import React from 'react';
import { Ships } from 'coriolis-data/dist';
import cn from 'classnames';
import Page from './Page';
import Router from '../Router';
import Persist from '../stores/Persist';
import * as Utils from '../utils/UtilityFunctions';
import Ship from '../shipyard/Ship';
import * as _ from 'lodash';
import { toDetailedBuild } from '../shipyard/Serializer';
import { outfitURL } from '../utils/UrlGenerators';
import {
FloppyDisk,
Bin,
Switch,
Download,
Reload,
LinkIcon,
ShoppingIcon,
MatIcon,
} from '../components/SvgIcons';
import LZString from 'lz-string';
import ShipSummaryTable from '../components/ShipSummaryTable';
import StandardSlotSection from '../components/StandardSlotSection';
import HardpointSlotSection from '../components/HardpointSlotSection';
import InternalSlotSection from '../components/InternalSlotSection';
import UtilitySlotSection from '../components/UtilitySlotSection';
import Pips from '../components/Pips';
import Boost from '../components/Boost';
import Fuel from '../components/Fuel';
import Cargo from '../components/Cargo';
import ShipPicker from '../components/ShipPicker';
import EngagementRange from '../components/EngagementRange';
import OutfittingSubpages from '../components/OutfittingSubpages';
import ModalExport from '../components/ModalExport';
import ModalPermalink from '../components/ModalPermalink';
import ModalShoppingList from '../components/ModalShoppingList';
/**
* Document Title Generator
* @param {String} shipName Ship Name
* @param {String} buildName Build Name
* @return {String} Document title
*/
function getTitle(shipName, buildName) {
return buildName ? buildName : shipName;
}
/**
* The Outfitting Page
*/
export default class OutfittingPage extends Page {
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props, context);
this.state = this._initState(props, context);
this._keyDown = this._keyDown.bind(this);
this._exportBuild = this._exportBuild.bind(this);
this._pipsUpdated = this._pipsUpdated.bind(this);
this._boostUpdated = this._boostUpdated.bind(this);
this._cargoUpdated = this._cargoUpdated.bind(this);
this._fuelUpdated = this._fuelUpdated.bind(this);
this._opponentUpdated = this._opponentUpdated.bind(this);
this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
this._sectionMenuRefs = {};
}
/**
* [Re]Create initial state from context
* @param {Object} props React component properties
* @param {context} context React component context
* @return {Object} New state object
*/
_initState(props, context) {
let params = context.route.params;
let shipId = params.ship;
let code = params.code;
let buildName = params.bn;
let data = Ships[shipId]; // Retrieve the basic ship properties, slots and defaults
let savedCode = Persist.getBuild(shipId, buildName);
if (!data) {
return { error: { message: 'Ship not found: ' + shipId } };
}
let ship = new Ship(shipId, data.properties, data.slots); // Create a new Ship instance
if (code) {
ship.buildFrom(code); // Populate modules from serialized 'code' URL param
} else {
ship.buildWith(data.defaults); // Populate with default components
}
this._getTitle = getTitle.bind(this, data.properties.name);
// Obtain ship control from code
const {
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
opponentSys,
opponentEng,
opponentWep,
engagementRange
} = this._obtainControlFromCode(ship, code);
return {
error: null,
title: this._getTitle(buildName),
costTab: Persist.getCostTab() || 'costs',
buildName,
newBuildName: buildName,
shipId,
ship,
code,
savedCode,
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
opponentSys,
opponentEng,
opponentWep,
engagementRange
};
}
/**
* Handle build name change and update state
* @param {SyntheticEvent} event React Event
*/
_buildNameChange(event) {
let stateChanges = {
newBuildName: event.target.value
};
if (Persist.hasBuild(this.state.shipId, stateChanges.newBuildName)) {
stateChanges.savedCode = Persist.getBuild(
this.state.shipId,
stateChanges.newBuildName
);
} else {
stateChanges.savedCode = null;
}
this.setState(stateChanges);
}
/**
* Update the control part of the route
*/
_updateRouteOnControlChange() {
const { ship, shipId, buildName } = this.state;
const code = this._fullCode(ship);
this._updateRoute(shipId, buildName, code);
this.setState({ code });
}
/**
* Provide a full code for this ship, including any additions due to the outfitting page
* @param {Object} ship the ship
* @param {number} fuel the fuel carried by the ship (if different from that in state)
* @param {number} cargo the cargo carried by the ship (if different from that in state)
