mirror of
https://github.com/EDCD/coriolis.git
synced 2025-12-09 14:45:35 +00:00
Make various components stateless
This commit is contained in:
@@ -1,14 +1,17 @@
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import React from 'react';
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// import Perf from 'react-addons-perf';
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import { findDOMNode } from 'react-dom';
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import { Ships } from 'coriolis-data/dist';
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import cn from 'classnames';
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import Page from './Page';
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import Router from '../Router';
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import Persist from '../stores/Persist';
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import * as Utils from '../utils/UtilityFunctions';
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import Ship from '../shipyard/Ship';
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import { toDetailedBuild } from '../shipyard/Serializer';
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import { outfitURL } from '../utils/UrlGenerators';
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import { FloppyDisk, Bin, Switch, Download, Reload, LinkIcon, ShoppingIcon } from '../components/SvgIcons';
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import LZString from 'lz-string';
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import ShipSummaryTable from '../components/ShipSummaryTable';
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import StandardSlotSection from '../components/StandardSlotSection';
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import HardpointsSlotSection from '../components/HardpointsSlotSection';
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@@ -46,7 +49,8 @@ export default class OutfittingPage extends Page {
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*/
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constructor(props, context) {
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super(props, context);
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this.state = this._initState(context);
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// window.Perf = Perf;
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this.state = this._initState(props, context);
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this._keyDown = this._keyDown.bind(this);
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this._exportBuild = this._exportBuild.bind(this);
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this._pipsUpdated = this._pipsUpdated.bind(this);
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@@ -59,10 +63,11 @@ export default class OutfittingPage extends Page {
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/**
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* [Re]Create initial state from context
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* @param {Object} props React component properties
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* @param {context} context React component context
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* @return {Object} New state object
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*/
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_initState(context) {
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_initState(props, context) {
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let params = context.route.params;
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let shipId = params.ship;
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let code = params.code;
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@@ -84,6 +89,8 @@ export default class OutfittingPage extends Page {
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this._getTitle = getTitle.bind(this, data.properties.name);
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// Obtain ship control from code
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const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = this._obtainControlFromCode(ship, code);
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return {
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error: null,
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title: this._getTitle(buildName),
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@@ -94,14 +101,15 @@ export default class OutfittingPage extends Page {
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ship,
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code,
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savedCode,
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sys: 2,
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eng: 2,
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wep: 2,
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fuel: ship.fuelCapacity,
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cargo: 0,
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boost: false,
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engagementRange: 1000,
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opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
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sys,
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eng,
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wep,
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boost,
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fuel,
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cargo,
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opponent,
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opponentBuild,
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engagementRange
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};
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}
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@@ -123,6 +131,76 @@ export default class OutfittingPage extends Page {
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this.setState(stateChanges);
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}
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/**
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* Update the control part of the route
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*/
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_updateRouteOnControlChange() {
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const { ship, shipId, buildName } = this.state;
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const code = this._fullCode(ship);
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this._updateRoute(shipId, buildName, code);
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this.setState({ code });
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}
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/**
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* Provide a full code for this ship, including any additions due to the outfitting page
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* @param {Object} ship the ship
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* @param {number} fuel the fuel carried by the ship (if different from that in state)
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* @param {number} cargo the cargo carried by the ship (if different from that in state)
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* @returns {string} the code for this ship
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*/
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_fullCode(ship, fuel, cargo) {
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return `${ship.toString()}.${LZString.compressToBase64(this._controlCode(fuel, cargo))}`;
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}
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/**
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* Obtain the control information from the build code
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* @param {Object} ship The ship
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* @param {string} code The build code
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* @returns {Object} The control information
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*/
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_obtainControlFromCode(ship, code) {
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// Defaults
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let sys = 2;
