;
|
||||
}, [state])
|
||||
|
||||
return (
|
||||
<div className="available-chips">
|
||||
|
||||
<div className="current-selection">
|
||||
<strong>Selection:</strong>
|
||||
{ selection.map((each) => <p key={v4()}>{each}</p>) }
|
||||
</div>
|
||||
|
||||
{
|
||||
Object.keys(state.gameboard.tradingResources).map((key: string) => {
|
||||
Object.keys(state.gameboard.tradingResources).map((key: string | keyof ResourceCost) => {
|
||||
return (
|
||||
<div key={v4()} className={`chips-${key}`}>
|
||||
<button
|
||||
onClick={() => handleSelection(key)}
|
||||
value={key}>
|
||||
<button key={v4()} value={key} onClick={() => liftSelection(key as keyof ResourceCost)}>
|
||||
{key}: {state.gameboard.tradingResources[key as keyof ResourceCost]}
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
</div>
|
||||
)
|
||||
}
|
||||
38
src/components/Resources/SelectionView.tsx
Normal file
38
src/components/Resources/SelectionView.tsx
Normal file
@@ -0,0 +1,38 @@
|
||||
import { v4 } from "uuid";
|
||||
import { useEffect, useState } from "react";
|
||||
import { ResourceCost, StateProps } from "../../util/types";
|
||||
import { setStateGetChips } from "../../util/stateSetters";
|
||||
import { GetChipsHTML } from "./ViewHTML";
|
||||
|
||||
export default function SelectionView({ state, setState }: StateProps) {
|
||||
const actionTypes = [
|
||||
state.actions.getChips,
|
||||
state.actions.buyCard,
|
||||
state.actions.reserveCard
|
||||
]
|
||||
const [view, setView] = useState(<></>);
|
||||
|
||||
useEffect(() => {
|
||||
setView(() => {
|
||||
switch (true) {
|
||||
case (actionTypes[0].active):
|
||||
return <GetChipsHTML state={state} setState={setState} />
|
||||
case (actionTypes[1].active):
|
||||
return (
|
||||
<>
|
||||
{actionTypes[1].active && <strong>Your selection is {actionTypes[1].valid || "not"} valid</strong>}
|
||||
<p>Card will display here</p>
|
||||
</>
|
||||
)
|
||||
default:
|
||||
return <></>;
|
||||
}
|
||||
})
|
||||
}, [state])
|
||||
|
||||
return (
|
||||
<div className="selection-view">
|
||||
{ view }
|
||||
</div>
|
||||
)
|
||||
}
|
||||
36
src/components/Resources/ViewHTML.tsx
Normal file
36
src/components/Resources/ViewHTML.tsx
Normal file
@@ -0,0 +1,36 @@
|
||||
import { v4 } from "uuid";
|
||||
import { useEffect, useState } from "react";
|
||||
import { setStateGetChips } from "../../util/stateSetters";
|
||||
import { ResourceCost, StateProps } from "../../util/types";
|
||||
import { getChips } from "../Player/ActionMethods";
|
||||
|
||||
export const GetChipsHTML = ({ state, setState }: StateProps) => {
|
||||
const [prompt, setPrompt] = useState("");
|
||||
|
||||
useEffect(() => {
|
||||
if (!state.actions.getChips.active) setPrompt("");
|
||||
if (state.actions.getChips.selection?.length === 0) {
|
||||
setPrompt("Please make a selection.");
|
||||
} else {
|
||||
setPrompt(`Your selection is ${state.actions.getChips.valid ? '' : "not"} valid`);
|
||||
}
|
||||
}, [state])
|
||||
|
||||
return (
|
||||
<div className="selection-view">
|
||||
<strong>{prompt}</strong>
|
||||
<div className="current-selections">
|
||||
{
|
||||
state.actions.getChips.active &&
|
||||
state.actions.getChips.selection?.map((each: keyof ResourceCost) => <p key={v4()}>{each}</p>)
|
||||
}
|
||||
</div>
|
||||
{
|
||||
state.actions.getChips.valid ?