* @returns {string} the code for this ship
*/
_fullCode(ship, fuel, cargo) {
return `${ship.toString()}.${LZString.compressToBase64(
this._controlCode(fuel, cargo)
)}`;
}
/**
* Obtain the control information from the build code
* @param {Object} ship The ship
* @param {string} code The build code
* @returns {Object} The control information
*/
_obtainControlFromCode(ship, code) {
// Defaults
let sys = 2;
let eng = 2;
let wep = 2;
let mcSys = 0;
let mcEng = 0;
let mcWep = 0;
let boost = false;
let fuel = ship.fuelCapacity;
let cargo = ship.cargoCapacity;
let opponent = new Ship(
'eagle',
Ships['eagle'].properties,
Ships['eagle'].slots
).buildWith(Ships['eagle'].defaults);
let opponentSys = 2;
let opponentEng = 2;
let opponentWep = 2;
let opponentBuild;
let engagementRange = 1000;
// Obtain updates from code, if available
if (code) {
const parts = code.split('.');
if (parts.length >= 5) {
// We have control information in the code
const control = LZString.decompressFromBase64(
Utils.fromUrlSafe(parts[4])
).split('/');
sys = parseFloat(control[0]);
eng = parseFloat(control[1]);
wep = parseFloat(control[2]);
if (sys + eng + wep > 6) {
sys = eng = wep = 2;
}
boost = control[3] == 1 ? true : false;
fuel = parseFloat(control[4]) || fuel;
cargo = parseInt(control[5]) || cargo;
if (control[6]) {
const shipId = control[6];
opponent = new Ship(
shipId,
Ships[shipId].properties,
Ships[shipId].slots
);
if (control[7] && Persist.getBuild(shipId, control[7])) {
// Ship is a particular build
const opponentCode = Persist.getBuild(shipId, control[7]);
opponent.buildFrom(opponentCode);
opponentBuild = control[7];
if (opponentBuild) {
// Obtain opponent's sys/eng/wep pips from their code
const opponentParts = opponentCode.split('.');
if (opponentParts.length >= 5) {
const opponentControl = LZString.decompressFromBase64(
Utils.fromUrlSafe(opponentParts[4])
).split('/');
opponentSys = parseFloat(opponentControl[0]) || opponentSys;
opponentEng = parseFloat(opponentControl[1]) || opponentEng;
opponentWep = parseFloat(opponentControl[2]) || opponentWep;
}
}
} else {
// Ship is a stock build
opponent.buildWith(Ships[shipId].defaults);
}
}
engagementRange = parseInt(control[8]) || engagementRange;
// Multi-crew pips were introduced later on so assign default values
// because those values might not be present.
mcSys = parseInt(control[9]) || mcSys;
mcEng = parseInt(control[10]) || mcEng;
mcWep = parseInt(control[11]) || mcWep;
}
}
return {
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
opponentSys,
opponentEng,
opponentWep,
engagementRange
};
}
/**
* Triggered when pips have been updated. Multi-crew pips are already included
* in sys, eng and wep but mcSys, mcEng and mcWep make clear where each pip
* comes from.
* @param {number} sys SYS pips
* @param {number} eng ENG pips
* @param {number} wep WEP pips
* @param {number} mcSys SYS pips from multi-crew
* @param {number} mcEng ENG pips from multi-crew
* @param {number} mcWep WEP pips from multi-crew
*/
_pipsUpdated(sys, eng, wep, mcSys, mcEng, mcWep) {
this.setState({ sys, eng, wep, mcSys, mcEng, mcWep }, () =>
this._updateRouteOnControlChange()
);
}
/**
* Triggered when boost has been updated
* @param {boolean} boost true if boosting
*/
_boostUpdated(boost) {
this.setState({ boost }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when fuel has been updated
* @param {number} fuel the amount of fuel, in T
*/
_fuelUpdated(fuel) {
this.setState({ fuel }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when cargo has been updated
* @param {number} cargo the amount of cargo, in T
*/
_cargoUpdated(cargo) {
this.setState({ cargo }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when engagement range has been updated
* @param {number} engagementRange the engagement range, in m
*/
_engagementRangeUpdated(engagementRange) {
this.setState({ engagementRange }, () =>
this._updateRouteOnControlChange()
);
}
/**
* Triggered when target ship has been updated
* @param {string} opponent the opponent's ship model
* @param {string} opponentBuild the name of the opponent's build
*/
_opponentUpdated(opponent, opponentBuild) {
const opponentShip = new Ship(
opponent,
Ships[opponent].properties,
Ships[opponent].slots
);
let opponentSys = this.state.opponentSys;
let opponentEng = this.state.opponentEng;
let opponentWep = this.state.opponentWep;
if (opponentBuild && Persist.getBuild(opponent, opponentBuild)) {
// Ship is a particular build
opponentShip.buildFrom(Persist.getBuild(opponent, opponentBuild));
// Set pips for opponent
const opponentParts = Persist.getBuild(opponent, opponentBuild).split(
'.'