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let eng = 2;
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let wep = 2;
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let boost = false;
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let fuel = ship.fuelCapacity;
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let cargo = ship.cargoCapacity;
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let opponent = new Ship('eagle', Ships['eagle'].properties, Ships['eagle'].slots).buildWith(Ships['eagle'].defaults);
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let opponentBuild = undefined;
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let engagementRange = 1000;
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// Obtain updates from code, if available
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if (code) {
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const parts = code.split('.');
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if (parts.length >= 5) {
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// We have control information in the code
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const control = LZString.decompressFromBase64(Utils.fromUrlSafe(parts[4])).split('/');
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sys = parseFloat(control[0]);
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eng = parseFloat(control[1]);
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wep = parseFloat(control[2]);
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boost = control[3] == 1 ? true : false;
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fuel = parseFloat(control[4]);
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cargo = parseInt(control[5]);
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if (control[6]) {
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const shipId = control[6];
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opponent = new Ship(shipId, Ships[shipId].properties, Ships[shipId].slots);
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if (control[7] && Persist.getBuild(shipId, control[7])) {
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// Ship is a particular build
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opponent.buildFrom(Persist.getBuild(shipId, control[7]));
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opponentBuild = control[7];
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} else {
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// Ship is a stock build
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opponent.buildWith(Ships[shipId].defaults);
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}
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}
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engagementRange = parseInt(control[8]);
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}
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}
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return { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange };
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}
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/**
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* Triggered when pips have been updated
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* @param {number} sys SYS pips
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@@ -130,7 +208,7 @@ export default class OutfittingPage extends Page {
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* @param {number} wep WEP pips
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*/
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_pipsUpdated(sys, eng, wep) {
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this.setState({ sys, eng, wep });
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this.setState({ sys, eng, wep }, () => this._updateRouteOnControlChange());
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}
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/**
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@@ -138,7 +216,7 @@ export default class OutfittingPage extends Page {
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* @param {boolean} boost true if boosting
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*/
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_boostUpdated(boost) {
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this.setState({ boost });
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this.setState({ boost }, () => this._updateRouteOnControlChange());
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}
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/**
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@@ -146,7 +224,7 @@ export default class OutfittingPage extends Page {
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* @param {number} fuel the amount of fuel, in T
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*/
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_fuelUpdated(fuel) {
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this.setState({ fuel });
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this.setState({ fuel }, () => this._updateRouteOnControlChange());
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}
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/**
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@@ -154,7 +232,7 @@ export default class OutfittingPage extends Page {
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* @param {number} cargo the amount of cargo, in T
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*/
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_cargoUpdated(cargo) {
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this.setState({ cargo });
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this.setState({ cargo }, () => this._updateRouteOnControlChange());
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}
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/**
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@@ -162,24 +240,44 @@ export default class OutfittingPage extends Page {
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* @param {number} engagementRange the engagement range, in m
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*/
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_engagementRangeUpdated(engagementRange) {
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this.setState({ engagementRange });
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this.setState({ engagementRange }, () => this._updateRouteOnControlChange());
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}
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/**
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* Triggered when target ship has been updated
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* @param {object} opponent the opponent's ship
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* @param {string} opponentBuild the name of the opponent's build
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* @param {string} opponent the opponent's ship model
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* @param {string} opponentBuild the name of the opponent's build
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*/
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_opponentUpdated(opponent, opponentBuild) {
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this.setState({ opponent, opponentBuild });
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const opponentShip = new Ship(opponent, Ships[opponent].properties, Ships[opponent].slots);
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if (opponentBuild && Persist.getBuild(opponent, opponentBuild)) {
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// Ship is a particular build
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opponentShip.buildFrom(Persist.getBuild(opponent, opponentBuild));
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} else {
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// Ship is a stock build
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opponentShip.buildWith(Ships[opponent].defaults);
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}
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this.setState({ opponent: opponentShip, opponentBuild }, () => this._updateRouteOnControlChange());
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}
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/**
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* Set the control code for this outfitting page