|
||||
<button onClick={() => getChips(state, setState)}>Confirm Selection</button>
|
||||
:
|
||||
<button key={v4()} onClick={() => setState((prev) => setStateGetChips(prev))}>Reset Selection</button>
|
||||
}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
@@ -1,10 +1,11 @@
|
||||
import { AppState, PlayerData } from "./types";
|
||||
|
||||
export const TurnOrderUtil = (prev: AppState, dynamic: PlayerData) => {
|
||||
export const turnOrderUtil = (prev: AppState, dynamic: PlayerData) => {
|
||||
let roundIncrement = false;
|
||||
const newPlayers = prev.players;
|
||||
|
||||
for (let each of newPlayers) {
|
||||
console.log(each);
|
||||
if (each.id === dynamic.id) {
|
||||
each.turnActive = false;
|
||||
} else if (each.id === dynamic.id + 1) {
|
||||
|
||||
47
src/util/initializeBoard.ts
Normal file
47
src/util/initializeBoard.ts
Normal file
@@ -0,0 +1,47 @@
|
||||
import { AppState, FullDeck, NobleData, setStateType } from "./types";
|
||||
import NobleStore from '../data/nobles.json';
|
||||
|
||||
const shuffleDeck = (state: AppState, setState: setStateType) => {
|
||||
if (!state.gameboard.deck) return;
|
||||
let newDeck: FullDeck = state.gameboard.deck;
|
||||
|
||||
for (const [key, value] of Object.entries(newDeck)) {
|
||||
for (let i = value.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1))
|
||||
const temp = value[i];
|
||||
value[i] = value[j];
|
||||
value[j] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
setState({ ...state, gameboard: { ...state.gameboard, deck: newDeck }})
|
||||
}
|
||||
|
||||
const setNobles = (state: AppState, setState: setStateType) => {
|
||||
let newNobles = NobleStore.nobles;
|
||||
let shuffledNobles = new Array<NobleData>;
|
||||
|
||||
while (shuffledNobles.length < 4) {
|
||||
const rand = Math.floor(Math.random() * newNobles.length);
|
||||
const randNoble = newNobles.splice(rand,1)[0];
|
||||
shuffledNobles.push(randNoble);
|
||||
}
|
||||
|
||||
setState({ ...state, gameboard: { ...state.gameboard, nobles: shuffledNobles }})
|
||||
}
|
||||
|
||||
export default function initializeBoard(state: AppState, setState: setStateType) {
|
||||
shuffleDeck(state, setState);
|
||||
|
||||
let newDeck = state.gameboard.cardRows;
|
||||
for (const [key, value] of Object.entries(state.gameboard.deck)) {
|
||||
while (newDeck[key as keyof FullDeck].length < 4) {
|
||||
// @ts-ignore
|
||||
const nextCard = value.shift();
|
||||
newDeck[key as keyof FullDeck].push(nextCard);
|
||||
}
|
||||
}
|
||||
|
||||
setState({ ...state, gameboard: { ...state.gameboard, cardRows: newDeck } })
|
||||
setNobles(state, setState);
|
||||
}
|
||||
79
src/util/stateSetters.ts
Normal file
79
src/util/stateSetters.ts
Normal file
@@ -0,0 +1,79 @@
|
||||
import { AppState, CardData, NobleData, PlayerData, ResourceCost } from "./types";
|
||||
import CardDeck from '../data/cards.json';
|
||||
|
||||
export const initialActions = {
|
||||
buyCard: { active: false },
|
||||
getChips: { active: false },
|
||||
reserveCard: { active: false }
|
||||
}
|
||||
|
||||
export const initialState = {
|
||||
gameboard: {
|
||||
nobles: new Array<NobleData>,
|
||||
cardRows: {
|
||||
tierOne: new Array<CardData>,
|
||||
tierTwo: new Array<CardData>,
|
||||
tierThree: new Array<CardData>,
|
||||
},
|
||||