);
if (opponentParts.length >= 5) {
const opponentControl = LZString.decompressFromBase64(
Utils.fromUrlSafe(opponentParts[4])
).split('/');
opponentSys = parseFloat(opponentControl[0]);
opponentEng = parseFloat(opponentControl[1]);
opponentWep = parseFloat(opponentControl[2]);
}
} else {
// Ship is a stock build
opponentShip.buildWith(Ships[opponent].defaults);
opponentSys = 2;
opponentEng = 2;
opponentWep = 2;
}
this.setState(
{
opponent: opponentShip,
opponentBuild,
opponentSys,
opponentEng,
opponentWep
},
() => this._updateRouteOnControlChange()
);
}
/**
* Set the control code for this outfitting page
* @param {number} fuel the fuel carried by the ship (if different from that in state)
* @param {number} cargo the cargo carried by the ship (if different from that in state)
* @returns {string} The control code
*/
_controlCode(fuel, cargo) {
const {
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
opponent,
opponentBuild,
engagementRange
} = this.state;
const code = `${sys}/${eng}/${wep}/${boost ? 1 : 0}/${fuel ||
this.state.fuel}/${cargo || this.state.cargo}/${opponent.id}/${
opponentBuild ? opponentBuild : ''
}/${engagementRange}/${mcSys}/${mcEng}/${mcWep}`;
return code;
}
/**
* Save the current build
*/
_saveBuild() {
const { ship, buildName, newBuildName, shipId } = this.state;
// If this is a stock ship the code won't be set, so ensure that we have it
const code = this.state.code || ship.toString();
Persist.saveBuild(shipId, newBuildName, code);
this._updateRoute(shipId, newBuildName, code);
let opponent, opponentBuild, opponentSys, opponentEng, opponentWep;
if (
shipId === this.state.opponent.id &&
buildName === this.state.opponentBuild
) {
// This is a save of our current opponent build; update it
opponentBuild = newBuildName;
opponent = new Ship(
shipId,
Ships[shipId].properties,
Ships[shipId].slots
).buildFrom(code);
opponentSys = this.state.sys;
opponentEng = this.state.eng;
opponentWep = this.state.wep;
} else {
opponentBuild = this.state.opponentBuild;
opponent = this.state.opponent;
opponentSys = this.state.opponentSys;
opponentEng = this.state.opponentEng;
opponentWep = this.state.opponentWep;
}
this.setState({
buildName: newBuildName,
code,
savedCode: code,
opponent,
opponentBuild,
opponentSys,
opponentEng,
opponentWep,
title: this._getTitle(newBuildName)
});
}
/**
* Rename the current build
*/
_renameBuild() {
const { code, buildName, newBuildName, shipId, ship } = this.state;
if (buildName != newBuildName && newBuildName.length) {
Persist.deleteBuild(shipId, buildName);
Persist.saveBuild(shipId, newBuildName, code);
this._updateRoute(shipId, newBuildName, code);
this.setState({
buildName: newBuildName,
code,
savedCode: code,
opponentBuild: newBuildName
});
}
}
/**
* Reload build from last save
*/
_reloadBuild() {
this.setState({ code: this.state.savedCode }, () => this._codeUpdated());
}
/**
* Reset build to Stock/Factory defaults
*/
_resetBuild() {
const { ship, shipId, buildName } = this.state;
// Rebuild ship
ship.buildWith(Ships[shipId].defaults);
// Reset controls
const code = ship.toString();
const {
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
engagementRange
} = this._obtainControlFromCode(ship, code);
// Update state, and refresh the ship
this.setState(
{
sys,
eng,
wep,
mcSys,
mcEng,
mcWep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
engagementRange
},
() => this._updateRoute(shipId, buildName, code)
);
}
/**
* Delete the build
*/
_deleteBuild() {
const { shipId, buildName } = this.state;
Persist.deleteBuild(shipId, buildName);
let opponentBuild;
if (
shipId === this.state.opponent.id &&
buildName === this.state.opponentBuild
) {
// Our current opponent has been deleted; revert to stock
opponentBuild = null;
} else {
opponentBuild = this.state.opponentBuild;
}
Router.go(outfitURL(this.state.shipId));
this.setState({ opponentBuild });
}
/**
* Serialized and show the export modal
*/
_exportBuild() {
let translate = this.context.language.translate;
let { buildName, ship } = this.state;
this.context.showModal(