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* @param {number} fuel the fuel carried by the ship (if different from that in state)
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* @param {number} cargo the cargo carried by the ship (if different from that in state)
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* @returns {string} The control code
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*/
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_controlCode(fuel, cargo) {
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const { sys, eng, wep, boost, opponent, opponentBuild, engagementRange } = this.state;
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const code = `${sys}/${eng}/${wep}/${boost ? 1 : 0}/${fuel || this.state.fuel}/${cargo || this.state.cargo}/${opponent.id}/${opponentBuild ? opponentBuild : ''}/${engagementRange}`;
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return code;
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}
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/**
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* Save the current build
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*/
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_saveBuild() {
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let code = this.state.ship.toString();
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let { buildName, newBuildName, shipId } = this.state;
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const { code, buildName, newBuildName, shipId } = this.state;
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if (buildName === newBuildName) {
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Persist.saveBuild(shipId, buildName, code);
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@@ -196,9 +294,8 @@ export default class OutfittingPage extends Page {
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* Rename the current build
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*/
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_renameBuild() {
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let { buildName, newBuildName, shipId, ship } = this.state;
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const { code, buildName, newBuildName, shipId, ship } = this.state;
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if (buildName != newBuildName && newBuildName.length) {
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let code = ship.toString();
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Persist.deleteBuild(shipId, buildName);
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Persist.saveBuild(shipId, newBuildName, code);
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this._updateRoute(shipId, newBuildName, code);
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@@ -210,16 +307,31 @@ export default class OutfittingPage extends Page {
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* Reload build from last save
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*/
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_reloadBuild() {
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this.state.ship.buildFrom(this.state.savedCode);
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this._shipUpdated();
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this.setState({ code: this.state.savedCode }, () => this._codeUpdated());
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}
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/**
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* Reset build to Stock/Factory defaults
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*/
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_resetBuild() {
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this.state.ship.buildWith(Ships[this.state.shipId].defaults);
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this._shipUpdated();
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const { ship, shipId, buildName } = this.state;
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// Rebuild ship
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ship.buildWith(Ships[shipId].defaults);
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// Reset controls
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const code = ship.toString();
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const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = this._obtainControlFromCode(ship, code);
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// Update state, and refresh the ship
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this.setState({
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sys,
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eng,
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wep,
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boost,
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fuel,
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cargo,
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opponent,
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opponentBuild,
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engagementRange
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}, () => this._updateRoute(shipId, buildName, code));
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}
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/**
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@@ -244,14 +356,43 @@ export default class OutfittingPage extends Page {
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}
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/**
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* Trigger render on ship model change
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* Called when the code for the ship has been updated, to synchronise the rest of the data
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*/
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_codeUpdated() {
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const { code, ship, shipId, buildName } = this.state;
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// Rebuild ship from the code
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this.state.ship.buildFrom(code);
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// Obtain controls from the code
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const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = this._obtainControlFromCode(ship, code);
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// Update state, and refresh the route when complete
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this.setState({
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sys,
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eng,
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wep,
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boost,
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fuel,
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cargo,
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opponent,
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opponentBuild,
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engagementRange
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}, () => this._updateRoute(shipId, buildName, code));
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}
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/**
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* Called when the ship has been updated, to set the code and then update accordingly
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*/
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_shipUpdated() {
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let { shipId, buildName, ship } = this.state;
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let code = ship.toString();
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this._updateRoute(shipId, buildName, code);
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this.setState({ code });
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let { ship, shipId, buildName, cargo, fuel } = this.state;
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if (cargo > ship.cargoCapacity) {
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cargo = ship.cargoCapacity;
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}
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if (fuel > ship.fuelCapacity) {
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fuel = ship.fuelCapacity;
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}
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const code = this._fullCode(ship, fuel, cargo);