tradingResources: {
|
||||
ruby: 7,
|
||||
sapphire: 7,
|
||||
emerald: 7,
|
||||
diamond: 7,
|
||||
onyx: 7,
|
||||
gold: 5
|
||||
},
|
||||
deck: CardDeck,
|
||||
},
|
||||
round: 1,
|
||||
players: new Array<PlayerData>,
|
||||
actions: initialActions
|
||||
}
|
||||
|
||||
export const setStateAwaitAction = (prev: AppState) => {
|
||||
return {
|
||||
...prev,
|
||||
actions: initialActions
|
||||
}
|
||||
}
|
||||
|
||||
export const setStateGetChips = (prev: AppState) => {
|
||||
return {
|
||||
...prev,
|
||||
actions: {
|
||||
...initialState.actions,
|
||||
getChips: {
|
||||
active: true,
|
||||
selection: new Array<keyof ResourceCost>,
|
||||
valid: false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const setStateBuyCard = (prev: AppState) => {
|
||||
return {
|
||||
...prev,
|
||||
actions: {
|
||||
...initialState.actions,
|
||||
buyCard: {
|
||||
active: true,
|
||||
valid: false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const setStateReserveCard = (prev: AppState) => {
|
||||
return {
|
||||
...prev,
|
||||
actions: {
|
||||
...initialState.actions,
|
||||
reserveCard: {
|
||||
active: true,
|
||||
includeGold: false,
|
||||
valid: false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,45 +13,44 @@ export interface AppState {
|
||||
},
|
||||
round: number,
|
||||
players: Array<PlayerData>,
|
||||
actions: ActionTypes
|
||||
actions: StateActions
|
||||
}
|
||||
|
||||
export interface StateProps {
|
||||
state: AppState,
|
||||
setState: Dispatch<SetStateAction<AppState>>
|
||||
interface StateActions {
|
||||
setAction?: (arg: SetActionType) => void
|
||||
getChips: {
|
||||
active: boolean
|
||||
selection?: Array<keyof ResourceCost>
|
||||
valid?: boolean
|
||||
confirm?: () => void
|
||||
}
|
||||
buyCard: {
|
||||
active: boolean
|
||||
selection?: CardData
|
||||
valid?: boolean
|
||||
confirm?: () => void
|
||||
}
|
||||
reserveCard: {
|
||||
active: boolean
|
||||
selection?: CardData
|
||||
includeGold?: boolean
|
||||
valid?: boolean
|
||||
confirm?: () => void
|
||||
}
|
||||
}
|
||||
|
||||
export enum GameActions {
|
||||
export enum SetActionType {
|
||||
GETCHIPS,
|
||||
BUYCARD,
|
||||
RESERVECARD,
|
||||
AWAIT
|
||||
}
|
||||
|
||||
export interface ActionTypes {
|
||||
getChips: {
|
||||
active: boolean
|
||||
chips?: Array<keyof ResourceCost>
|
||||
valid?: boolean
|
||||
}
|
||||
buyCard: {
|
||||
active: boolean
|
||||
card?: CardData | null
|
||||
}
|
||||
reserveCard: {
|
||||
active: boolean
|
||||
card?: CardData | null
|
||||
includeGold?: boolean
|
||||
}
|
||||
}
|
||||
export type setStateType = Dispatch<SetStateAction<AppState>>
|
||||
|
||||
export enum ActionPrompts {
|
||||
"Choose your action type below:",
|
||||
"Make a selection of three different available resources, or two of the same.",
|
||||
"Choose a card to purchase above.",
|
||||
"Select any card above to reserve. You will also automatically take a gold chip.",
|
||||
"Select any card above to reserve. You have the maximum allowed number of chips, so you cannnot take a gold chip.",
|
||||
"It is not your turn."
|
||||
export interface StateProps {
|
||||
state: AppState,
|
||||
setState: setStateType
|
||||
}
|
||||
|
||||
export interface GameInformation {
|
||||
|
||||
Reference in New Issue
Block a user