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this.setState({ code, cargo, fuel }, () => this._updateRoute(shipId, buildName, code));
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}
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/**
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@@ -271,7 +412,7 @@ export default class OutfittingPage extends Page {
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*/
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componentWillReceiveProps(nextProps, nextContext) {
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if (this.context.route !== nextContext.route) { // Only reinit state if the route has changed
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this.setState(this._initState(nextContext));
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this.setState(this._initState(nextProps, nextContext));
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}
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}
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@@ -340,16 +481,23 @@ export default class OutfittingPage extends Page {
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shipUpdated = this._shipUpdated,
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canSave = (newBuildName || buildName) && code !== savedCode,
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canRename = buildName && newBuildName && buildName != newBuildName,
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canReload = savedCode && canSave,
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hStr = ship.getHardpointsString() + '.' + ship.getModificationsString(),
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iStr = ship.getInternalString() + '.' + ship.getModificationsString();
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canReload = savedCode && canSave;
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// Code can be blank for a default loadout. Prefix it with the ship name to ensure that changes in default ships is picked up
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code = ship.name + (code || '');
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// Markers are used to propagate state changes without requiring a deep comparison of the ship, as that takes a long time
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const _sStr = ship.getStandardString();
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const _iStr = ship.getInternalString();
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const _hStr = ship.getHardpointsString();
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const _pStr = `${ship.getPowerEnabledString()}${ship.getPowerPrioritiesString()}`;
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const _mStr = ship.getModificationsString();
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const standardSlotMarker = `${ship.name}${_sStr}${_pStr}${_mStr}`;
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const internalSlotMarker = `${ship.name}${_iStr}${_pStr}${_mStr}`;
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const hardpointsSlotMarker = `${ship.name}${_hStr}${_pStr}${_mStr}`;
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const boostMarker = `${ship.canBoost()}`;
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const shipSummaryMarker = `${ship.toString()}:${eng}:${fuel}:${cargo}`;
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const shipSummaryMarker = `${ship.toString()}${eng}${fuel}${cargo}`;
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return (
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<div id='outfit' className={'page'} style={{ fontSize: (sizeRatio * 0.9) + 'em' }}>
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@@ -386,10 +534,10 @@ export default class OutfittingPage extends Page {
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{/* Main tables */}
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<ShipSummaryTable ship={ship} marker={shipSummaryMarker} eng={eng} sys={sys} wep={wep} cargo={cargo} fuel={fuel}/>
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<StandardSlotSection ship={ship} code={code} onChange={shipUpdated} currentMenu={menu} />
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<InternalSlotSection ship={ship} code={iStr} onChange={shipUpdated} currentMenu={menu} />
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<HardpointsSlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
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<UtilitySlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
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<StandardSlotSection ship={ship} code={standardSlotMarker} onChange={shipUpdated} currentMenu={menu} />
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<InternalSlotSection ship={ship} code={internalSlotMarker} onChange={shipUpdated} currentMenu={menu} />
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<HardpointsSlotSection ship={ship} code={hardpointsSlotMarker} onChange={shipUpdated} currentMenu={menu} />
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<UtilitySlotSection ship={ship} code={hardpointsSlotMarker} onChange={shipUpdated} currentMenu={menu} />
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{/* Control of ship and opponent */}
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<div className='group quarter'>
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@@ -397,28 +545,28 @@ export default class OutfittingPage extends Page {
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<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('ship control')}</h2>
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</div>
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<div className='group half'>
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<Boost marker={boostMarker} ship={ship} onChange={this._boostUpdated} />
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<Boost marker={boostMarker} ship={ship} boost={boost} onChange={this._boostUpdated} />
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</div>
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</div>
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<div className='group quarter'>
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<Pips ship={ship} onChange={this._pipsUpdated} />
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<Pips sys={sys} eng={eng} wep={wep} onChange={this._pipsUpdated} />
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</div>
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<div className='group quarter'>
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<Fuel ship={ship} onChange={this._fuelUpdated}/>
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<Fuel fuelCapacity={ship.fuelCapacity} fuel={fuel} onChange={this._fuelUpdated}/>
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</div>
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<div className='group quarter'>
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{ ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
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{ ship.cargoCapacity > 0 ? <Cargo cargoCapacity={ship.cargoCapacity} cargo={cargo} onChange={this._cargoUpdated}/> : null }
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</div>
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<div className='group half'>
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<div className='group quarter'>
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<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('opponent')}</h2>
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</div>
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<div className='group threequarters'>
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<ShipPicker onChange={this._opponentUpdated}/>
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<ShipPicker ship={opponent.id} build={opponentBuild} onChange={this._opponentUpdated}/>
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</div>
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</div>
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<div className='group half'>
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<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
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<EngagementRange ship={ship} engagementRange={engagementRange} onChange={this._engagementRangeUpdated}/>
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</div>
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{/* Tabbed subpages */}
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